Libsdk
Libsdk
Object
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Class: Struct.Field.Object
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Class: Field.Object
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Class: Object
void ExecuteUbergraph(int EntryPoint);// 0x37db6c4
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Class: Package.Object
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Class: ScriptStruct.Struct.Field.Object
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Class: IntProperty.NumericProperty.Property.Field.Object
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Class: NumericProperty.Property.Field.Object
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Class: Property.Field.Object
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Class: BoolProperty.Property.Field.Object
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Class: NameProperty.Property.Field.Object
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Class: FloatProperty.NumericProperty.Property.Field.Object
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Class: StructProperty.Property.Field.Object
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Class: ByteProperty.NumericProperty.Property.Field.Object
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Class: Enum.Field.Object
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Class: ArrayProperty.Property.Field.Object
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Class: StrProperty.Property.Field.Object
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Class: EnumProperty.Property.Field.Object
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Class: Function.Struct.Field.Object
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Class: AndroidCommonDeviceProfileVulkanList.Object
ProfileMatch[] VulkanList;//[Offset: 0x28 , Size: 16]
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Class: ProfileMatch
FString Profile;//[Offset: 0x0 , Size: 16]
ProfileMatchItem[] Match;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: ProfileMatchItem
byte SourceType;//[Offset: 0x0 , Size: 1]
byte CompareType;//[Offset: 0x1 , Size: 1]
FString MatchString;//[Offset: 0x8 , Size: 16]
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Class: AndroidProjectDeviceProfileWhiteList.Object
ProfileMatch[] GradeMatchProfileWhiteList;//[Offset: 0x28 , Size: 16]
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Class: AndroidCommonDeviceProfileWhiteList.Object
ProfileMatch[] GradeMatchProfileWhiteList;//[Offset: 0x28 , Size: 16]
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Class: AndroidCommonDeviceProfileMatchingRules.Object
GradeProfileMatch[] GradeMatchProfile;//[Offset: 0x28 , Size: 16]
--------------------------------
Class: GradeProfileMatch
byte ScoreType;//[Offset: 0x0 , Size: 1]
int Score;//[Offset: 0x4 , Size: 4]
GradeProfileMatchItem[] Match;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: GradeProfileMatchItem
byte SourceType;//[Offset: 0x0 , Size: 1]
byte CompareType;//[Offset: 0x1 , Size: 1]
FString MatchString;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: AndroidCommonDeviceProfileGradeScore.Object
int MaxScore;//[Offset: 0x28 , Size: 4]
GradeScoreProfileName[] GradeScoreProfileName;//[Offset: 0x30 , Size: 16]
float[] GradeScoreTypePercentage;//[Offset: 0x40 , Size: 16]
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Class: GradeScoreProfileName
FString ProfileName;//[Offset: 0x0 , Size: 16]
int Score;//[Offset: 0x10 , Size: 4]
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Class: TextProperty.Property.Field.Object
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Class: DelegateFunction.Function.Struct.Field.Object
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Class: ObjectProperty.ObjectPropertyBase.Property.Field.Object
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Class: ObjectPropertyBase.Property.Field.Object
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Class: WeakObjectProperty.ObjectPropertyBase.Property.Field.Object
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Class: MulticastDelegateProperty.Property.Field.Object
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Class: Int64Property.NumericProperty.Property.Field.Object
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Class: ClassProperty.ObjectProperty.ObjectPropertyBase.Property.Field.Object
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Class:
SoftClassProperty.SoftObjectProperty.ObjectPropertyBase.Property.Field.Object
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Class: SoftObjectProperty.ObjectPropertyBase.Property.Field.Object
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Class: InterfaceProperty.Property.Field.Object
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Class: UInt64Property.NumericProperty.Property.Field.Object
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Class: DelegateProperty.Property.Field.Object
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Class: CommonDeviceProfileMatchingRules.Object
DPProfileMatch[] SwitcerMatchProfile;//[Offset: 0x28 , Size: 16]
DPProfileMatch[] ChangeQualityMatchProfile;//[Offset: 0x38 , Size: 16]
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Class: DPProfileMatch
FString Profile;//[Offset: 0x0 , Size: 16]
DPProfileMatchItem[] Match;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: DPProfileMatchItem
byte SourceType;//[Offset: 0x0 , Size: 1]
byte CompareType;//[Offset: 0x1 , Size: 1]
FString MatchString;//[Offset: 0x8 , Size: 16]
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Class: GCObjectReferencer.Object
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Class: AssetRegistryImpl.Object
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Class: MapProperty.Property.Field.Object
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Class: UInt32Property.NumericProperty.Property.Field.Object
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Class: SetProperty.Property.Field.Object
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Class: Int8Property.NumericProperty.Property.Field.Object
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Class: UInt16Property.NumericProperty.Property.Field.Object
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Class: Int16Property.NumericProperty.Property.Field.Object
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Class: DoubleProperty.NumericProperty.Property.Field.Object
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Class: LazyObjectProperty.ObjectPropertyBase.Property.Field.Object
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Class: TextBuffer.Object
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Class: DynamicClass.Class.Struct.Field.Object
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Class: PackageMap.Object
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Class: Interface.Object
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Class: LinkerPlaceholderClass.Class.Struct.Field.Object
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Class: LinkerPlaceholderExportObject.Object
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Class: LinkerPlaceholderFunction.Function.Struct.Field.Object
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Class: MetaData.Object
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Class: ObjectRedirector.Object
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Class: Model.Object
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Class: Actor.Object
ActorTickFunction PrimaryActorTick;//[Offset: 0x28 , Size: 88]
bool bSupportSuspendTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x80 , Size: 1]
float CustomTimeDilation;//[Offset: 0x84 , Size: 4]
bool bHidden;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x88 ,
Size: 1]
bool bNetTemporary;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x88 , Size: 1]
bool bNetStartup;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x88 ,
Size: 1]
bool bOnlyRelevantToOwner;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x88 , Size: 1]
bool bOnlyRelevantToConnection;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x88 , Size: 1]
bool bRegionBasedNetConsideration;//(ByteOffset: 0, ByteMask: 32, FieldMask:
32)[Offset: 0x88 , Size: 1]
bool bFastDistBasedRelevancy;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x88 , Size: 1]
bool bFastCustomOwnersRelevancy;//(ByteOffset: 0, ByteMask: 128, FieldMask:
128)[Offset: 0x88 , Size: 1]
bool bAlwaysRelevant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x89 , Size: 1]
bool bReplicateMovement;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x89 , Size: 1]
bool bTearOff;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x89 ,
Size: 1]
bool bExchangedRoles;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x89 , Size: 1]
bool bNetLoadOnClient;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x89 , Size: 1]
bool bNetUseOwnerRelevancy;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x89 , Size: 1]
bool bBlockInput;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset:
0x89 , Size: 1]
bool bAllowTickBeforeBeginPlay;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x8a , Size: 1]
bool bActorEnableCollision;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x8a , Size: 1]
bool bReplicates;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset:
0x8a , Size: 1]
byte RemoteRole;//[Offset: 0x8b , Size: 1]
Actor* Owner;//[Offset: 0x90 , Size: 8]
byte WorldParallelismID;//[Offset: 0x98 , Size: 1]
FName NetDriverName;//[Offset: 0xa8 , Size: 8]
RepMovement ReplicatedMovement;//[Offset: 0xb0 , Size: 52]
float InitialLifeSpan;//[Offset: 0xe4 , Size: 4]
RepAttachment AttachmentReplication;//[Offset: 0xe8 , Size: 64]
byte Role;//[Offset: 0x128 , Size: 1]
byte NetDormancy;//[Offset: 0x129 , Size: 1]
byte AutoReceiveInput;//[Offset: 0x12a , Size: 1]
int InputPriority;//[Offset: 0x12c , Size: 4]
InputComponent* InputComponent;//[Offset: 0x130 , Size: 8]
float NetCullDistanceSquared;//[Offset: 0x138 , Size: 4]
int NetTag;//[Offset: 0x13c , Size: 4]
float NetConsiderFrequency;//[Offset: 0x144 , Size: 4]
float NetUpdateFrequency;//[Offset: 0x148 , Size: 4]
float MinNetUpdateFrequency;//[Offset: 0x14c , Size: 4]
float NetPriority;//[Offset: 0x154 , Size: 4]
bool bAutoDestroyWhenFinished;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x15c , Size: 1]
bool bCanBeDamaged;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x15c
, Size: 1]
bool bActorIsBeingDestroyed;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x15c , Size: 1]
bool bCollideWhenPlacing;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x15c , Size: 1]
bool bFindCameraComponentWhenViewTarget;//(ByteOffset: 0, ByteMask: 16,
FieldMask: 16)[Offset: 0x15c , Size: 1]
bool bRelevantForNetworkReplays;//(ByteOffset: 0, ByteMask: 32, FieldMask:
32)[Offset: 0x15c , Size: 1]
bool bLowUpdateRateForReplay;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x15c , Size: 1]
bool bGenerateOverlapEventsDuringLevelStreaming;//(ByteOffset: 0, ByteMask:
128, FieldMask: 128)[Offset: 0x15c , Size: 1]
bool bCanBeInCluster;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x15d , Size: 1]
bool bAllowReceiveTickEventOnDedicatedServer;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0x15d , Size: 1]
bool bActorSeamlessTraveled;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x15d , Size: 1]
bool bIgnoresOriginShifting;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x15d , Size: 1]
bool bEnableAutoLODGeneration;//(ByteOffset: 0, ByteMask: 128, FieldMask:
128)[Offset: 0x15d , Size: 1]
enum SpawnCollisionHandlingMethod;//[Offset: 0x15e , Size: 1]
Pawn* Instigator;//[Offset: 0x170 , Size: 8]
Actor*[] Children;//[Offset: 0x178 , Size: 16]
SceneComponent* RootComponent;//[Offset: 0x188 , Size: 8]
MatineeActor*[] ControllingMatineeActors;//[Offset: 0x190 , Size: 16]
FName[] Layers;//[Offset: 0x1a8 , Size: 16]
ChildActorComponent* ParentComponent;//[Offset: 0x1b8 , Size: 8]
FName[] Tags;//[Offset: 0x1c0 , Size: 16]
uint64 HiddenEditorViews;//[Offset: 0x1d0 , Size: 8]
delegate OnTakeAnyDamage;//[Offset: 0x1d8 , Size: 16]
delegate OnTakePointDamage;//[Offset: 0x1e8 , Size: 16]
delegate OnActorBeginOverlap;//[Offset: 0x1f8 , Size: 16]
delegate OnActorEndOverlap;//[Offset: 0x208 , Size: 16]
delegate OnBeginCursorOver;//[Offset: 0x218 , Size: 16]
delegate OnEndCursorOver;//[Offset: 0x228 , Size: 16]
delegate OnClicked;//[Offset: 0x238 , Size: 16]
delegate OnReleased;//[Offset: 0x248 , Size: 16]
delegate OnInputTouchBegin;//[Offset: 0x258 , Size: 16]
delegate OnInputTouchEnd;//[Offset: 0x268 , Size: 16]
delegate OnInputTouchEnter;//[Offset: 0x278 , Size: 16]
delegate OnInputTouchLeave;//[Offset: 0x288 , Size: 16]
delegate OnActorHit;//[Offset: 0x298 , Size: 16]
delegate OnDestroyed;//[Offset: 0x2a8 , Size: 16]
delegate OnEndPlay;//[Offset: 0x2b8 , Size: 16]
ActorComponent*[] BlueprintCreatedComponents;//[Offset: 0x368 , Size: 16]
ActorComponent*[] InstanceComponents;//[Offset: 0x378 , Size: 16]
bool WasRecentlyRendered(float Tolerance);// 0x4f9be5c
void UserConstructionScript();// 0x37db6c4
void TearOff();// 0x4f9be40
void SnapRootComponentTo(Actor* InParentActor, FName InSocketName);//
0x4f9bd8c
void SetTickGroup(byte NewTickGroup);// 0x4f9bd10
void SetTickableWhenPaused(bool bTickableWhenPaused);// 0x4f9bc8c
void SetReplicates(bool bInReplicates);// 0x4f9bc08
void SetReplicateMovement(bool bInReplicateMovement);// 0x4f9bb7c
void SetOwner(Actor* NewOwner);// 0x4f9baf8
void SetNetDormancy(byte NewDormancy);// 0x4f9ba7c
void SetLifeSpan(float InLifespan);// 0x4f9b9f8
void SetActorTickInterval(float TickInterval);// 0x4f9b97c
void SetActorTickEnabled(bool bEnabled);// 0x4f9b8f8
void SetActorScale3D(Vector NewScale3D);// 0x4f9b87c
void SetActorRelativeScale3D(Vector NewRelativeScale);// 0x4f9b800
void SetActorHiddenInGame(bool bNewHidden);// 0x4f9b774
void SetActorEnableCollision(bool bNewActorEnableCollision);// 0x4f9b6f0
void RemoveTickPrerequisiteComponent(ActorComponent*
PrerequisiteComponent);// 0x4f9b66c
void RemoveTickPrerequisiteActor(Actor* PrerequisiteActor);// 0x4f9b5e8
void ReceiveTick(float DeltaSeconds);// 0x37db6c4
void ReceiveReInitForReplay();// 0x37db6c4
void ReceiveRadialDamage(float DamageReceived, const DamageType* DamageType,
Vector Origin, out const HitResult HitInfo, Controller* InstigatedBy, Actor*
DamageCauser);// 0x37db6c4
void ReceivePointDamage(float Damage, const DamageType* DamageType, Vector
HitLocation, Vector HitNormal, PrimitiveComponent* HitComponent, FName BoneName,
Vector ShotFromDirection, Controller* InstigatedBy, Actor* DamageCauser, out const
HitResult HitInfo);// 0x37db6c4
void ReceiveHit(PrimitiveComponent* MyComp, Actor* Other, PrimitiveComponent*
OtherComp, bool bSelfMoved, Vector HitLocation, Vector HitNormal, Vector
NormalImpulse, out const HitResult Hit);// 0x37db6c4
void ReceiveEndPlay(byte EndPlayReason);// 0x37db6c4
void ReceiveDestroyed();// 0x37db6c4
void ReceiveBeginPlay();// 0x37db6c4
void ReceiveAnyDamage(float Damage, const DamageType* DamageType, Controller*
InstigatedBy, Actor* DamageCauser);// 0x37db6c4
void ReceiveActorOnReleased(Key ButtonReleased);// 0x37db6c4
void ReceiveActorOnInputTouchLeave(const byte FingerIndex);// 0x37db6c4
void ReceiveActorOnInputTouchEnter(const byte FingerIndex);// 0x37db6c4
void ReceiveActorOnInputTouchEnd(const byte FingerIndex);// 0x37db6c4
void ReceiveActorOnInputTouchBegin(const byte FingerIndex);// 0x37db6c4
void ReceiveActorOnClicked(Key ButtonPressed);// 0x37db6c4
void ReceiveActorEndOverlap(Actor* OtherActor);// 0x37db6c4
void ReceiveActorEndCursorOver();// 0x37db6c4
void ReceiveActorBeginOverlap(Actor* OtherActor);// 0x37db6c4
void ReceiveActorBeginCursorOver();// 0x37db6c4
void PrestreamTextures(float Seconds, bool bEnableStreaming, int
CinematicTextureGroups);// 0x4f9b4dc
void OnRep_ReplicateMovement();// 0x4f9b4c0
void OnRep_ReplicatedMovement();// 0x4f9b4a4
void OnRep_Owner();// 0x4f9b488
void OnRep_Instigator();// 0x4f9b46c
void OnRep_AttachmentReplication();// 0x4f9b450
void MakeNoise(float Loudness, Pawn* NoiseInstigator, Vector NoiseLocation,
float MaxRange, FName Tag);// 0x4f9b2e4
MaterialInstanceDynamic* MakeMIDForMaterial(MaterialInterface* Parent);//
0x4f9b258
bool K2_TeleportTo(Vector DestLocation, Rotator DestRotation);// 0x4f9b18c
bool K2_SetActorTransform(out const Transform NewTransform, bool bSweep, out
HitResult SweepHitResult, bool bTeleport);// 0x4f9afd0
bool K2_SetActorRotation(Rotator NewRotation, bool bTeleportPhysics);//
0x4f9aefc
void K2_SetActorRelativeTransform(out const Transform NewRelativeTransform,
bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4f9ad54
void K2_SetActorRelativeRotation(Rotator NewRelativeRotation, bool bSweep,
out HitResult SweepHitResult, bool bTeleport);// 0x4f9abe4
void K2_SetActorRelativeLocation(Vector NewRelativeLocation, bool bSweep, out
HitResult SweepHitResult, bool bTeleport);// 0x4f9aa74
bool K2_SetActorLocationAndRotation(Vector NewLocation, Rotator NewRotation,
bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4f9a8b4
bool K2_SetActorLocation(Vector NewLocation, bool bSweep, out HitResult
SweepHitResult, bool bTeleport);// 0x4f9a730
void K2_OnReset();// 0x37db6c4
void K2_OnEndViewTarget(PlayerController* PC);// 0x37db6c4
void K2_OnBecomeViewTarget(PlayerController* PC);// 0x37db6c4
SceneComponent* K2_GetRootComponent();// 0x4f9a714
Rotator K2_GetActorRotation();// 0x4f9a648
Vector K2_GetActorLocation();// 0x4f9a604
void K2_DetachFromActor(enum LocationRule, enum RotationRule, enum
ScaleRule);// 0x4f9a510
void K2_DestroyComponent(ActorComponent* Component);// 0x4f9a494
void K2_DestroyActor();// 0x4f9a478
void K2_AttachToComponent(SceneComponent* Parent, FName SocketName, enum
LocationRule, enum RotationRule, enum ScaleRule, bool bWeldSimulatedBodies);//
0x4f9a2cc
void K2_AttachToActor(Actor* ParentActor, FName SocketName, enum
LocationRule, enum RotationRule, enum ScaleRule, bool bWeldSimulatedBodies);//
0x4f9a120
void K2_AttachRootComponentToActor(Actor* InParentActor, FName InSocketName,
byte AttachLocationType, bool bWeldSimulatedBodies);// 0x4f99fec
void K2_AttachRootComponentTo(SceneComponent* InParent, FName InSocketName,
byte AttachLocationType, bool bWeldSimulatedBodies);// 0x4f99eb8
void K2_AddActorWorldTransform(out const Transform DeltaTransform, bool
bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4f99d10
void K2_AddActorWorldRotation(Rotator DeltaRotation, bool bSweep, out
HitResult SweepHitResult, bool bTeleport);// 0x4f99ba0
void K2_AddActorWorldOffset(Vector DeltaLocation, bool bSweep, out HitResult
SweepHitResult, bool bTeleport);// 0x4f99a30
void K2_AddActorLocalTransform(out const Transform NewTransform, bool bSweep,
out HitResult SweepHitResult, bool bTeleport);// 0x4f99888
void K2_AddActorLocalRotation(Rotator DeltaRotation, bool bSweep, out
HitResult SweepHitResult, bool bTeleport);// 0x4f99718
void K2_AddActorLocalOffset(Vector DeltaLocation, bool bSweep, out HitResult
SweepHitResult, bool bTeleport);// 0x4f995a8
bool IsOverlappingActor(const Actor* Other);// 0x4f99518
bool IsChildActor();// 0x4f994e0
bool IsActorTickEnabled();// 0x4f994a8
bool IsActorBeingDestroyed();// 0x4f99488
bool HasAuthority();// 0x4f99464
float GetVerticalDistanceTo(const Actor* OtherActor);// 0x4f993d8
Vector GetVelocity();// 0x4f99398
Transform GetTransform();// 0x4f9935c
bool GetTickableWhenPaused();// 0x4f99324
float GetSquaredDistanceTo(const Actor* OtherActor);// 0x4f99298
byte GetRole();// 0x4f99264
byte GetRemoteRole();// 0x4f99248
ChildActorComponent* GetParentComponent();// 0x4f99214
Actor* GetParentActor();// 0x4f991e0
Actor* GetOwner();// 0x4f991c4
void GetOverlappingComponents(out PrimitiveComponent*[]
OverlappingComponents);// 0x4f9910c
void GetOverlappingActors(out Actor*[] OverlappingActors, class Actor
ClassFilter);// 0x4f99008
float GetLifeSpan();// 0x4f98fcc
Controller* GetInstigatorController();// 0x4f98f98
Pawn* GetInstigator();// 0x4f98f64
Vector GetInputVectorAxisValue(const Key InputAxisKey);// 0x4f98d14
float GetInputAxisValue(const FName InputAxisName);// 0x4f98c88
float GetInputAxisKeyValue(const Key InputAxisKey);// 0x4f98a3c
float GetHorizontalDotProductTo(const Actor* OtherActor);// 0x4f989b0
float GetHorizontalDistanceTo(const Actor* OtherActor);// 0x4f98924
float GetGameTimeSinceCreation();// 0x4f988f0
float GetDotProductTo(const Actor* OtherActor);// 0x4f98864
float GetDistanceTo(const Actor* OtherActor);// 0x4f987d8
ActorComponent*[] GetComponentsByTag(class ActorComponent ComponentClass,
FName Tag);// 0x4f986ac
ActorComponent*[] GetComponentsByClass(class ActorComponent
ComponentClass);// 0x4f985b8
ActorComponent* GetComponentByClass(class ActorComponent ComponentClass);//
0x4f9852c
FName GetAttachParentSocketName();// 0x4f984f8
Actor* GetAttachParentActor();// 0x4f984c4
void GetAttachedActors(out Actor*[] OutActors);// 0x4f9840c
void GetAllChildActors(out Actor*[] ChildActors, bool bIncludeDescendants);//
0x4f98300
Vector GetActorUpVector();// 0x4f982ac
float GetActorTimeDilation();// 0x4f98278
float GetActorTickInterval();// 0x4f98244
Vector GetActorScale3D();// 0x4f9820c
Vector GetActorRightVector();// 0x4f981b8
Vector GetActorRelativeScale3D();// 0x4f98180
Vector GetActorForwardVector();// 0x4f9812c
void GetActorEyesViewPoint(out Vector OutLocation, out Rotator
OutRotation);// 0x4f98048
bool GetActorEnableCollision();// 0x4f98028
void GetActorBounds(bool bOnlyCollidingComponents, out Vector Origin, out
Vector BoxExtent);// 0x4f97f08
void ForceNetUpdate();// 0x4f97eec
void ForceNetConsider();// 0x4f97ed0
void FlushNetDormancy();// 0x4f97ebc
void EnableInput(PlayerController* PlayerController);// 0x4f97e38
void DisableInput(PlayerController* PlayerController);// 0x4f97db4
void DetachRootComponentFromParent(bool bMaintainWorldPosition);// 0x4f97d30
void AddTickPrerequisiteComponent(ActorComponent* PrerequisiteComponent);//
0x4f97cac
void AddTickPrerequisiteActor(Actor* PrerequisiteActor);// 0x4f97c28
ActorComponent* AddComponent(FName TemplateName, bool bManualAttachment, out
const Transform RelativeTransform, const Object* ComponentTemplateContext);//
0x4f97aac
bool ActorHasTag(FName Tag);// 0x4f97a1c
--------------------------------
Class: ActorTickFunction.TickFunction
--------------------------------
Class: TickFunction
byte TickGroup;//[Offset: 0x8 , Size: 1]
byte EndTickGroup;//[Offset: 0x9 , Size: 1]
bool bTickEvenWhenPaused;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0xc , Size: 1]
bool bCanEverTick;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xc ,
Size: 1]
bool bStartWithTickEnabled;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0xc , Size: 1]
bool bAllowTickOnDedicatedServer;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0xc , Size: 1]
float TickInterval;//[Offset: 0x40 , Size: 4]
--------------------------------
Class: RepMovement
Vector LinearVelocity;//[Offset: 0x0 , Size: 12]
Vector AngularVelocity;//[Offset: 0xc , Size: 12]
Vector Location;//[Offset: 0x18 , Size: 12]
Rotator Rotation;//[Offset: 0x24 , Size: 12]
bool bSimulatedPhysicSleep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x30 , Size: 1]
bool bRepPhysics;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x30 ,
Size: 1]
enum LocationQuantizationLevel;//[Offset: 0x31 , Size: 1]
enum VelocityQuantizationLevel;//[Offset: 0x32 , Size: 1]
enum RotationQuantizationLevel;//[Offset: 0x33 , Size: 1]
--------------------------------
Class: Vector
float X;//[Offset: 0x0 , Size: 4]
float Y;//[Offset: 0x4 , Size: 4]
float Z;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: Rotator
float Pitch;//[Offset: 0x0 , Size: 4]
float Yaw;//[Offset: 0x4 , Size: 4]
float Roll;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: RepAttachment
Actor* AttachParent;//[Offset: 0x0 , Size: 8]
Vector_NetQuantize100 LocationOffset;//[Offset: 0x8 , Size: 12]
Vector_NetQuantize100 RelativeScale3D;//[Offset: 0x14 , Size: 12]
Rotator RotationOffset;//[Offset: 0x20 , Size: 12]
FName AttachSocket;//[Offset: 0x30 , Size: 8]
SceneComponent* AttachComponent;//[Offset: 0x38 , Size: 8]
--------------------------------
Class: Vector_NetQuantize100.Vector
--------------------------------
Class: SceneComponent.ActorComponent.Object
PhysicsVolume* PhysicsVolume;//[Offset: 0x118 , Size: 8]
SceneComponent* AttachParent;//[Offset: 0x120 , Size: 8]
FName AttachSocketName;//[Offset: 0x128 , Size: 8]
SceneComponent*[] AttachChildren;//[Offset: 0x130 , Size: 16]
SceneComponent*[] ClientAttachedChildren;//[Offset: 0x140 , Size: 16]
Vector RelativeLocation;//[Offset: 0x17c , Size: 12]
Rotator RelativeRotation;//[Offset: 0x188 , Size: 12]
Vector RelativeScale3D;//[Offset: 0x194 , Size: 12]
Vector ComponentVelocity;//[Offset: 0x200 , Size: 12]
bool bComponentToWorldUpdated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x20c , Size: 1]
bool bAbsoluteLocation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x20c , Size: 1]
int AntiCheatRandValue0;//[Offset: 0x210 , Size: 4]
bool bAbsoluteRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x214 , Size: 1]
bool bAbsoluteScale;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x214 , Size: 1]
int AntiCheatRandValue1;//[Offset: 0x218 , Size: 4]
bool bVisible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x21c ,
Size: 1]
bool bHiddenInGame;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x21c
, Size: 1]
int AntiCheatRandValue2;//[Offset: 0x220 , Size: 4]
bool bShouldUpdatePhysicsVolume;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x224 , Size: 1]
bool bBoundsChangeTriggersStreamingDataRebuild;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0x224 , Size: 1]
bool bUseAttachParentBound;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x224 , Size: 1]
int AntiCheatRandValue3;//[Offset: 0x228 , Size: 4]
bool bShouldUpdateOverLaps;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x22c , Size: 1]
int AntiCheatRandValue4;//[Offset: 0x230 , Size: 4]
int AntiCheatRandValue5;//[Offset: 0x238 , Size: 4]
bool bAbsoluteTranslation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x23c , Size: 1]
byte Mobility;//[Offset: 0x23d , Size: 1]
int AntiCheatRandValue6;//[Offset: 0x240 , Size: 4]
byte DetailMode;//[Offset: 0x244 , Size: 1]
delegate PhysicsVolumeChangedDelegate;//[Offset: 0x290 , Size: 16]
void ToggleVisibility(bool bPropagateToChildren);// 0x511e8c0
bool SnapTo(SceneComponent* InParent, FName InSocketName);// 0x511e7f8
void SetWorldScale3D(Vector NewScale);// 0x511e77c
void SetVisibility(bool bNewVisibility, bool bPropagateToChildren);//
0x511e6a4
void SetRelativeScale3D(Vector NewScale3D);// 0x511e620
void SetHiddenInGame(bool NewHidden, bool bPropagateToChildren);// 0x511e54c
void SetAbsolute(bool bNewAbsoluteLocation, bool bNewAbsoluteRotation, bool
bNewAbsoluteScale);// 0x511e438
void ResetRelativeTransform();// 0x511e424
void OnRep_Visibility(bool OldValue);// 0x511e3a0
void OnRep_Transform();// 0x511e38c
void OnRep_AttachSocketName();// 0x511e378
void OnRep_AttachParent();// 0x511e364
void OnRep_AttachChildren();// 0x511e350
void K2_SetWorldTransform(out const Transform NewTransform, bool bSweep, out
HitResult SweepHitResult, bool bTeleport);// 0x511e1a8
void K2_SetWorldRotation(Rotator NewRotation, bool bSweep, out HitResult
SweepHitResult, bool bTeleport);// 0x511e038
void K2_SetWorldLocationAndRotation(Vector NewLocation, Rotator NewRotation,
bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x511de8c
void K2_SetWorldLocation(Vector NewLocation, bool bSweep, out HitResult
SweepHitResult, bool bTeleport);// 0x511dd1c
void K2_SetRelativeTransform(out const Transform NewTransform, bool bSweep,
out HitResult SweepHitResult, bool bTeleport);// 0x511db74
void K2_SetRelativeRotation(Rotator NewRotation, bool bSweep, out HitResult
SweepHitResult, bool bTeleport);// 0x511da04
void K2_SetRelativeLocationAndRotation(Vector NewLocation, Rotator
NewRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);//
0x511d858
void K2_SetRelativeLocation(Vector NewLocation, bool bSweep, out HitResult
SweepHitResult, bool bTeleport);// 0x511d6e8
Transform K2_GetComponentToWorld();// 0x511d694
Vector K2_GetComponentScale();// 0x511d65c
Rotator K2_GetComponentRotation();// 0x511d624
Vector K2_GetComponentLocation();// 0x511d5ec
void K2_DetachFromComponent(enum LocationRule, enum RotationRule, enum
ScaleRule, bool bCallModify);// 0x511d4b4
bool K2_AttachToComponent(SceneComponent* Parent, FName SocketName, enum
LocationRule, enum RotationRule, enum ScaleRule, bool bWeldSimulatedBodies);//
0x511d2f4
bool K2_AttachTo(SceneComponent* InParent, FName InSocketName, byte
AttachType, bool bWeldSimulatedBodies);// 0x511d1ac
void K2_AddWorldTransform(out const Transform DeltaTransform, bool bSweep,
out HitResult SweepHitResult, bool bTeleport);// 0x511d004
void K2_AddWorldRotation(Rotator DeltaRotation, bool bSweep, out HitResult
SweepHitResult, bool bTeleport);// 0x511ce94
void K2_AddWorldOffset(Vector DeltaLocation, bool bSweep, out HitResult
SweepHitResult, bool bTeleport);// 0x511cd24
void K2_AddRelativeRotation(Rotator DeltaRotation, bool bSweep, out HitResult
SweepHitResult, bool bTeleport);// 0x511cbb4
void K2_AddRelativeLocation(Vector DeltaLocation, bool bSweep, out HitResult
SweepHitResult, bool bTeleport);// 0x511ca44
void K2_AddLocalTransform(out const Transform DeltaTransform, bool bSweep,
out HitResult SweepHitResult, bool bTeleport);// 0x511c89c
void K2_AddLocalRotation(Rotator DeltaRotation, bool bSweep, out HitResult
SweepHitResult, bool bTeleport);// 0x511c72c
void K2_AddLocalOffset(Vector DeltaLocation, bool bSweep, out HitResult
SweepHitResult, bool bTeleport);// 0x511c5bc
bool IsVisible();// 0x511c57c
bool IsSimulatingPhysics(FName BoneName);// 0x511c4e4
bool IsAnySimulatingPhysics();// 0x511c4a4
Vector GetUpVector();// 0x511c46c
Transform GetSocketTransform(FName InSocketName, byte TransformSpace);//
0x511c384
Rotator GetSocketRotation(FName InSocketName);// 0x511c2ec
Quat GetSocketQuaternion(FName InSocketName);// 0x511c250
Vector GetSocketLocation(FName InSocketName);// 0x511c1b8
Vector GetRightVector();// 0x511c180
Transform GetRelativeTransform();// 0x511c12c
PhysicsVolume* GetPhysicsVolume();// 0x511c0f8
void GetParentComponents(out SceneComponent*[] Parents);// 0x511c040
int GetNumChildrenComponents();// 0x511c00c
Vector GetForwardVector();// 0x511bfd4
Vector GetComponentVelocity();// 0x511bf94
Transform GetComponentTransformViewTranslatedBP();// 0x511bf70
Transform GetComponentLocal(out const Transform LocalTransform);// 0x511bea4
void GetChildrenComponents(bool bIncludeAllDescendants, out SceneComponent*[]
Children);// 0x511bd9c
SceneComponent* GetChildComponent(int ChildIndex);// 0x511bd10
FName GetAttachSocketName();// 0x511bcf4
SceneComponent* GetAttachParent();// 0x511bcd8
FName[] GetAllSocketNames();// 0x511bc34
bool DoesSocketExist(FName InSocketName);// 0x511bb9c
void DetachFromParent(bool bMaintainWorldPosition, bool bCallModify);//
0x511bac4
--------------------------------
Class: ActorComponent.Object
ActorComponentTickFunction PrimaryComponentTick;//[Offset: 0x30 , Size: 88]
bool bSupportSuspendTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x88 , Size: 1]
FName[] ComponentTags;//[Offset: 0x90 , Size: 16]
bool bDestroyIfOnClientNoLocalControl;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xa0 , Size: 1]
float NetUpdateFrequency;//[Offset: 0xa4 , Size: 4]
AssetUserData*[] AssetUserData;//[Offset: 0xb0 , Size: 16]
bool bReplicates;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0xc0 , Size: 1]
bool bNetAddressable;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0xc0 , Size: 1]
bool bAutoActivate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0xc2 , Size: 1]
bool bIsActive;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xc2 ,
Size: 1]
bool bEditableWhenInherited;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0xc2 , Size: 1]
bool bCanEverAffectNavigation;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0xc2 , Size: 1]
bool bIsEditorOnly;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset:
0xc2 , Size: 1]
bool bIsClientOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0xc3 , Size: 1]
enum CreationMethod;//[Offset: 0xc5 , Size: 1]
SimpleMemberReference[] UCSModifiedProperties;//[Offset: 0xc8 , Size: 16]
delegate OnComponentActivated;//[Offset: 0xe0 , Size: 16]
delegate OnComponentDeactivated;//[Offset: 0xf0 , Size: 16]
void ToggleActive();// 0x4f9f560
void SetTickGroup(byte NewTickGroup);// 0x4f9f4e4
void SetTickableWhenPaused(bool bTickableWhenPaused);// 0x4f9f460
void SetIsReplicated(bool ShouldReplicate);// 0x4f9f3dc
void SetComponentTickInterval(float TickInterval);// 0x4f9f360
void SetComponentTickEnabled(bool bEnabled);// 0x4f9f2d4
void SetAutoActivate(bool bNewAutoActivate);// 0x4f9f248
void SetActive(bool bNewActive, bool bReset);// 0x4f9f170
void RemoveTickPrerequisiteComponent(ActorComponent*
PrerequisiteComponent);// 0x4f9f0ec
void RemoveTickPrerequisiteActor(Actor* PrerequisiteActor);// 0x4f9f068
void ReceiveTick(float DeltaSeconds);// 0x37db6c4
void ReceiveEndPlay(byte EndPlayReason);// 0x37db6c4
void ReceiveBeginPlay();// 0x37db6c4
void OnRep_Replicates();// 0x4f9f054
void OnRep_IsActive();// 0x4f9f040
void K2_DestroyComponent(Object* Object);// 0x4f9efc4
bool IsComponentTickEnabled();// 0x4f9ef8c
bool IsBeingDestroyed();// 0x4f9ef6c
bool IsActive();// 0x4f9ef2c
Actor* GetOwner();// 0x4f9ef10
float GetComponentTickInterval();// 0x4f9eedc
void ForceNetUpdate();// 0x4f9eec0
void Deactivate();// 0x4f9eea4
bool ComponentHasTag(FName Tag);// 0x4f9ee14
void AddTickPrerequisiteComponent(ActorComponent* PrerequisiteComponent);//
0x4f9ed90
void AddTickPrerequisiteActor(Actor* PrerequisiteActor);// 0x4f9ed0c
void Activate(bool bReset);// 0x4f9ec80
--------------------------------
Class: ActorComponentTickFunction.TickFunction
--------------------------------
Class: PhysicsVolume.Volume.Brush.Actor.Object
float TerminalVelocity;//[Offset: 0x3d0 , Size: 4]
int Priority;//[Offset: 0x3d4 , Size: 4]
float FluidFriction;//[Offset: 0x3d8 , Size: 4]
bool bWaterVolume;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x3dc , Size: 1]
bool bPhysicsOnContact;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x3dc , Size: 1]
--------------------------------
Class: Volume.Brush.Actor.Object
--------------------------------
Class: Brush.Actor.Object
byte BrushType;//[Offset: 0x398 , Size: 1]
Color BrushColor;//[Offset: 0x39c , Size: 4]
int PolyFlags;//[Offset: 0x3a0 , Size: 4]
bool bColored;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3a4 ,
Size: 1]
bool bSolidWhenSelected;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x3a4 , Size: 1]
bool bPlaceableFromClassBrowser;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x3a4 , Size: 1]
bool bNotForClientOrServer;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x3a4 , Size: 1]
Model* Brush;//[Offset: 0x3a8 , Size: 8]
BrushComponent* BrushComponent;//[Offset: 0x3b0 , Size: 8]
bool bInManipulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x3b8 , Size: 1]
GeomSelection[] SavedSelections;//[Offset: 0x3c0 , Size: 16]
--------------------------------
Class: Color
byte B;//[Offset: 0x0 , Size: 1]
byte G;//[Offset: 0x1 , Size: 1]
byte R;//[Offset: 0x2 , Size: 1]
byte A;//[Offset: 0x3 , Size: 1]
--------------------------------
Class: BrushComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
Model* Brush;//[Offset: 0x670 , Size: 8]
BodySetup* BrushBodySetup;//[Offset: 0x678 , Size: 8]
Vector PrePivot;//[Offset: 0x680 , Size: 12]
--------------------------------
Class: PrimitiveComponent.SceneComponent.ActorComponent.Object
float CullingScreenSize;//[Offset: 0x2d8 , Size: 4]
float MinDrawDistance;//[Offset: 0x2dc , Size: 4]
float LDMaxDrawDistance;//[Offset: 0x2e0 , Size: 4]
float MaxDrawDistanceOffset;//[Offset: 0x2e4 , Size: 4]
float CachedMaxDrawDistance;//[Offset: 0x2e8 , Size: 4]
byte DepthPriorityGroup;//[Offset: 0x2ec , Size: 1]
byte ViewOwnerDepthPriorityGroup;//[Offset: 0x2ed , Size: 1]
enum LightmapType;//[Offset: 0x2ee , Size: 1]
bool bBulletCanBreakThrough;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x2ef , Size: 1]
bool bAlwaysCreatePhysicsState;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x2ef , Size: 1]
bool bGenerateOverlapEvents;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x2ef , Size: 1]
bool bMultiBodyOverlap;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x2ef , Size: 1]
bool bCheckAsyncSceneOnMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x2f0 , Size: 1]
bool bTraceComplexOnMove;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x2f0 , Size: 1]
bool bReturnMaterialOnMove;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x2f0 , Size: 1]
bool bUseViewOwnerDepthPriorityGroup;//(ByteOffset: 0, ByteMask: 8,
FieldMask: 8)[Offset: 0x2f0 , Size: 1]
bool bAllowCullDistanceVolume;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x2f0 , Size: 1]
bool bAllowCullDistanceVolumeMovable;//(ByteOffset: 0, ByteMask: 32,
FieldMask: 32)[Offset: 0x2f0 , Size: 1]
bool bHasMotionBlurVelocityMeshes;//(ByteOffset: 0, ByteMask: 64, FieldMask:
64)[Offset: 0x2f0 , Size: 1]
bool bVisibleInReflectionCaptures;//(ByteOffset: 0, ByteMask: 128, FieldMask:
128)[Offset: 0x2f0 , Size: 1]
bool bRenderInMainPass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x2f1 , Size: 1]
bool bRenderInMono;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2f1
, Size: 1]
bool bReceivesDecals;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x2f1 , Size: 1]
bool bOwnerNoSee;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2f1 ,
Size: 1]
bool bOnlyOwnerSee;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x2f1 , Size: 1]
bool bTreatAsBackgroundForOcclusion;//(ByteOffset: 0, ByteMask: 32,
FieldMask: 32)[Offset: 0x2f1 , Size: 1]
bool bDrawIdeaOutline;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset:
0x2f1 , Size: 1]
bool bOverrideIdeaOutlineColor;//(ByteOffset: 0, ByteMask: 128, FieldMask:
128)[Offset: 0x2f1 , Size: 1]
LinearColor IdeaOutlineColor;//[Offset: 0x2f4 , Size: 16]
bool bOverrideIdeaOutlineThickness;//(ByteOffset: 0, ByteMask: 1, FieldMask:
1)[Offset: 0x304 , Size: 1]
float IdeaOutlineThickness;//[Offset: 0x308 , Size: 4]
bool bDrawDyeing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30c ,
Size: 1]
enum DrawDyeingMode;//[Offset: 0x30d , Size: 1]
LinearColor VisibleDyeingColor;//[Offset: 0x310 , Size: 16]
LinearColor OccludedDyeingColor;//[Offset: 0x320 , Size: 16]
bool bUseAsEarlyZ;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x330 , Size: 1]
bool bRenderInTwoPass;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x330 , Size: 1]
bool bUseAsOccluder;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x330 , Size: 1]
bool bSelectable;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x330 ,
Size: 1]
bool bForceMipStreaming;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x330 , Size: 1]
bool bHasPerInstanceHitProxies;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x330 , Size: 1]
bool CastShadow;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset:
0x330 , Size: 1]
bool bAffectDynamicIndirectLighting;//(ByteOffset: 0, ByteMask: 128,
FieldMask: 128)[Offset: 0x330 , Size: 1]
bool bAffectDistanceFieldLighting;//(ByteOffset: 0, ByteMask: 1, FieldMask:
1)[Offset: 0x331 , Size: 1]
bool bCastDynamicShadow;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x331 , Size: 1]
bool bCastStaticShadow;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x331 , Size: 1]
bool bCastVolumetricTranslucentShadow;//(ByteOffset: 0, ByteMask: 8,
FieldMask: 8)[Offset: 0x331 , Size: 1]
bool bSelfShadowOnly;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x331 , Size: 1]
bool bCastFarShadow;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x331 , Size: 1]
bool bCastInsetShadow;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset:
0x331 , Size: 1]
bool bCastCinematicShadow;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x331 , Size: 1]
bool bCastHiddenShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x332 , Size: 1]
bool bCastShadowAsTwoSided;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x332 , Size: 1]
bool bLightAsIfStatic;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x332 , Size: 1]
bool bLightAttachmentsAsGroup;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x332 , Size: 1]
bool bReceiveCombinedCSMAndStaticShadowsFromStationaryLights;//(ByteOffset:
0, ByteMask: 16, FieldMask: 16)[Offset: 0x332 , Size: 1]
bool bSingleSampleShadowFromStationaryLights;//(ByteOffset: 0, ByteMask: 32,
FieldMask: 32)[Offset: 0x332 , Size: 1]
bool bIgnoreRadialImpulse;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x332 , Size: 1]
bool bIgnoreRadialForce;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x332 , Size: 1]
bool bApplyImpulseOnDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x333 , Size: 1]
bool AlwaysLoadOnClient;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x333 , Size: 1]
bool AlwaysLoadOnServer;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x333 , Size: 1]
bool bUseEditorCompositing;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x333 , Size: 1]
bool bRenderCustomDepth;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x333 , Size: 1]
byte bHasCustomNavigableGeometry;//[Offset: 0x334 , Size: 1]
byte CanCharacterStepUpOn;//[Offset: 0x336 , Size: 1]
LightingChannels LightingChannels;//[Offset: 0x337 , Size: 1]
enum CustomDepthStencilWriteMask;//[Offset: 0x338 , Size: 1]
int CustomDepthStencilValue;//[Offset: 0x33c , Size: 4]
int TranslucencySortPriority;//[Offset: 0x340 , Size: 4]
int VisibilityId;//[Offset: 0x344 , Size: 4]
float OverrideCylinderMaxDrawHeight;//[Offset: 0x350 , Size: 4]
float BoundsScale;//[Offset: 0x358 , Size: 4]
float LastSubmitTime;//[Offset: 0x35c , Size: 4]
float LastRenderTime;//[Offset: 0x360 , Size: 4]
float LastRenderTimeOnScreen;//[Offset: 0x364 , Size: 4]
Actor*[] MoveIgnoreActors;//[Offset: 0x368 , Size: 16]
PrimitiveComponent*[] MoveIgnoreComponents;//[Offset: 0x378 , Size: 16]
BodyInstance BodyInstance;//[Offset: 0x398 , Size: 384]
delegate OnComponentHit;//[Offset: 0x518 , Size: 16]
delegate OnComponentBeginOverlap;//[Offset: 0x528 , Size: 16]
delegate OnComponentEndOverlap;//[Offset: 0x538 , Size: 16]
delegate OnComponentWake;//[Offset: 0x548 , Size: 16]
delegate OnComponentSleep;//[Offset: 0x558 , Size: 16]
delegate OnBeginCursorOver;//[Offset: 0x578 , Size: 16]
delegate OnEndCursorOver;//[Offset: 0x588 , Size: 16]
delegate OnClicked;//[Offset: 0x598 , Size: 16]
delegate OnReleased;//[Offset: 0x5a8 , Size: 16]
delegate OnInputTouchBegin;//[Offset: 0x5b8 , Size: 16]
delegate OnInputTouchEnd;//[Offset: 0x5c8 , Size: 16]
delegate OnInputTouchEnter;//[Offset: 0x5d8 , Size: 16]
delegate OnInputTouchLeave;//[Offset: 0x5e8 , Size: 16]
PrimitiveComponent* LODParentPrimitive;//[Offset: 0x610 , Size: 8]
PrimitiveComponentPostPhysicsTickFunction PostPhysicsComponentTick;//[Offset:
0x618 , Size: 88]
void WakeRigidBody(FName BoneName);// 0x5109a20
void WakeAllRigidBodies();// 0x5109a04
void SetWalkableSlopeOverride(out const WalkableSlopeOverride NewOverride);//
0x5109970
void SetVisibleDyeingColor(out const LinearColor InColor);// 0x51098e8
void SetTranslucentSortPriority(int NewTranslucentSortPriority);// 0x510986c
void SetSingleSampleShadowFromStationaryLights(bool
bNewSingleSampleShadowFromStationaryLights);// 0x51097e8
void SetSimulatePhysics(bool bSimulate);// 0x510975c
void SetRenderInMono(bool bValue);// 0x51096d8
void SetRenderInMainPass(bool bValue);// 0x5109654
void SetRenderCustomDepth(bool bValue);// 0x51095d0
void SetReceivesDecals(bool bNewReceivesDecals);// 0x510954c
void SetPhysMaterialOverride(PhysicalMaterial* NewPhysMaterial);// 0x51094c8
void SetPhysicsMaxAngularVelocityInRadians(float NewMaxAngVel, bool
bAddToCurrent, FName BoneName);// 0x51093c4
void SetPhysicsMaxAngularVelocityInDegrees(float NewMaxAngVel, bool
bAddToCurrent, FName BoneName);// 0x51092b4
void SetPhysicsMaxAngularVelocity(float NewMaxAngVel, bool bAddToCurrent,
FName BoneName);// 0x51091a4
void SetPhysicsLinearVelocity(Vector NewVel, bool bAddToCurrent, FName
BoneName);// 0x51090a0
void SetPhysicsAngularVelocityInRadians(Vector NewAngVel, bool bAddToCurrent,
FName BoneName);// 0x5108f9c
void SetPhysicsAngularVelocityInDegrees(Vector NewAngVel, bool bAddToCurrent,
FName BoneName);// 0x5108e84
void SetPhysicsAngularVelocity(Vector NewAngVel, bool bAddToCurrent, FName
BoneName);// 0x5108d6c
void SetOwnerNoSee(bool bNewOwnerNoSee);// 0x5108ce8
void SetOnlyOwnerSee(bool bNewOnlyOwnerSee);// 0x5108c64
void SetOccludedDyeingColor(out const LinearColor InColor);// 0x5108bdc
void SetNotifyRigidBodyCollision(bool bNewNotifyRigidBodyCollision);//
0x5108b50
void SetMaterialByNameAsyncCallBack(FName MaterialSlotName,
MaterialInterface* AssetPtr);// 0x51089cc
void SetMaterialByNameAsync(FName MaterialSlotName, FString MaterialPath);//
0x5108858
void SetMaterialByName(FName MaterialSlotName, MaterialInterface*
Material);// 0x510879c
void SetMaterial(int ElementIndex, MaterialInterface* Material);// 0x51086dc
void SetMassScale(FName BoneName, float InMassScale);// 0x510861c
void SetMassOverrideInKg(FName BoneName, float MassInKg, bool
bOverrideMass);// 0x5108518
void SetLockedAxis(byte LockedAxis);// 0x5108494
void SetLinearDamping(float InDamping);// 0x5108410
void SetEnableGravity(bool bGravityEnabled);// 0x5108384
void SetDrawIdeaOutline(bool bNewDrawOutline);// 0x5108300
void SetDrawDyeingMode(enum InDrawDyeingMode);// 0x5108284
void SetDrawDyeing(bool bNewDrawOutline);// 0x5108200
void SetCustomDepthStencilWriteMask(enum WriteMaskBit);// 0x5108184
void SetCustomDepthStencilValue(int Value);// 0x5108108
void SetCullDistance(float NewCullDistance);// 0x510808c
void SetConstraintMode(byte ConstraintMode);// 0x5108008
void SetCollisionResponseToChannel(byte Channel, byte NewResponse);//
0x5107f48
void SetCollisionResponseToAllChannels(byte NewResponse);// 0x5107ec4
void SetCollisionProfileName(FName InCollisionProfileName);// 0x5107e40
void SetCollisionObjectType(byte Channel);// 0x5107dbc
void SetCollisionEnabled(byte NewType);// 0x5107d38
void SetCenterOfMass(Vector CenterOfMassOffset, FName BoneName);// 0x5107c80
void SetCastShadow(bool NewCastShadow);// 0x5107bfc
void SetBoundsScale(float NewBoundsScale);// 0x5107b80
void SetAngularDamping(float InDamping);// 0x5107afc
void SetAllPhysicsLinearVelocity(Vector NewVel, bool bAddToCurrent);//
0x5107a34
void SetAllPhysicsAngularVelocityInRadians(out const Vector NewAngVel, bool
bAddToCurrent);// 0x5107954
void SetAllPhysicsAngularVelocityInDegrees(out const Vector NewAngVel, bool
bAddToCurrent);// 0x5107850
void SetAllPhysicsAngularVelocity(out const Vector NewAngVel, bool
bAddToCurrent);// 0x5107770
void SetAllMassScale(float InMassScale);// 0x51076ec
Vector ScaleByMomentOfInertia(Vector InputVector, FName BoneName);//
0x5107618
void PutRigidBodyToSleep(FName BoneName);// 0x510759c
void OverrideIdeaOutlineThickness(bool bOverride, const float InThickness);//
0x51074d4
void OverrideIdeaOutlineColor(bool bOverride, out const LinearColor
InOutlineColor);// 0x5107400
bool K2_LineTraceComponent(Vector TraceStart, Vector TraceEnd, bool
bTraceComplex, bool bShowTrace, out Vector HitLocation, out Vector HitNormal, out
FName BoneName, out HitResult OutHit);// 0x510714c
bool K2_IsQueryCollisionEnabled();// 0x5107104
bool K2_IsPhysicsCollisionEnabled();// 0x51070bc
bool K2_IsCollisionEnabled();// 0x5107078
bool IsOverlappingComponent(const PrimitiveComponent* OtherComp);// 0x5106fe8
bool IsOverlappingActor(const Actor* Other);// 0x5106f58
bool IsGravityEnabled();// 0x5106f18
bool IsAnyRigidBodyAwake();// 0x5106ed8
void IgnoreComponentWhenMoving(PrimitiveComponent* Component, bool
bShouldIgnore);// 0x5106e18
void IgnoreActorWhenMoving(Actor* Actor, bool bShouldIgnore);// 0x5106d58
WalkableSlopeOverride GetWalkableSlopeOverride();// 0x5106d10
Vector GetPhysicsLinearVelocityAtPoint(Vector Point, FName BoneName);//
0x5106c44
Vector GetPhysicsLinearVelocity(FName BoneName);// 0x5106bb4
Vector GetPhysicsAngularVelocityInRadians(FName BoneName);// 0x5106b24
Vector GetPhysicsAngularVelocityInDegrees(FName BoneName);// 0x5106a80
Vector GetPhysicsAngularVelocity(FName BoneName);// 0x51069dc
void GetOverlappingComponents(out PrimitiveComponent*[]
InOverlappingComponents);// 0x5106924
void GetOverlappingActors(out Actor*[] OverlappingActors, class Actor
ClassFilter);// 0x5106820
int GetNumMaterials();// 0x51067e4
MaterialInterface* GetMaterialFromCollisionFaceIndex(int FaceIndex, out int
SectionIndex);// 0x5106704
MaterialInterface* GetMaterial(int ElementIndex);// 0x5106670
float GetMassScale(FName BoneName);// 0x51065dc
float GetMass();// 0x51065a0
float GetLinearDamping();// 0x5106564
Vector GetInertiaTensor(FName BoneName);// 0x51064cc
byte GetCollisionResponseToChannel(byte Channel);// 0x5106438
FName GetCollisionProfileName();// 0x5106404
byte GetCollisionObjectType();// 0x51063c8
byte GetCollisionEnabled();// 0x510638c
float GetClosestPointOnCollision(out const Vector Point, out Vector
OutPointOnBody, FName BoneName);// 0x5106260
Vector GetCenterOfMass(FName BoneName);// 0x51061d0
float GetAngularDamping();// 0x5106194
MaterialInstanceDynamic* CreateDynamicMaterialInstance(int ElementIndex,
MaterialInterface* SourceMaterial);// 0x51060c4
MaterialInstanceDynamic* CreateAndSetMaterialInstanceDynamicFromMaterial(int
ElementIndex, MaterialInterface* Parent);// 0x5105ff4
MaterialInstanceDynamic* CreateAndSetMaterialInstanceDynamic(int
ElementIndex);// 0x5105f60
PrimitiveComponent*[] CopyArrayOfMoveIgnoreComponents();// 0x5105ebc
Actor*[] CopyArrayOfMoveIgnoreActors();// 0x5105e18
void ClearMoveIgnoreComponents();// 0x5105dec
void ClearMoveIgnoreActors();// 0x5105dd8
bool CanCharacterStepUp(Pawn* Pawn);// 0x5105d40
void AddTorqueInRadians(Vector Torque, FName BoneName, bool bAccelChange);//
0x5105c44
void AddTorqueInDegrees(Vector Torque, FName BoneName, bool bAccelChange);//
0x5105b34
void AddTorque(Vector Torque, FName BoneName, bool bAccelChange);// 0x5105a38
void AddRadialImpulse(Vector Origin, float Radius, float Strength, byte
Falloff, bool bVelChange);// 0x51058c0
void AddRadialForce(Vector Origin, float Radius, float Strength, byte
Falloff, bool bAccelChange);// 0x5105748
void AddImpulseAtLocation(Vector Impulse, Vector Location, FName BoneName);//
0x510564c
void AddImpulse(Vector Impulse, FName BoneName, bool bVelChange);// 0x5105548
void AddForceAtLocationLocal(Vector force, Vector Location, FName
BoneName);// 0x510544c
void AddForceAtLocation(Vector force, Vector Location, FName BoneName);//
0x5105350
void AddForce(Vector force, FName BoneName, bool bAccelChange);// 0x510524c
void AddAngularImpulseInRadians(Vector Impulse, FName BoneName, bool
bVelChange);// 0x5105148
void AddAngularImpulseInDegrees(Vector Impulse, FName BoneName, bool
bVelChange);// 0x5105030
void AddAngularImpulse(Vector Impulse, FName BoneName, bool bVelChange);//
0x5104f2c
--------------------------------
Class: LinearColor
float R;//[Offset: 0x0 , Size: 4]
float G;//[Offset: 0x4 , Size: 4]
float B;//[Offset: 0x8 , Size: 4]
float A;//[Offset: 0xc , Size: 4]
--------------------------------
Class: LightingChannels
bool bChannel0;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 ,
Size: 1]
bool bChannel1;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0 ,
Size: 1]
bool bChannel2;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0 ,
Size: 1]
--------------------------------
Class: BodySetup.Object
KAggregateGeom AggGeom;//[Offset: 0x28 , Size: 72]
FName BoneName;//[Offset: 0x70 , Size: 8]
byte PhysicsType;//[Offset: 0x78 , Size: 1]
bool bAlwaysFullAnimWeight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x79 , Size: 1]
bool bConsiderForBounds;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x79 , Size: 1]
bool bMeshCollideAll;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x79 , Size: 1]
bool bDoubleSidedGeometry;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x79 , Size: 1]
bool bGenerateNonMirroredCollision;//(ByteOffset: 0, ByteMask: 16, FieldMask:
16)[Offset: 0x79 , Size: 1]
bool bSharedCookedData;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x79 , Size: 1]
bool bGenerateMirroredCollision;//(ByteOffset: 0, ByteMask: 64, FieldMask:
64)[Offset: 0x79 , Size: 1]
PhysicalMaterial* PhysMaterial;//[Offset: 0x80 , Size: 8]
StaticMesh*[] PhysSimpleStaticMeshList;//[Offset: 0x88 , Size: 16]
byte CollisionReponse;//[Offset: 0x98 , Size: 1]
bool bCollisionPerShape;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x99 , Size: 1]
byte[] SphereCollisionEnabledList;//[Offset: 0xa0 , Size: 16]
byte[] CapsuleCollisionEnabledList;//[Offset: 0xb0 , Size: 16]
byte[] BoxCollisionEnabledList;//[Offset: 0xc0 , Size: 16]
byte[] ConvexCollisionEnabledList;//[Offset: 0xd0 , Size: 16]
byte[] TriMeshesCollisionEnabledList;//[Offset: 0xe0 , Size: 16]
byte CollisionTraceFlag;//[Offset: 0xf0 , Size: 1]
BodyInstance DefaultInstance;//[Offset: 0xf8 , Size: 384]
WalkableSlopeOverride WalkableSlopeOverride;//[Offset: 0x278 , Size: 16]
float BuildScale;//[Offset: 0x288 , Size: 4]
Vector BuildScale3D;//[Offset: 0x28c , Size: 12]
--------------------------------
Class: KAggregateGeom
KSphereElem[] SphereElems;//[Offset: 0x0 , Size: 16]
KBoxElem[] BoxElems;//[Offset: 0x10 , Size: 16]
KSphylElem[] SphylElems;//[Offset: 0x20 , Size: 16]
KConvexElem[] ConvexElems;//[Offset: 0x30 , Size: 16]
--------------------------------
Class: KSphereElem.KShapeElem
Matrix TM;//[Offset: 0x20 , Size: 64]
Vector Center;//[Offset: 0x60 , Size: 12]
float Radius;//[Offset: 0x6c , Size: 4]
--------------------------------
Class: KShapeElem
--------------------------------
Class: Matrix
Plane XPlane;//[Offset: 0x0 , Size: 16]
Plane YPlane;//[Offset: 0x10 , Size: 16]
Plane ZPlane;//[Offset: 0x20 , Size: 16]
Plane WPlane;//[Offset: 0x30 , Size: 16]
--------------------------------
Class: Plane.Vector
float W;//[Offset: 0xc , Size: 4]
--------------------------------
Class: KBoxElem.KShapeElem
Matrix TM;//[Offset: 0x20 , Size: 64]
Quat Orientation;//[Offset: 0x60 , Size: 16]
Vector Center;//[Offset: 0x70 , Size: 12]
Rotator Rotation;//[Offset: 0x7c , Size: 12]
float X;//[Offset: 0x88 , Size: 4]
float Y;//[Offset: 0x8c , Size: 4]
float Z;//[Offset: 0x90 , Size: 4]
--------------------------------
Class: Quat
float X;//[Offset: 0x0 , Size: 4]
float Y;//[Offset: 0x4 , Size: 4]
float Z;//[Offset: 0x8 , Size: 4]
float W;//[Offset: 0xc , Size: 4]
--------------------------------
Class: KSphylElem.KShapeElem
Matrix TM;//[Offset: 0x20 , Size: 64]
Quat Orientation;//[Offset: 0x60 , Size: 16]
Vector Center;//[Offset: 0x70 , Size: 12]
Rotator Rotation;//[Offset: 0x7c , Size: 12]
float Radius;//[Offset: 0x88 , Size: 4]
float Length;//[Offset: 0x8c , Size: 4]
--------------------------------
Class: KConvexElem.KShapeElem
Vector[] VertexData;//[Offset: 0x20 , Size: 16]
Box ElemBox;//[Offset: 0x30 , Size: 28]
Transform Transform;//[Offset: 0x50 , Size: 48]
--------------------------------
Class: Box
Vector Min;//[Offset: 0x0 , Size: 12]
Vector Max;//[Offset: 0xc , Size: 12]
byte IsValid;//[Offset: 0x18 , Size: 1]
--------------------------------
Class: Transform
Quat Rotation;//[Offset: 0x0 , Size: 16]
Vector Translation;//[Offset: 0x10 , Size: 12]
Vector Scale3D;//[Offset: 0x20 , Size: 12]
--------------------------------
Class: PhysicalMaterial.Object
float Friction;//[Offset: 0x28 , Size: 4]
byte FrictionCombineMode;//[Offset: 0x2c , Size: 1]
bool bOverrideFrictionCombineMode;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x2d , Size: 1]
float Restitution;//[Offset: 0x30 , Size: 4]
byte RestitutionCombineMode;//[Offset: 0x34 , Size: 1]
bool bOverrideRestitutionCombineMode;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x35 , Size: 1]
float Density;//[Offset: 0x38 , Size: 4]
float RaiseMassToPower;//[Offset: 0x3c , Size: 4]
float DestructibleDamageThresholdScale;//[Offset: 0x40 , Size: 4]
PhysicalMaterialPropertyBase* PhysicalMaterialProperty;//[Offset: 0x48 ,
Size: 8]
byte SurfaceType;//[Offset: 0x50 , Size: 1]
float TireFrictionScale;//[Offset: 0x54 , Size: 4]
TireFrictionScalePair[] TireFrictionScales;//[Offset: 0x58 , Size: 16]
--------------------------------
Class: PhysicalMaterialPropertyBase.Object
--------------------------------
Class: TireFrictionScalePair
TireType* TireType;//[Offset: 0x0 , Size: 8]
float FrictionScale;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: TireType.DataAsset.Object
float FrictionScale;//[Offset: 0x30 , Size: 4]
--------------------------------
Class: DataAsset.Object
class DataAsset* NativeClass;//[Offset: 0x28 , Size: 8]
--------------------------------
Class: StaticMesh.Object
int MinLOD;//[Offset: 0x40 , Size: 4]
MaterialInterface*[] Materials;//[Offset: 0x48 , Size: 16]
StaticMaterial[] StaticMaterials;//[Offset: 0x58 , Size: 16]
float LightmapUVDensity;//[Offset: 0x68 , Size: 4]
int LightMapResolution;//[Offset: 0x6c , Size: 4]
int LightMapCoordinateIndex;//[Offset: 0x70 , Size: 4]
float DistanceFieldSelfShadowBias;//[Offset: 0x74 , Size: 4]
bool bGenerateMeshDistanceField;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x78 , Size: 1]
BodySetup* BodySetup;//[Offset: 0x80 , Size: 8]
int LODForCollision;//[Offset: 0x88 , Size: 4]
float CullingScreenSize;//[Offset: 0x8c , Size: 4]
bool bUseScreenSizeModifier;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x90 , Size: 1]
bool bIsGrass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x91 ,
Size: 1]
bool bIsTree;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x92 ,
Size: 1]
bool bStripComplexCollisionForConsole;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x93 , Size: 1]
bool bHasNavigationData;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x93 , Size: 1]
bool bIsStreamable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x94 , Size: 1]
bool bSupportUniformlyDistributedSampling;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0xd4 , Size: 1]
float LpvBiasMultiplier;//[Offset: 0xd8 , Size: 4]
bool bAllowCPUAccess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xdc , Size: 1]
StaticMeshSocket*[] Sockets;//[Offset: 0x118 , Size: 16]
Vector PositiveBoundsExtension;//[Offset: 0x138 , Size: 12]
Vector NegativeBoundsExtension;//[Offset: 0x144 , Size: 12]
BoxSphereBounds ExtendedBounds;//[Offset: 0x150 , Size: 28]
Vector4[] OcclusionCullingVertex;//[Offset: 0x170 , Size: 16]
Vector IndirectLightingCachePositionOffset;//[Offset: 0x180 , Size: 12]
int ElementToIgnoreForTexFactor;//[Offset: 0x18c , Size: 4]
AssetUserData*[] AssetUserData;//[Offset: 0x190 , Size: 16]
NavCollision* NavCollision;//[Offset: 0x1a0 , Size: 8]
int GetNumSections(int InLOD);// 0x5142aac
int GetNumLODs();// 0x5142a78
int GetMaterialIndex(FName MaterialSlotName);// 0x51429ec
MaterialInterface* GetMaterial(int MaterialIndex);// 0x5142960
BoxSphereBounds GetBounds();// 0x5142914
Box GetBoundingBox();// 0x51428c8
--------------------------------
Class: MaterialInterface.Object
SubsurfaceProfile* SubsurfaceProfile;//[Offset: 0x30 , Size: 8]
LightmassMaterialInterfaceSettings LightmassSettings;//[Offset: 0x48 , Size:
20]
MaterialTextureInfo[] TextureStreamingData;//[Offset: 0x60 , Size: 16]
void SetStreamingTextureMipOffset(int NewMipOffset, bool SizeLimited);//
0x50b1af4
void SetForceMipLevelsToBeResident(bool OverrideForceMiplevelsToBeResident,
bool bForceMiplevelsToBeResidentValue, float ForceDuration, int
CinematicTextureGroups);// 0x50b19a4
PhysicalMaterial* GetPhysicalMaterial();// 0x50b1968
Material* GetBaseMaterial();// 0x50b1934
--------------------------------
Class: SubsurfaceProfile.Object
SubsurfaceProfileStruct Settings;//[Offset: 0x28 , Size: 36]
--------------------------------
Class: SubsurfaceProfileStruct
float ScatterRadius;//[Offset: 0x0 , Size: 4]
LinearColor SubsurfaceColor;//[Offset: 0x4 , Size: 16]
LinearColor FalloffColor;//[Offset: 0x14 , Size: 16]
--------------------------------
Class: LightmassMaterialInterfaceSettings
bool bCastShadowAsMasked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x0 , Size: 1]
float EmissiveBoost;//[Offset: 0x4 , Size: 4]
float DiffuseBoost;//[Offset: 0x8 , Size: 4]
float ExportResolutionScale;//[Offset: 0xc , Size: 4]
bool bOverrideCastShadowAsMasked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x10 , Size: 1]
bool bOverrideEmissiveBoost;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x10 , Size: 1]
bool bOverrideDiffuseBoost;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x10 , Size: 1]
bool bOverrideExportResolutionScale;//(ByteOffset: 0, ByteMask: 8, FieldMask:
8)[Offset: 0x10 , Size: 1]
--------------------------------
Class: MaterialTextureInfo
float SamplingScale;//[Offset: 0x0 , Size: 4]
int UVChannelIndex;//[Offset: 0x4 , Size: 4]
FName TextureName;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: Material.MaterialInterface.Object
PhysicalMaterial* PhysMaterial;//[Offset: 0x78 , Size: 8]
ColorMaterialInput DiffuseColor;//[Offset: 0x80 , Size: 64]
ColorMaterialInput SpecularColor;//[Offset: 0xc0 , Size: 64]
ColorMaterialInput BaseColor;//[Offset: 0x100 , Size: 64]
ScalarMaterialInput Metallic;//[Offset: 0x140 , Size: 64]
ScalarMaterialInput Specular;//[Offset: 0x180 , Size: 64]
ScalarMaterialInput Roughness;//[Offset: 0x1c0 , Size: 64]
VectorMaterialInput Normal;//[Offset: 0x200 , Size: 72]
ColorMaterialInput EmissiveColor;//[Offset: 0x248 , Size: 64]
ScalarMaterialInput Opacity;//[Offset: 0x288 , Size: 64]
ScalarMaterialInput OpacityMask;//[Offset: 0x2c8 , Size: 64]
byte MaterialDomain;//[Offset: 0x308 , Size: 1]
byte BlendMode;//[Offset: 0x309 , Size: 1]
byte DecalBlendMode;//[Offset: 0x30a , Size: 1]
byte MaterialDecalResponse;//[Offset: 0x30b , Size: 1]
byte ShadingModel;//[Offset: 0x30c , Size: 1]
float OpacityMaskClipValue;//[Offset: 0x310 , Size: 4]
float VertexOffsetAlongNormal;//[Offset: 0x314 , Size: 4]
bool bCastDynamicShadowAsMasked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x318 , Size: 1]
byte OITBlendMode;//[Offset: 0x319 , Size: 1]
VectorMaterialInput WorldPositionOffset;//[Offset: 0x320 , Size: 72]
VectorMaterialInput WorldDisplacement;//[Offset: 0x368 , Size: 72]
ScalarMaterialInput TessellationMultiplier;//[Offset: 0x3b0 , Size: 64]
ColorMaterialInput SubsurfaceColor;//[Offset: 0x3f0 , Size: 64]
ScalarMaterialInput ClearCoat;//[Offset: 0x430 , Size: 64]
ScalarMaterialInput ClearCoatRoughness;//[Offset: 0x470 , Size: 64]
ScalarMaterialInput AmbientOcclusion;//[Offset: 0x4b0 , Size: 64]
ScalarMaterialInput Refraction;//[Offset: 0x4f0 , Size: 64]
Vector2MaterialInput CustomizedUVs;//[Offset: 0x530 , Size: 72]
MaterialAttributesInput MaterialAttributes;//[Offset: 0x770 , Size: 64]
ScalarMaterialInput PixelDepthOffset;//[Offset: 0x7b0 , Size: 64]
Vector4MaterialInput CustomizedVertexColor;//[Offset: 0x7f0 , Size: 80]
Vector4MaterialInput PlanarReflectionOffsetScale;//[Offset: 0x840 , Size: 80]
bool bEnableSeparateTranslucency;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x890 , Size: 1]
bool bEnableMobileSeparateTranslucency;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0x890 , Size: 1]
bool bEnableResponsiveAA;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x890 , Size: 1]
bool bScreenSpaceReflections;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x890 , Size: 1]
bool TwoSided;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x890 ,
Size: 1]
bool DitheredLODTransition;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x890 , Size: 1]
bool DitherOpacityMask;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset:
0x890 , Size: 1]
bool bAllowNegativeEmissiveColor;//(ByteOffset: 0, ByteMask: 128, FieldMask:
128)[Offset: 0x890 , Size: 1]
int NumCustomizedUVs;//[Offset: 0x894 , Size: 4]
byte TranslucencyLightingMode;//[Offset: 0x898 , Size: 1]
float TranslucencyDirectionalLightingIntensity;//[Offset: 0x89c , Size: 4]
bool AllowTranslucentCustomDepthWrites;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x8a0 , Size: 1]
float TranslucentShadowDensityScale;//[Offset: 0x8a4 , Size: 4]
float TranslucentSelfShadowDensityScale;//[Offset: 0x8a8 , Size: 4]
float TranslucentSelfShadowSecondDensityScale;//[Offset: 0x8ac , Size: 4]
float TranslucentSelfShadowSecondOpacity;//[Offset: 0x8b0 , Size: 4]
float TranslucentBackscatteringExponent;//[Offset: 0x8b4 , Size: 4]
LinearColor TranslucentMultipleScatteringExtinction;//[Offset: 0x8b8 , Size:
16]
float TranslucentShadowStartOffset;//[Offset: 0x8c8 , Size: 4]
bool bDisableDepthTest;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x8cc , Size: 1]
bool bGenerateSphericalParticleNormals;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0x8cc , Size: 1]
bool bTangentSpaceNormal;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x8cc , Size: 1]
bool bUseEmissiveForDynamicAreaLighting;//(ByteOffset: 0, ByteMask: 8,
FieldMask: 8)[Offset: 0x8cc , Size: 1]
bool bBlockGI;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x8cc ,
Size: 1]
bool bUsedAsSpecialEngineMaterial;//(ByteOffset: 0, ByteMask: 32, FieldMask:
32)[Offset: 0x8cc , Size: 1]
bool bUsedWithSkeletalMesh;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x8cc , Size: 1]
bool bUsedWithGFur;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset:
0x8cc , Size: 1]
bool bUsedWithEditorCompositing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x8cd , Size: 1]
bool bUsedWithParticleSprites;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x8cd , Size: 1]
bool bUsedWithBeamTrails;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x8cd , Size: 1]
bool bUsedWithMeshParticles;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x8cd , Size: 1]
bool bUsedWithNiagaraSprites;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x8cd , Size: 1]
bool bUsedWithNiagaraRibbons;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x8cd , Size: 1]
bool bUsedWithNiagaraMeshParticles;//(ByteOffset: 0, ByteMask: 64, FieldMask:
64)[Offset: 0x8cd , Size: 1]
bool bUsedWithIBL;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset:
0x8cd , Size: 1]
bool bUsedWithStaticLighting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x8ce , Size: 1]
bool bUsedWithMorphTargets;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x8ce , Size: 1]
bool bUsedWithSplineMeshes;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x8ce , Size: 1]
bool bUsedWithInstancedStaticMeshes;//(ByteOffset: 0, ByteMask: 8, FieldMask:
8)[Offset: 0x8ce , Size: 1]
bool bUsedWithInstancedPDSurface;//(ByteOffset: 0, ByteMask: 16, FieldMask:
16)[Offset: 0x8ce , Size: 1]
bool bUsesDistortion;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x8ce , Size: 1]
bool bUsedWithClothing;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset:
0x8ce , Size: 1]
bool bUsedWithUI;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset:
0x8ce , Size: 1]
bool bUsedWithPPRBackgroud;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x8cf , Size: 1]
bool bAutomaticallySetUsageInEditor;//(ByteOffset: 0, ByteMask: 2, FieldMask:
2)[Offset: 0x8cf , Size: 1]
bool bFullyRough;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x8cf ,
Size: 1]
bool bUseFullPrecision;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x8cf , Size: 1]
bool bForceMaterialFloat;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x8cf , Size: 1]
bool bUseLightmapDirectionality;//(ByteOffset: 0, ByteMask: 32, FieldMask:
32)[Offset: 0x8cf , Size: 1]
bool bUsedWithDynamicInstancing;//(ByteOffset: 0, ByteMask: 64, FieldMask:
64)[Offset: 0x8cf , Size: 1]
bool bUseSimplestShader;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x8cf , Size: 1]
bool bBypassSystemMaterialQuality;//(ByteOffset: 0, ByteMask: 1, FieldMask:
1)[Offset: 0x8d0 , Size: 1]
bool bBypassMobilePointLight;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x8d0 , Size: 1]
bool bUseAsEarlyZ;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x8d0 , Size: 1]
bool bUseAsDrawToRenderTarget;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x8d0 , Size: 1]
bool bRenderInTwoPass;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x8d0 , Size: 1]
bool bUseLightmap;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x8d0 , Size: 1]
bool bUseIndirectLighting;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x8d0 , Size: 1]
bool bShadowOnEmissiveColor;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x8d0 , Size: 1]
bool bUsedGrassInstnaceColor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x8d1 , Size: 1]
bool bUsedVertexPointLight;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x8d1 , Size: 1]
bool bUsedDynamicObjectVertexLighting;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0x8d1 , Size: 1]
byte ShadowOverride;//[Offset: 0x8d2 , Size: 1]
byte SimpleVertexNormalSituation;//[Offset: 0x8d3 , Size: 1]
bool bZForceFar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x8d4 ,
Size: 1]
bool bWettable;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x8d4 ,
Size: 1]
bool bUseLegacySpecular;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x8d4 , Size: 1]
bool bCorrectBlendingColorInHDR;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x8d4 , Size: 1]
bool bUseHQForwardReflections;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x8d4 , Size: 1]
bool bUsePlanarForwardReflections;//(ByteOffset: 0, ByteMask: 32, FieldMask:
32)[Offset: 0x8d4 , Size: 1]
bool bApplyVertexFog;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset:
0x8d4 , Size: 1]
bool bNormalCurvatureToRoughness;//(ByteOffset: 0, ByteMask: 128, FieldMask:
128)[Offset: 0x8d4 , Size: 1]
byte D3D11TessellationMode;//[Offset: 0x8d5 , Size: 1]
bool bEnableCrackFreeDisplacement;//(ByteOffset: 0, ByteMask: 1, FieldMask:
1)[Offset: 0x8d6 , Size: 1]
bool bEnableAdaptiveTessellation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x8d6 , Size: 1]
float MaxDisplacement;//[Offset: 0x8d8 , Size: 4]
bool Wireframe;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x8dc ,
Size: 1]
bool bOutputVelocityOnBasePass;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x8dc , Size: 1]
bool bUnlitOutputAllMTOnBasePass;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x8dc , Size: 1]
int EditorX;//[Offset: 0x8e0 , Size: 4]
int EditorY;//[Offset: 0x8e4 , Size: 4]
int EditorPitch;//[Offset: 0x8e8 , Size: 4]
int EditorYaw;//[Offset: 0x8ec , Size: 4]
MaterialExpression*[] Expressions;//[Offset: 0x8f0 , Size: 16]
MaterialFunctionInfo[] MaterialFunctionInfos;//[Offset: 0x900 , Size: 16]
MaterialParameterCollectionInfo[] MaterialParameterCollectionInfos;//[Offset:
0x910 , Size: 16]
bool bCanMaskedBeAssumedOpaque;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x920 , Size: 1]
bool bIsMasked;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x920 ,
Size: 1]
bool bIsPreviewMaterial;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x920 , Size: 1]
bool bUseMaterialAttributes;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x920 , Size: 1]
bool bComputeFogPerPixel;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x920 , Size: 1]
bool bDisableDirectionalLighting;//(ByteOffset: 0, ByteMask: 32, FieldMask:
32)[Offset: 0x920 , Size: 1]
bool bAllowDevelopmentShaderCompile;//(ByteOffset: 0, ByteMask: 64,
FieldMask: 64)[Offset: 0x920 , Size: 1]
bool bIsMaterialEditorStatsMaterial;//(ByteOffset: 0, ByteMask: 128,
FieldMask: 128)[Offset: 0x920 , Size: 1]
bool bUseLandscapeVertexAO;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x921 , Size: 1]
uint32 UsageFlagWarnings;//[Offset: 0x924 , Size: 4]
byte BlendableLocation;//[Offset: 0x928 , Size: 1]
int BlendablePriority;//[Offset: 0x92c , Size: 4]
bool BlendableOutputAlpha;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x930 , Size: 1]
byte RefractionMode;//[Offset: 0x931 , Size: 1]
float RefractionDepthBias;//[Offset: 0x934 , Size: 4]
Guid stateID;//[Offset: 0x938 , Size: 16]
Texture*[] ExpressionTextureReferences;//[Offset: 0xa40 , Size: 16]
--------------------------------
Class: ColorMaterialInput.MaterialInput
bool UseConstant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x38 ,
Size: 1]
Color Constant;//[Offset: 0x3c , Size: 4]
--------------------------------
Class: MaterialInput
int OutputIndex;//[Offset: 0x0 , Size: 4]
FString InputName;//[Offset: 0x8 , Size: 16]
int Mask;//[Offset: 0x18 , Size: 4]
int MaskR;//[Offset: 0x1c , Size: 4]
int MaskG;//[Offset: 0x20 , Size: 4]
int MaskB;//[Offset: 0x24 , Size: 4]
int MaskA;//[Offset: 0x28 , Size: 4]
FName ExpressionName;//[Offset: 0x30 , Size: 8]
--------------------------------
Class: ScalarMaterialInput.MaterialInput
bool UseConstant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x38 ,
Size: 1]
float Constant;//[Offset: 0x3c , Size: 4]
--------------------------------
Class: VectorMaterialInput.MaterialInput
bool UseConstant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x38 ,
Size: 1]
Vector Constant;//[Offset: 0x3c , Size: 12]
--------------------------------
Class: Vector2MaterialInput.MaterialInput
bool UseConstant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x38 ,
Size: 1]
float ConstantX;//[Offset: 0x3c , Size: 4]
float ConstantY;//[Offset: 0x40 , Size: 4]
--------------------------------
Class: MaterialAttributesInput.ExpressionInput
int PropertyConnectedBitmask;//[Offset: 0x38 , Size: 4]
--------------------------------
Class: ExpressionInput
int OutputIndex;//[Offset: 0x0 , Size: 4]
FString InputName;//[Offset: 0x8 , Size: 16]
int Mask;//[Offset: 0x18 , Size: 4]
int MaskR;//[Offset: 0x1c , Size: 4]
int MaskG;//[Offset: 0x20 , Size: 4]
int MaskB;//[Offset: 0x24 , Size: 4]
int MaskA;//[Offset: 0x28 , Size: 4]
FName ExpressionName;//[Offset: 0x30 , Size: 8]
--------------------------------
Class: Vector4MaterialInput.MaterialInput
bool UseConstant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x38 ,
Size: 1]
Vector4 Constant;//[Offset: 0x40 , Size: 16]
--------------------------------
Class: Vector4
float X;//[Offset: 0x0 , Size: 4]
float Y;//[Offset: 0x4 , Size: 4]
float Z;//[Offset: 0x8 , Size: 4]
float W;//[Offset: 0xc , Size: 4]
--------------------------------
Class: MaterialExpression.Object
Material* Material;//[Offset: 0x28 , Size: 8]
MaterialFunction* Function;//[Offset: 0x30 , Size: 8]
FString Desc;//[Offset: 0x38 , Size: 16]
Color BorderColor;//[Offset: 0x48 , Size: 4]
bool bRealtimePreview;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x4c , Size: 1]
bool bNeedToUpdatePreview;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x4c , Size: 1]
bool bIsParameterExpression;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x4c , Size: 1]
bool bCommentBubbleVisible;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x4c , Size: 1]
bool bShowOutputNameOnPin;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x4c , Size: 1]
bool bShowMaskColorsOnPin;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x4c , Size: 1]
bool bHidePreviewWindow;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x4c , Size: 1]
bool bCollapsed;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x4c
, Size: 1]
bool bShaderInputData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x4d , Size: 1]
bool bShowInputs;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x4d ,
Size: 1]
bool bShowOutputs;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x4d ,
Size: 1]
ExpressionOutput[] Outputs;//[Offset: 0x50 , Size: 16]
--------------------------------
Class: MaterialFunction.Object
Guid stateID;//[Offset: 0x28 , Size: 16]
FString Description;//[Offset: 0x38 , Size: 16]
bool bExposeToLibrary;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x48 , Size: 1]
MaterialExpression*[] FunctionExpressions;//[Offset: 0x50 , Size: 16]
bool bReentrantFlag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x60
, Size: 1]
--------------------------------
Class: Guid
int A;//[Offset: 0x0 , Size: 4]
int B;//[Offset: 0x4 , Size: 4]
int C;//[Offset: 0x8 , Size: 4]
int D;//[Offset: 0xc , Size: 4]
--------------------------------
Class: ExpressionOutput
FString OutputName;//[Offset: 0x0 , Size: 16]
int Mask;//[Offset: 0x10 , Size: 4]
int MaskR;//[Offset: 0x14 , Size: 4]
int MaskG;//[Offset: 0x18 , Size: 4]
int MaskB;//[Offset: 0x1c , Size: 4]
int MaskA;//[Offset: 0x20 , Size: 4]
--------------------------------
Class: MaterialFunctionInfo
Guid stateID;//[Offset: 0x0 , Size: 16]
MaterialFunction* Function;//[Offset: 0x10 , Size: 8]
--------------------------------
Class: MaterialParameterCollectionInfo
Guid stateID;//[Offset: 0x0 , Size: 16]
MaterialParameterCollection* ParameterCollection;//[Offset: 0x10 , Size: 8]
--------------------------------
Class: MaterialParameterCollection.Object
Guid stateID;//[Offset: 0x28 , Size: 16]
CollectionScalarParameter[] ScalarParameters;//[Offset: 0x38 , Size: 16]
CollectionVectorParameter[] VectorParameters;//[Offset: 0x48 , Size: 16]
--------------------------------
Class: CollectionScalarParameter.CollectionParameterBase
float DefaultValue;//[Offset: 0x18 , Size: 4]
--------------------------------
Class: CollectionParameterBase
FName ParameterName;//[Offset: 0x0 , Size: 8]
Guid ID;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: CollectionVectorParameter.CollectionParameterBase
LinearColor DefaultValue;//[Offset: 0x18 , Size: 16]
--------------------------------
Class: Texture.Object
Guid LightingGuid;//[Offset: 0x30 , Size: 16]
int LODBias;//[Offset: 0x40 , Size: 4]
int NumCinematicMipLevels;//[Offset: 0x44 , Size: 4]
bool SRGB;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x48 , Size:
1]
bool bNotUsedInHighQuality;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x48 , Size: 1]
bool bNotUsedInMediumQuality;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x48 , Size: 1]
bool bNotUsedInLowQuality;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x48 , Size: 1]
bool NeverStream;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x48 , Size: 1]
bool bNoTiling;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x48 ,
Size: 1]
bool bUseCinematicMipLevels;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x48 , Size: 1]
AssetUserData*[] AssetUserData;//[Offset: 0x50 , Size: 16]
int CachedCombinedLODBias;//[Offset: 0x60 , Size: 4]
bool bAsyncResourceReleaseHasBeenStarted;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x64 , Size: 1]
byte CompressionSettings;//[Offset: 0x65 , Size: 1]
byte Filter;//[Offset: 0x66 , Size: 1]
byte LODGroup;//[Offset: 0x67 , Size: 1]
byte CrunchSetting;//[Offset: 0x68 , Size: 1]
bool bOverrideCrunchCompressionAmount;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x69 , Size: 1]
float CrunchCompressionAmount;//[Offset: 0x6c , Size: 4]
--------------------------------
Class: AssetUserData.Object
--------------------------------
Class: StaticMaterial
MaterialInterface* MaterialInterface;//[Offset: 0x0 , Size: 8]
FName MaterialSlotName;//[Offset: 0x8 , Size: 8]
MeshUVChannelInfo UVChannelData;//[Offset: 0x10 , Size: 20]
SoftObjectPath MaterialSoftRef;//[Offset: 0x28 , Size: 24]
--------------------------------
Class: MeshUVChannelInfo
bool bInitialized;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x0 , Size: 1]
bool bOverrideDensities;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1 , Size: 1]
float LocalUVDensities;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: SoftObjectPath
FName AssetPathName;//[Offset: 0x0 , Size: 8]
FString SubPathString;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: StaticMeshSocket.Object
FName SocketName;//[Offset: 0x28 , Size: 8]
Vector RelativeLocation;//[Offset: 0x30 , Size: 12]
Rotator RelativeRotation;//[Offset: 0x3c , Size: 12]
Vector RelativeScale;//[Offset: 0x48 , Size: 12]
FString Tag;//[Offset: 0x58 , Size: 16]
--------------------------------
Class: BoxSphereBounds
Vector Origin;//[Offset: 0x0 , Size: 12]
Vector BoxExtent;//[Offset: 0xc , Size: 12]
float SphereRadius;//[Offset: 0x18 , Size: 4]
--------------------------------
Class: NavCollision.Object
NavCollisionCylinder[] CylinderCollision;//[Offset: 0x78 , Size: 16]
NavCollisionBox[] BoxCollision;//[Offset: 0x88 , Size: 16]
class NavArea* AreaClass;//[Offset: 0x98 , Size: 8]
bool bIsDynamicObstacle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0xa0 , Size: 1]
bool bGatherConvexGeometry;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0xa0 , Size: 1]
--------------------------------
Class: NavCollisionCylinder
Vector Offset;//[Offset: 0x0 , Size: 12]
float Radius;//[Offset: 0xc , Size: 4]
float Height;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: NavCollisionBox
Vector Offset;//[Offset: 0x0 , Size: 12]
Vector Extent;//[Offset: 0xc , Size: 12]
--------------------------------
Class: NavArea.Object
float DefaultCost;//[Offset: 0x28 , Size: 4]
float FixedAreaEnteringCost;//[Offset: 0x2c , Size: 4]
Color DrawColor;//[Offset: 0x30 , Size: 4]
NavAgentSelector SupportedAgents;//[Offset: 0x34 , Size: 4]
bool bSupportsAgent0;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x38 , Size: 1]
bool bSupportsAgent1;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x38 , Size: 1]
bool bSupportsAgent2;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x38 , Size: 1]
bool bSupportsAgent3;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x38 , Size: 1]
bool bSupportsAgent4;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x38 , Size: 1]
bool bSupportsAgent5;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x38 , Size: 1]
bool bSupportsAgent6;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset:
0x38 , Size: 1]
bool bSupportsAgent7;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset:
0x38 , Size: 1]
bool bSupportsAgent8;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x39 , Size: 1]
bool bSupportsAgent9;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x39 , Size: 1]
bool bSupportsAgent10;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x39 , Size: 1]
bool bSupportsAgent11;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x39 , Size: 1]
bool bSupportsAgent12;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x39 , Size: 1]
bool bSupportsAgent13;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x39 , Size: 1]
bool bSupportsAgent14;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset:
0x39 , Size: 1]
bool bSupportsAgent15;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x39 , Size: 1]
--------------------------------
Class: NavAgentSelector
bool bSupportsAgent0;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0
, Size: 1]
bool bSupportsAgent1;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0
, Size: 1]
bool bSupportsAgent2;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0
, Size: 1]
bool bSupportsAgent3;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0
, Size: 1]
bool bSupportsAgent4;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x0 , Size: 1]
bool bSupportsAgent5;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x0 , Size: 1]
bool bSupportsAgent6;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset:
0x0 , Size: 1]
bool bSupportsAgent7;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset:
0x0 , Size: 1]
bool bSupportsAgent8;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1
, Size: 1]
bool bSupportsAgent9;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1
, Size: 1]
bool bSupportsAgent10;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x1 , Size: 1]
bool bSupportsAgent11;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x1 , Size: 1]
bool bSupportsAgent12;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x1 , Size: 1]
bool bSupportsAgent13;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x1 , Size: 1]
bool bSupportsAgent14;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset:
0x1 , Size: 1]
bool bSupportsAgent15;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x1 , Size: 1]
--------------------------------
Class: BodyInstance
enum SleepFamily;//[Offset: 0x19 , Size: 1]
byte DOFMode;//[Offset: 0x1a , Size: 1]
byte CollisionEnabled;//[Offset: 0x1b , Size: 1]
FName CollisionProfileName;//[Offset: 0x20 , Size: 8]
CollisionResponse CollisionResponses;//[Offset: 0x28 , Size: 48]
bool bUseCCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x59 ,
Size: 1]
bool bNotifyRigidBodyCollision;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x59 , Size: 1]
bool bSimulatePhysics;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x59 , Size: 1]
bool bOverrideMass;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x59 , Size: 1]
bool bEnableGravity;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x59 , Size: 1]
bool bAutoWeld;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x59 ,
Size: 1]
bool bStartAwake;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset:
0x59 , Size: 1]
bool bGenerateWakeEvents;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x59 , Size: 1]
bool bUpdateMassWhenScaleChanges;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x5a , Size: 1]
bool bLockTranslation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x5a , Size: 1]
bool bLockRotation;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x5a , Size: 1]
bool bLockXTranslation;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x5a , Size: 1]
bool bLockYTranslation;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x5a , Size: 1]
bool bLockZTranslation;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x5a , Size: 1]
bool bLockXRotation;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset:
0x5a , Size: 1]
bool bLockYRotation;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset:
0x5a , Size: 1]
bool bLockZRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x5b
, Size: 1]
bool bOverrideMaxAngularVelocity;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x5b , Size: 1]
bool bUseAsyncScene;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x5b
, Size: 1]
bool bOverrideMaxDepenetrationVelocity;//(ByteOffset: 0, ByteMask: 16,
FieldMask: 16)[Offset: 0x5b , Size: 1]
bool bOverrideWalkableSlopeOnInstance;//(ByteOffset: 0, ByteMask: 32,
FieldMask: 32)[Offset: 0x5b , Size: 1]
float MaxDepenetrationVelocity;//[Offset: 0x5c , Size: 4]
float MassInKgOverride;//[Offset: 0x68 , Size: 4]
float LinearDamping;//[Offset: 0x6c , Size: 4]
float AngularDamping;//[Offset: 0x70 , Size: 4]
Vector CustomDOFPlaneNormal;//[Offset: 0x74 , Size: 12]
Vector COMNudge;//[Offset: 0x80 , Size: 12]
float MassScale;//[Offset: 0x8c , Size: 4]
Vector InertiaTensorScale;//[Offset: 0x90 , Size: 12]
byte ObjectType;//[Offset: 0x9c , Size: 1]
WalkableSlopeOverride WalkableSlopeOverride;//[Offset: 0xb0 , Size: 16]
PhysicalMaterial* PhysMaterialOverride;//[Offset: 0xc0 , Size: 8]
float MaxAngularVelocity;//[Offset: 0xc8 , Size: 4]
float CustomSleepThresholdMultiplier;//[Offset: 0xcc , Size: 4]
float StabilizationThresholdMultiplier;//[Offset: 0xd0 , Size: 4]
float PhysicsBlendWeight;//[Offset: 0xd4 , Size: 4]
int PositionSolverIterationCount;//[Offset: 0xd8 , Size: 4]
uint64 RigidActorSyncId;//[Offset: 0x108 , Size: 8]
uint64 RigidActorAsyncId;//[Offset: 0x110 , Size: 8]
int VelocitySolverIterationCount;//[Offset: 0x118 , Size: 4]
--------------------------------
Class: CollisionResponse
CollisionResponseContainer ResponseToChannels;//[Offset: 0x0 , Size: 32]
ResponseChannel[] ResponseArray;//[Offset: 0x20 , Size: 16]
--------------------------------
Class: CollisionResponseContainer
byte WorldStatic;//[Offset: 0x0 , Size: 1]
byte WorldDynamic;//[Offset: 0x1 , Size: 1]
byte Pawn;//[Offset: 0x2 , Size: 1]
byte Visibility;//[Offset: 0x3 , Size: 1]
byte Camera;//[Offset: 0x4 , Size: 1]
byte PhysicsBody;//[Offset: 0x5 , Size: 1]
byte Vehicle;//[Offset: 0x6 , Size: 1]
byte Destructible;//[Offset: 0x7 , Size: 1]
byte EngineTraceChannel1;//[Offset: 0x8 , Size: 1]
byte EngineTraceChannel2;//[Offset: 0x9 , Size: 1]
byte EngineTraceChannel3;//[Offset: 0xa , Size: 1]
byte EngineTraceChannel4;//[Offset: 0xb , Size: 1]
byte EngineTraceChannel5;//[Offset: 0xc , Size: 1]
byte EngineTraceChannel6;//[Offset: 0xd , Size: 1]
byte GameTraceChannel1;//[Offset: 0xe , Size: 1]
byte GameTraceChannel2;//[Offset: 0xf , Size: 1]
byte GameTraceChannel3;//[Offset: 0x10 , Size: 1]
byte GameTraceChannel4;//[Offset: 0x11 , Size: 1]
byte GameTraceChannel5;//[Offset: 0x12 , Size: 1]
byte GameTraceChannel6;//[Offset: 0x13 , Size: 1]
byte GameTraceChannel7;//[Offset: 0x14 , Size: 1]
byte GameTraceChannel8;//[Offset: 0x15 , Size: 1]
byte GameTraceChannel9;//[Offset: 0x16 , Size: 1]
byte GameTraceChannel10;//[Offset: 0x17 , Size: 1]
byte GameTraceChannel11;//[Offset: 0x18 , Size: 1]
byte GameTraceChannel12;//[Offset: 0x19 , Size: 1]
byte GameTraceChannel13;//[Offset: 0x1a , Size: 1]
byte GameTraceChannel14;//[Offset: 0x1b , Size: 1]
byte GameTraceChannel15;//[Offset: 0x1c , Size: 1]
byte GameTraceChannel16;//[Offset: 0x1d , Size: 1]
byte GameTraceChannel17;//[Offset: 0x1e , Size: 1]
byte GameTraceChannel18;//[Offset: 0x1f , Size: 1]
--------------------------------
Class: ResponseChannel
FName Channel;//[Offset: 0x0 , Size: 8]
byte Response;//[Offset: 0x8 , Size: 1]
--------------------------------
Class: WalkableSlopeOverride
byte WalkableSlopeBehavior;//[Offset: 0x0 , Size: 1]
float WalkableSlopeAngle;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: PrimitiveComponentPostPhysicsTickFunction.TickFunction
--------------------------------
Class: HitResult
bool bBlockingHit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 ,
Size: 1]
bool bStartPenetrating;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x0 , Size: 1]
float Time;//[Offset: 0x4 , Size: 4]
float Distance;//[Offset: 0x8 , Size: 4]
Vector_NetQuantize Location;//[Offset: 0xc , Size: 12]
Vector_NetQuantize ImpactPoint;//[Offset: 0x18 , Size: 12]
Vector_NetQuantizeNormal Normal;//[Offset: 0x24 , Size: 12]
Vector_NetQuantizeNormal ImpactNormal;//[Offset: 0x30 , Size: 12]
Vector_NetQuantize TraceStart;//[Offset: 0x3c , Size: 12]
Vector_NetQuantize TraceEnd;//[Offset: 0x48 , Size: 12]
float PenetrationDepth;//[Offset: 0x54 , Size: 4]
int Item;//[Offset: 0x58 , Size: 4]
PhysicalMaterial* PhysMaterial;//[Offset: 0x5c , Size: 8]
Actor* Actor;//[Offset: 0x64 , Size: 8]
PrimitiveComponent* Component;//[Offset: 0x6c , Size: 8]
FName BoneName;//[Offset: 0x78 , Size: 8]
int FaceIndex;//[Offset: 0x80 , Size: 4]
--------------------------------
Class: Vector_NetQuantize.Vector
--------------------------------
Class: Vector_NetQuantizeNormal.Vector
--------------------------------
Class: MaterialInstanceDynamic.MaterialInstance.MaterialInterface.Object
void SetVectorParameterValue(FName ParameterName, LinearColor Value);//
0x50b1140
void SetTextureParameterValue(FName ParameterName, Texture* Value);//
0x50b108c
void SetScalarParameterValue(FName ParameterName, float Value);// 0x50b0fd4
void K2_InterpolateMaterialInstanceParams(MaterialInstance* SourceA,
MaterialInstance* SourceB, float Alpha);// 0x50b0ee4
LinearColor K2_GetVectorParameterValue(FName ParameterName);// 0x50b0e54
Texture* K2_GetTextureParameterValue(FName ParameterName);// 0x50b0dc8
float K2_GetScalarParameterValue(FName ParameterName);// 0x50b0d3c
void K2_CopyMaterialInstanceParameters(MaterialInterface* Source);//
0x50b0cc0
void CopyParameterOverrides(MaterialInstance* MaterialInstance);// 0x50b0c44
void CopyInterpParameters(MaterialInstance* Source);// 0x50b0bc8
--------------------------------
Class: MaterialInstance.MaterialInterface.Object
PhysicalMaterial* PhysMaterial;//[Offset: 0x78 , Size: 8]
MaterialInterface* Parent;//[Offset: 0x80 , Size: 8]
bool bHasStaticPermutationResource;//(ByteOffset: 0, ByteMask: 1, FieldMask:
1)[Offset: 0x88 , Size: 1]
bool bOverrideSubsurfaceProfile;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x88 , Size: 1]
FontParameterValue[] FontParameterValues;//[Offset: 0x90 , Size: 16]
ScalarParameterValue[] ScalarParameterValues;//[Offset: 0xa0 , Size: 16]
TextureParameterValue[] TextureParameterValues;//[Offset: 0xb0 , Size: 16]
VectorParameterValue[] VectorParameterValues;//[Offset: 0xc0 , Size: 16]
<FString,Vector4> DynamicInstancingParameters;//[Offset: 0xd0 , Size: 80]
bool bOverrideBaseProperties;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x120 , Size: 1]
MaterialInstanceBasePropertyOverrides BasePropertyOverrides;//[Offset:
0x124 , Size: 16]
Texture*[] PermutationTextureReferences;//[Offset: 0x158 , Size: 16]
--------------------------------
Class: FontParameterValue
FName ParameterName;//[Offset: 0x0 , Size: 8]
Font* FontValue;//[Offset: 0x8 , Size: 8]
int FontPage;//[Offset: 0x10 , Size: 4]
Guid ExpressionGUID;//[Offset: 0x14 , Size: 16]
--------------------------------
Class: Font.Object
enum FontCacheType;//[Offset: 0x30 , Size: 1]
FontCharacter[] Characters;//[Offset: 0x38 , Size: 16]
Texture2D*[] Textures;//[Offset: 0x48 , Size: 16]
int IsRemapped;//[Offset: 0x58 , Size: 4]
float EmScale;//[Offset: 0x5c , Size: 4]
float Ascent;//[Offset: 0x60 , Size: 4]
float Descent;//[Offset: 0x64 , Size: 4]
float Leading;//[Offset: 0x68 , Size: 4]
int Kerning;//[Offset: 0x6c , Size: 4]
FontImportOptionsData ImportOptions;//[Offset: 0x70 , Size: 168]
int NumCharacters;//[Offset: 0x118 , Size: 4]
int[] MaxCharHeight;//[Offset: 0x120 , Size: 16]
float ScalingFactor;//[Offset: 0x130 , Size: 4]
int LegacyFontSize;//[Offset: 0x134 , Size: 4]
FName LegacyFontName;//[Offset: 0x138 , Size: 8]
CompositeFont CompositeFont;//[Offset: 0x140 , Size: 32]
--------------------------------
Class: FontCharacter
int StartU;//[Offset: 0x0 , Size: 4]
int StartV;//[Offset: 0x4 , Size: 4]
int USize;//[Offset: 0x8 , Size: 4]
int VSize;//[Offset: 0xc , Size: 4]
byte TextureIndex;//[Offset: 0x10 , Size: 1]
int VerticalOffset;//[Offset: 0x14 , Size: 4]
--------------------------------
Class: Texture2D.Texture.Object
int StreamingIndex;//[Offset: 0xd0 , Size: 4]
int LevelIndex;//[Offset: 0xd4 , Size: 4]
int FirstResourceMemMip;//[Offset: 0xd8 , Size: 4]
IntPoint ImportedSize;//[Offset: 0xdc , Size: 8]
double ForceMipLevelsToBeResidentTimestamp;//[Offset: 0xe8 , Size: 8]
bool bTemporarilyDisableStreaming;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xf0 , Size: 1]
bool bIsStreamable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xf1 , Size: 1]
bool bHasStreamingUpdatePending;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xf2 , Size: 1]
bool bForceMiplevelsToBeResident;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0xf2 , Size: 1]
bool bIgnoreStreamingMipBias;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0xf2 , Size: 1]
bool bGlobalForceMipLevelsToBeResident;//(ByteOffset: 0, ByteMask: 8,
FieldMask: 8)[Offset: 0xf2 , Size: 1]
byte AddressX;//[Offset: 0xf3 , Size: 1]
byte AddressY;//[Offset: 0xf4 , Size: 1]
int Blueprint_GetSizeY();// 0x5149c54
int Blueprint_GetSizeX();// 0x5149c20
--------------------------------
Class: IntPoint
int X;//[Offset: 0x0 , Size: 4]
int Y;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: FontImportOptionsData
FString FontName;//[Offset: 0x0 , Size: 16]
float Height;//[Offset: 0x10 , Size: 4]
bool bEnableAntialiasing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x14 , Size: 1]
bool bEnableBold;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x14 ,
Size: 1]
bool bEnableItalic;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x14 , Size: 1]
bool bEnableUnderline;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x14 , Size: 1]
bool bAlphaOnly;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x14 ,
Size: 1]
byte CharacterSet;//[Offset: 0x15 , Size: 1]
FString Chars;//[Offset: 0x18 , Size: 16]
FString UnicodeRange;//[Offset: 0x28 , Size: 16]
FString CharsFilePath;//[Offset: 0x38 , Size: 16]
FString CharsFileWildcard;//[Offset: 0x48 , Size: 16]
bool bCreatePrintableOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x58 , Size: 1]
bool bIncludeASCIIRange;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x58 , Size: 1]
LinearColor ForegroundColor;//[Offset: 0x5c , Size: 16]
bool bEnableDropShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x6c , Size: 1]
int TexturePageWidth;//[Offset: 0x70 , Size: 4]
int TexturePageMaxHeight;//[Offset: 0x74 , Size: 4]
int XPadding;//[Offset: 0x78 , Size: 4]
int YPadding;//[Offset: 0x7c , Size: 4]
int ExtendBoxTop;//[Offset: 0x80 , Size: 4]
int ExtendBoxBottom;//[Offset: 0x84 , Size: 4]
int ExtendBoxRight;//[Offset: 0x88 , Size: 4]
int ExtendBoxLeft;//[Offset: 0x8c , Size: 4]
bool bEnableLegacyMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x90 , Size: 1]
int Kerning;//[Offset: 0x94 , Size: 4]
bool bUseDistanceFieldAlpha;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x98 , Size: 1]
int DistanceFieldScaleFactor;//[Offset: 0x9c , Size: 4]
float DistanceFieldScanRadiusScale;//[Offset: 0xa0 , Size: 4]
--------------------------------
Class: CompositeFont
Typeface DefaultTypeface;//[Offset: 0x0 , Size: 16]
CompositeSubFont[] SubTypefaces;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: Typeface
TypefaceEntry[] Fonts;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: TypefaceEntry
FName Name;//[Offset: 0x0 , Size: 8]
FontData Font;//[Offset: 0x8 , Size: 32]
--------------------------------
Class: FontData
FString FontFilename;//[Offset: 0x0 , Size: 16]
enum Hinting;//[Offset: 0x10 , Size: 1]
enum LoadingPolicy;//[Offset: 0x11 , Size: 1]
Object* FontFaceAsset;//[Offset: 0x18 , Size: 8]
--------------------------------
Class: CompositeSubFont
Typeface Typeface;//[Offset: 0x0 , Size: 16]
Int32Range[] CharacterRanges;//[Offset: 0x10 , Size: 16]
float ScalingFactor;//[Offset: 0x20 , Size: 4]
--------------------------------
Class: Int32Range
Int32RangeBound LowerBound;//[Offset: 0x0 , Size: 8]
Int32RangeBound UpperBound;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: Int32RangeBound
byte Type;//[Offset: 0x0 , Size: 1]
int Value;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: ScalarParameterValue
FName ParameterName;//[Offset: 0x0 , Size: 8]
float ParameterValue;//[Offset: 0x8 , Size: 4]
Guid ExpressionGUID;//[Offset: 0xc , Size: 16]
--------------------------------
Class: TextureParameterValue
FName ParameterName;//[Offset: 0x0 , Size: 8]
Texture* ParameterValue;//[Offset: 0x8 , Size: 8]
Guid ExpressionGUID;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: VectorParameterValue
FName ParameterName;//[Offset: 0x0 , Size: 8]
LinearColor ParameterValue;//[Offset: 0x8 , Size: 16]
Guid ExpressionGUID;//[Offset: 0x18 , Size: 16]
--------------------------------
Class: MaterialInstanceBasePropertyOverrides
bool bOverride_OpacityMaskClipValue;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x0 , Size: 1]
bool bOverride_BlendMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1 , Size: 1]
bool bOverride_ShadingModel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2 , Size: 1]
bool bOverride_DitheredLODTransition;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x3 , Size: 1]
bool bOverride_CastDynamicShadowAsMasked;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x4 , Size: 1]
bool bOverride_TwoSided;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x5 , Size: 1]
float OpacityMaskClipValue;//[Offset: 0x8 , Size: 4]
byte BlendMode;//[Offset: 0xc , Size: 1]
byte ShadingModel;//[Offset: 0xd , Size: 1]
bool TwoSided;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xe ,
Size: 1]
bool DitheredLODTransition;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0xe , Size: 1]
bool bCastDynamicShadowAsMasked;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0xe , Size: 1]
--------------------------------
Class: Pawn.Actor.Object
bool bUseControllerRotationPitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x3a0 , Size: 1]
bool bUseControllerRotationYaw;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x3a0 , Size: 1]
bool bUseControllerRotationRoll;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x3a0 , Size: 1]
bool bCanAffectNavigationGeneration;//(ByteOffset: 0, ByteMask: 8, FieldMask:
8)[Offset: 0x3a0 , Size: 1]
bool bUseViewTranslatedTransform;//(ByteOffset: 0, ByteMask: 16, FieldMask:
16)[Offset: 0x3a0 , Size: 1]
float BaseEyeHeight;//[Offset: 0x3a4 , Size: 4]
byte AutoPossessPlayer;//[Offset: 0x3a8 , Size: 1]
enum AutoPossessAI;//[Offset: 0x3a9 , Size: 1]
class Controller* AIControllerClass;//[Offset: 0x3b0 , Size: 8]
PlayerState* PlayerState;//[Offset: 0x3b8 , Size: 8]
byte RemoteViewPitch;//[Offset: 0x3c0 , Size: 1]
Controller* LastHitBy;//[Offset: 0x3c8 , Size: 8]
Controller* Controller;//[Offset: 0x3d0 , Size: 8]
Vector ControlInputVector;//[Offset: 0x3e0 , Size: 12]
Vector LastControlInputVector;//[Offset: 0x3ec , Size: 12]
void SpawnDefaultController();// 0x50e5b90
void SetUseViewTranslatedTransform(bool bNewUseViewTranslatedTransform);//
0x50e5b04
void SetCanAffectNavigationGeneration(bool bNewValue, bool bForceUpdate);//
0x50e5a34
void ReceiveUnpossessed(Controller* OldController);// 0x37db6c4
void ReceivePossessed(Controller* NewController);// 0x37db6c4
void PawnMakeNoise(float Loudness, Vector NoiseLocation, bool
bUseNoiseMakerLocation, Actor* NoiseMaker);// 0x50e58f8
void OnRep_PlayerState();// 0x50e58dc
void OnRep_Controller();// 0x50e58c0
void LaunchPawn(Vector LaunchVelocity, bool bXYOverride, bool bZOverride);//
0x50e57b4
Vector K2_GetMovementInputVector();// 0x50e577c
bool IsPlayerControlled();// 0x50e573c
bool IsMoveInputIgnored();// 0x50e56fc
bool IsLocallyControlled();// 0x50e56bc
bool IsControlled();// 0x50e5684
Vector GetPendingMovementInputVector();// 0x50e564c
Vector GetNavAgentLocation();// 0x50e560c
PawnMovementComponent* GetMovementComponent();// 0x50e55d0
static Actor* GetMovementBaseActor(const Pawn* Pawn);// 0x50e5554
Vector GetLastMovementInputVector();// 0x50e551c
Rotator GetControlRotation();// 0x50e54dc
Controller* GetController();// 0x50e54c0
Rotator GetBaseAimRotation();// 0x50e5480
void DetachFromControllerPendingDestroy();// 0x50e5464
Vector ConsumeMovementInputVector();// 0x50e5424
void AddMovementInput(Vector WorldDirection, float ScaleValue, bool
bForce);// 0x50e5320
void AddControllerYawInput(float Val);// 0x50e529c
void AddControllerRollInput(float Val);// 0x50e5218
void AddControllerPitchInput(float Val);// 0x50e5194
--------------------------------
Class: Controller.Actor.Object
Pawn* Pawn;//[Offset: 0x3a0 , Size: 8]
Character* Character;//[Offset: 0x3b0 , Size: 8]
PlayerState* PlayerState;//[Offset: 0x3b8 , Size: 8]
SceneComponent* TransformComponent;//[Offset: 0x3c0 , Size: 8]
Rotator ControlRotation;//[Offset: 0x3c8 , Size: 12]
bool bAttachToPawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3d4
, Size: 1]
bool bIsPlayerController;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x3d4 , Size: 1]
FName StateName;//[Offset: 0x3e0 , Size: 8]
Actor* ObservedActor;//[Offset: 0x3e8 , Size: 8]
delegate OnInstigatedAnyDamage;//[Offset: 0x3f0 , Size: 16]
void UnPossess();// 0x4fecf20
void StopMovement();// 0x4fecf04
void SetInitialLocationAndRotation(out const Vector NewLocation, out const
Rotator NewRotation);// 0x4fece20
void SetIgnoreMoveInput(bool bNewMoveInput);// 0x4fecd94
void SetIgnoreLookInput(bool bNewLookInput);// 0x4fecd08
void SetControlRotation(out const Rotator NewRotation, FString CallSource);//
0x4fecc00
void ResetIgnoreMoveInput();// 0x4fecbe4
void ResetIgnoreLookInput();// 0x4fecbc8
void ResetIgnoreInputFlags();// 0x4fecbac
void ReceiveInstigatedAnyDamage(float Damage, const DamageType* DamageType,
Actor* DamagedActor, Actor* DamageCauser);// 0x37db6c4
void Possess(Pawn* InPawn);// 0x4fecb28
void OnRep_PlayerState();// 0x4fecb0c
void OnRep_Pawn();// 0x4fecaf0
bool LineOfSightTo(const Actor* Other, Vector ViewPoint, bool
bAlternateChecks);// 0x4fec9d8
Pawn* K2_GetPawn();// 0x4fec9a4
bool IsPlayerController();// 0x4fec984
bool IsMoveInputIgnored();// 0x4fec944
bool IsLookInputIgnored();// 0x4fec904
bool IsLocalPlayerController();// 0x4fec8b4
bool IsLocalController();// 0x4fec874
Actor* GetViewTarget();// 0x4fec838
Rotator GetDesiredRotation();// 0x4fec7f8
Rotator GetControlRotation();// 0x4fec7b8
void ClientSetRotation(Rotator NewRotation, bool bResetCamera);// 0x4fec6f0
void ClientSetLocation(Vector NewLocation, Rotator NewRotation);// 0x4fec630
PlayerController* CastToPlayerController();// 0x4fec5fc
--------------------------------
Class: Character.Pawn.Actor.Object
SkeletalMeshComponent* Mesh;//[Offset: 0x3f8 , Size: 8]
CharacterMovementComponent* CharacterMovement;//[Offset: 0x400 , Size: 8]
CapsuleComponent* CapsuleComponent;//[Offset: 0x408 , Size: 8]
BasedMovementInfo BasedMovement;//[Offset: 0x410 , Size: 48]
BasedMovementInfo ReplicatedBasedMovement;//[Offset: 0x440 , Size: 48]
float AnimRootMotionTranslationScale;//[Offset: 0x470 , Size: 4]
Vector BaseTranslationOffset;//[Offset: 0x474 , Size: 12]
Quat BaseRotationOffset;//[Offset: 0x480 , Size: 16]
float ReplicatedServerLastTransformUpdateTimeStamp;//[Offset: 0x490 , Size:
4]
byte ReplicatedMovementMode;//[Offset: 0x4a0 , Size: 1]
bool bInBaseReplication;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4a1 , Size: 1]
int MiddleDeviceAllowedParticleNum;//[Offset: 0x4a4 , Size: 4]
float MiddleDeviceAllowedParticleDistance;//[Offset: 0x4a8 , Size: 4]
int LowDeviceAllowedParticleNum;//[Offset: 0x4ac , Size: 4]
float LowDeviceAllowedParticleDistance;//[Offset: 0x4b0 , Size: 4]
float CrouchedEyeHeight;//[Offset: 0x4b8 , Size: 4]
bool bIsCrouched;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4bc ,
Size: 1]
byte Ping;//[Offset: 0x4bd , Size: 1]
bool bPressedJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x4be , Size: 1]
bool bClientUpdating;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x4be , Size: 1]
bool bClientWasFalling;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x4be , Size: 1]
bool bClientResimulateRootMotion;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x4be , Size: 1]
bool bClientResimulateRootMotionSources;//(ByteOffset: 0, ByteMask: 16,
FieldMask: 16)[Offset: 0x4be , Size: 1]
bool bSimGravityDisabled;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x4be , Size: 1]
bool bClientCheckEncroachmentOnNetUpdate;//(ByteOffset: 0, ByteMask: 64,
FieldMask: 64)[Offset: 0x4be , Size: 1]
bool bServerMoveIgnoreRootMotion;//(ByteOffset: 0, ByteMask: 128, FieldMask:
128)[Offset: 0x4be , Size: 1]
float JumpKeyHoldTime;//[Offset: 0x4c0 , Size: 4]
float JumpMaxHoldTime;//[Offset: 0x4c4 , Size: 4]
int JumpMaxCount;//[Offset: 0x4c8 , Size: 4]
int JumpCurrentCount;//[Offset: 0x4cc , Size: 4]
bool bWasJumping;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x4d0 ,
Size: 1]
delegate OnReachedJumpApex;//[Offset: 0x4d8 , Size: 16]
delegate MovementModeChangedDelegate;//[Offset: 0x4f8 , Size: 16]
delegate OnCharacterMovementUpdated;//[Offset: 0x508 , Size: 16]
RootMotionSourceGroup SavedRootMotion;//[Offset: 0x518 , Size: 256]
RootMotionMovementParams ClientRootMotionParams;//[Offset: 0x620 , Size: 64]
SimulatedRootMotionReplicatedMove[] RootMotionRepMoves;//[Offset: 0x660 ,
Size: 16]
RepRootMotionMontage RepRootMotion;//[Offset: 0x670 , Size: 352]
void UnCrouch(bool bClientSimulation);// 0x4fe1f30
void StopJumping();// 0x4fe1f14
void StopAnimMontage(AnimMontage* AnimMontage);// 0x4fe1e90
void SetReplicateMovement(bool bInReplicateMovement);// 0x4fe1e04
void RootMotionDebugClientPrintOnScreen(FString inString);// 0x4fe1d54
float PlayAnimMontage(AnimMontage* AnimMontage, float InPlayRate, FName
StartSectionName);// 0x4fe1c48
void OnWalkingOffLedge(out const Vector PreviousFloorImpactNormal, out const
Vector PreviousFloorContactNormal, out const Vector PreviousLocation, float
TimeDelta);// 0x4fe1ad0
void OnRep_ServerLastTransformUpdateTimeStamp();// 0x4fe1abc
void OnRep_RootMotion();// 0x4fe1aa8
void OnRep_ReplicatedBasedMovement();// 0x4fe1a8c
void OnRep_IsCrouched();// 0x4fe1a70
void OnLaunched(Vector LaunchVelocity, bool bXYOverride, bool bZOverride);//
0x37db6c4
void OnLanded(out const HitResult Hit);// 0x37db6c4
void OnJumped();// 0x4fe1a54
void LaunchCharacter(Vector LaunchVelocity, bool bXYOverride, bool
bZOverride);// 0x4fe1940
void K2_UpdateCustomMovement(float DeltaTime);// 0x37db6c4
void K2_OnStartCrouch(float HalfHeightAdjust, float
ScaledHalfHeightAdjust);// 0x37db6c4
void K2_OnMovementModeChanged(byte PrevMovementMode, byte NewMovementMode,
byte PrevCustomMode, byte NewCustomMode);// 0x37db6c4
void K2_OnEndCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust);//
0x37db6c4
void Jump();// 0x4fe1924
bool IsPlayingRootMotion();// 0x4fe18ec
bool IsPlayingNetworkedRootMotionMontage();// 0x4fe18b4
bool IsJumpProvidingForce();// 0x4fe1874
AnimMontage* GetCurrentMontage();// 0x4fe1840
Vector GetBaseTranslationOffset();// 0x4fe1818
Rotator GetBaseRotationOffsetRotator();// 0x4fe17c4
float GetAnimRootMotionTranslationScale();// 0x4fe1790
void Crouch(bool bClientSimulation);// 0x4fe1704
void ClientCheatWalk();// 0x4fe16e8
void ClientCheatGhost();// 0x4fe16cc
void ClientCheatFly();// 0x4fe16b0
bool CanJumpInternal();// 0x4fe1670
bool CanJump();// 0x4fe1638
void CacheInitialMeshOffset(Vector MeshRelativeLocation, Rotator
MeshRelativeRotation);// 0x4fe1578
--------------------------------
Class:
SkeletalMeshComponent.SkinnedMeshComponent.MeshComponent.PrimitiveComponent.SceneCo
mponent.ActorComponent.Object
byte AnimationMode;//[Offset: 0x7e8 , Size: 1]
class Object* AnimBlueprintGeneratedClass;//[Offset: 0x7f0 , Size: 8]
class AnimInstance* AnimClass;//[Offset: 0x7f8 , Size: 8]
AnimInstance* AnimScriptInstance;//[Offset: 0x800 , Size: 8]
AnimInstance*[] SubInstances;//[Offset: 0x808 , Size: 16]
AnimInstance* PostProcessAnimInstance;//[Offset: 0x818 , Size: 8]
SingleAnimationPlayData AnimationData;//[Offset: 0x820 , Size: 24]
Transform[] CachedBoneSpaceTransforms;//[Offset: 0x870 , Size: 16]
Transform[] CachedComponentSpaceTransforms;//[Offset: 0x880 , Size: 16]
float GlobalAnimRateScale;//[Offset: 0x8b0 , Size: 4]
enum UseAsyncScene;//[Offset: 0x8b4 , Size: 1]
bool bHasValidBodies;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x8b5 , Size: 1]
byte KinematicBonesUpdateType;//[Offset: 0x8b6 , Size: 1]
byte PhysicsTransformUpdateMode;//[Offset: 0x8b7 , Size: 1]
bool bBlendPhysics;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x8b8
, Size: 1]
bool bEnablePhysicsOnDedicatedServer;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0x8b8 , Size: 1]
bool bUpdateJointsFromAnimation;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x8b8 , Size: 1]
bool bDisableClothSimulation;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x8b8 , Size: 1]
bool bAllowAnimCurveEvaluation;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x8b8 , Size: 1]
bool bDisableAnimCurves;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x8b8 , Size: 1]
FName[] DisallowedAnimCurves;//[Offset: 0x8c0 , Size: 16]
bool bCollideWithEnvironment;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x8d0 , Size: 1]
bool bCollideWithAttachedChildren;//(ByteOffset: 0, ByteMask: 2, FieldMask:
2)[Offset: 0x8d0 , Size: 1]
bool bLocalSpaceSimulation;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x8d0 , Size: 1]
bool bClothMorphTarget;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x8d0 , Size: 1]
bool bResetAfterTeleport;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x8d0 , Size: 1]
float ClothBlendWeight;//[Offset: 0x8d4 , Size: 4]
Vector RootBoneTranslation;//[Offset: 0x8dc , Size: 12]
bool bDeferMovementFromSceneQueries;//(ByteOffset: 0, ByteMask: 1, FieldMask:
1)[Offset: 0x8e8 , Size: 1]
bool bNoSkeletonUpdate;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x8e8 , Size: 1]
bool bPauseAnims;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x8e8 ,
Size: 1]
bool bUseRefPoseOnInitAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x8e9 , Size: 1]
bool bEnablePerPolyCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x8ea , Size: 1]
BodySetup* BodySetup;//[Offset: 0x8f0 , Size: 8]
bool bForceRefpose;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x8f8 , Size: 1]
bool bOnlyAllowAutonomousTickPose;//(ByteOffset: 0, ByteMask: 1, FieldMask:
1)[Offset: 0x8f9 , Size: 1]
bool bIsAutonomousTickPose;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x8f9 , Size: 1]
bool bOldForceRefPose;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x8f9 , Size: 1]
bool bShowPrePhysBones;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x8f9 , Size: 1]
bool bRequiredBonesUpToDate;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x8f9 , Size: 1]
bool bAnimTreeInitialised;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x8f9 , Size: 1]
bool bIncludeComponentLocationIntoBounds;//(ByteOffset: 0, ByteMask: 64,
FieldMask: 64)[Offset: 0x8f9 , Size: 1]
bool bEnableLineCheckWithBounds;//(ByteOffset: 0, ByteMask: 128, FieldMask:
128)[Offset: 0x8f9 , Size: 1]
uint16 CachedAnimCurveUidVersion;//[Offset: 0x8fa , Size: 2]
Vector LineCheckBoundsScale;//[Offset: 0x8fc , Size: 12]
delegate OnConstraintBroken;//[Offset: 0x910 , Size: 16]
class ClothingSimulationFactory* ClothingSimulationFactory;//[Offset: 0xa10 ,
Size: 8]
float TeleportDistanceThreshold;//[Offset: 0xa18 , Size: 4]
float TeleportRotationThreshold;//[Offset: 0xa1c , Size: 4]
delegate OnAnimInitialized;//[Offset: 0xb58 , Size: 16]
AnimSequence* SequenceToPlay;//[Offset: 0xc38 , Size: 8]
AnimationAsset* AnimToPlay;//[Offset: 0xc40 , Size: 8]
bool bDefaultLooping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0xc48 , Size: 1]
bool bDefaultPlaying;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0xc48 , Size: 1]
float DefaultPosition;//[Offset: 0xc4c , Size: 4]
float DefaultPlayRate;//[Offset: 0xc50 , Size: 4]
uint32 LastPoseTickFrame;//[Offset: 0xc54 , Size: 4]
float LastPoseTickTime;//[Offset: 0xc58 , Size: 4]
bool bNeedsQueuedAnimEventsDispatched;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xc90 , Size: 1]
bool bIsNeedUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xc92 , Size: 1]
void UnbindClothFromMasterPoseComponent(bool bRestoreSimulationSpace);//
0x5127180
void SuspendClothingSimulation();// 0x512716c
void Stop();// 0x5127158
void SnapshotPose(out PoseSnapshot Snapshot);// 0x5127070
void SetUpdateAnimationInEditor(const bool NewUpdateState);// 0x5126fec
void SetTeleportRotationThreshold(float Threshold);// 0x5126f70
void SetTeleportDistanceThreshold(float Threshold);// 0x5126ef4
void SetPosition(float InPos, bool bFireNotifies);// 0x5126e34
void SetPlayRate(float Rate);// 0x5126db8
void SetPhysicsBlendWeight(float PhysicsBlendWeight);// 0x5126d3c
void SetNotifyRigidBodyCollisionBelow(bool bNewNotifyRigidBodyCollision,
FName BoneName, bool bIncludeSelf);// 0x5126c28
void SetMorphTarget(FName MorphTargetName, float Value, bool
bRemoveZeroWeight);// 0x5126b2c
void SetEnablePhysicsBlending(bool bNewBlendPhysics);// 0x5126aa8
void SetEnableGravityOnAllBodiesBelow(bool bEnableGravity, FName BoneName,
bool bIncludeSelf);// 0x512699c
void SetEnableBodyGravity(bool bEnableGravity, FName BoneName);// 0x51268d4
void SetDisableAnimCurves(bool bInDisableAnimCurves);// 0x5126850
void SetConstraintProfileForAll(FName ProfileName, bool
bDefaultIfNotFound);// 0x5126790
void SetConstraintProfile(FName JointName, FName ProfileName, bool
bDefaultIfNotFound);// 0x5126698
void SetClothMaxDistanceScale(float Scale);// 0x512661c
void SetBodyNotifyRigidBodyCollision(bool bNewNotifyRigidBodyCollision, FName
BoneName);// 0x512654c
void SetAnimInstanceClass(class Object NewClass);// 0x51264d0
void SetAnimationMode(byte InAnimationMode);// 0x5126454
void SetAnimation(AnimationAsset* NewAnimToPlay);// 0x51263d8
void SetAngularLimits(FName InBoneName, float Swing1LimitAngle, float
TwistLimitAngle, float Swing2LimitAngle);// 0x51262ac
void SetAllowedAnimCurvesEvaluation(out const FName[] List, bool bAllow);//
0x51261a0
void SetAllowAnimCurveEvaluation(bool bInAllow);// 0x512611c
void SetAllMotorsAngularVelocityDrive(bool bEnableSwingDrive, bool
bEnableTwistDrive, bool bSkipCustomPhysicsType);// 0x5126008
void SetAllMotorsAngularPositionDrive(bool bEnableSwingDrive, bool
bEnableTwistDrive, bool bSkipCustomPhysicsType);// 0x5125ef4
void SetAllMotorsAngularDriveParams(float InSpring, float InDamping, float
InForceLimit, bool bSkipCustomPhysicsType);// 0x5125dc0
void SetAllBodiesSimulatePhysics(bool bNewSimulate);// 0x5125d3c
void SetAllBodiesPhysicsBlendWeight(float PhysicsBlendWeight, bool
bSkipCustomPhysicsType);// 0x5125c7c
void SetAllBodiesBelowSimulatePhysics(out const FName InBoneName, bool
bNewSimulate, bool bIncludeSelf);// 0x5125b5c
void SetAllBodiesBelowPhysicsBlendWeight(out const FName InBoneName, float
PhysicsBlendWeight, bool bSkipCustomPhysicsType, bool bIncludeSelf);// 0x5125a00
void ResumeClothingSimulation();// 0x51259ec
void ResetClothTeleportMode();// 0x51259d8
void ResetAllowedAnimCurveEvaluation();// 0x51259c4
void ResetAllBodiesSimulatePhysics();// 0x51259b0
void PlayAnimation(AnimationAsset* NewAnimToPlay, bool bLooping);// 0x51258f0
void Play(bool bLooping);// 0x512586c
void OverrideAnimationData(AnimationAsset* InAnimToPlay, bool bIsLooping,
bool bIsPlaying, float Position, float PlayRate);// 0x51256ec
bool K2_GetClosestPointOnPhysicsAsset(out const Vector WorldPosition, out
Vector ClosestWorldPosition, out Vector Normal, out FName BoneName, out float
Distance);// 0x5125508
bool IsPlaying();// 0x51254d0
bool IsClothingSimulationSuspended();// 0x5125498
bool IsBodyGravityEnabled(FName BoneName);// 0x5125408
float GetTeleportRotationThreshold();// 0x51253d4
float GetTeleportDistanceThreshold();// 0x51253a0
AnimInstance*[] GetSubAnimInstances();// 0x51252fc
Vector GetSkeletalCenterOfMass();// 0x51252c4
AnimInstance* GetPostProcessInstance();// 0x5125290
float GetPosition();// 0x512525c
float GetPlayRate();// 0x5125228
float GetMorphTarget(FName MorphTargetName);// 0x512519c
bool GetDisableAnimCurves();// 0x5125178
void GetCurrentJointAngles(FName InBoneName, out float Swing1Angle, out float
TwistAngle, out float Swing2Angle);// 0x5125008
float GetClothMaxDistanceScale();// 0x5124fd4
float GetBoneMass(FName BoneName, bool bScaleMass);// 0x5124f04
AnimInstance* GetAnimInstance();// 0x5124ed0
byte GetAnimationMode();// 0x5124e9c
bool GetAllowedAnimCurveEvaluate();// 0x5124e7c
void ForceClothNextUpdateTeleportAndReset();// 0x5124e68
void ForceClothNextUpdateTeleport();// 0x5124e54
FName FindConstraintBoneName(int ConstraintIndex);// 0x5124dc8
void ClearMorphTargets();// 0x5124db4
void BreakConstraint(Vector Impulse, Vector HitLocation, FName InBoneName);//
0x5124cc0
void BindClothToMasterPoseComponent();// 0x5124cac
void AllowAnimCurveEvaluation(FName NameOfCurve, bool bAllow);// 0x5124bec
void AddImpulseToAllBodiesBelow(Vector Impulse, FName BoneName, bool
bVelChange, bool bIncludeSelf);// 0x5124a9c
void AddForceToAllBodiesBelow(Vector force, FName BoneName, bool
bAccelChange, bool bIncludeSelf);// 0x512494c
void AccumulateAllBodiesBelowPhysicsBlendWeight(out const FName InBoneName,
float AddPhysicsBlendWeight, bool bSkipCustomPhysicsType);// 0x5124834
--------------------------------
Class:
SkinnedMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent
.Object
SkeletalMesh* SkeletalMesh;//[Offset: 0x698 , Size: 8]
SkinnedMeshComponent* MasterPoseComponent;//[Offset: 0x6a0 , Size: 8]
bool bUseBoundsFromMasterPoseComponent;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0x708 , Size: 1]
PhysicsAsset* PhysicsAssetOverride;//[Offset: 0x730 , Size: 8]
int ForcedLodModel;//[Offset: 0x738 , Size: 4]
int MinLodModel;//[Offset: 0x73c , Size: 4]
SkelMeshComponentLODInfo[] LODInfo;//[Offset: 0x750 , Size: 16]
float StreamingDistanceMultiplier;//[Offset: 0x760 , Size: 4]
Color WireframeColor;//[Offset: 0x764 , Size: 4]
bool bForceWireframe;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x768 , Size: 1]
bool bDisplayBones;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x768
, Size: 1]
bool bDisableMorphTarget;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x768 , Size: 1]
bool bHideSkin;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x768 ,
Size: 1]
bool bPerBoneMotionBlur;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x780 , Size: 1]
bool bComponentUseFixedSkelBounds;//(ByteOffset: 0, ByteMask: 2, FieldMask:
2)[Offset: 0x780 , Size: 1]
bool bConsiderAllBodiesForBounds;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x780 , Size: 1]
byte MeshComponentUpdateFlag;//[Offset: 0x781 , Size: 1]
bool NeedUpdateEveryFrame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x782 , Size: 1]
bool bForceMeshObjectUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x783 , Size: 1]
bool bCanHighlightSelectedSections;//(ByteOffset: 0, ByteMask: 2, FieldMask:
2)[Offset: 0x783 , Size: 1]
bool bRecentlyRendered;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x783 , Size: 1]
byte CustomSortAlternateIndexMode;//[Offset: 0x784 , Size: 1]
bool bCastCapsuleDirectShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x785 , Size: 1]
bool bCastCapsuleIndirectShadow;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x785 , Size: 1]
float CapsuleIndirectShadowMinVisibility;//[Offset: 0x788 , Size: 4]
bool bCPUSkinning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x78c , Size: 1]
BoxSphereBounds CachedLocalBounds;//[Offset: 0x7a4 , Size: 28]
bool bCachedLocalBoundsUpToDate;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x7c0 , Size: 1]
bool bEnableUpdateRateOptimizations;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x7c1 , Size: 1]
bool bEnableUpdateRateOptimization;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x7c2 , Size: 1]
bool bDisplayDebugUpdateRateOptimizations;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x7c3 , Size: 1]
void UnloadSkinWeightProfile(FName InProfileName);// 0x512acf4
void UnHideBoneByName(FName BoneName);// 0x512ac78
void TransformToBoneSpace(FName BoneName, Vector InPosition, Rotator
InRotation, out Vector OutPosition, out Rotator OutRotation);// 0x512aae8
void TransformFromBoneSpace(FName BoneName, Vector InPosition, Rotator
InRotation, out Vector OutPosition, out Rotator OutRotation);// 0x512a958
void SetVertexColorOverride_LinearColor(int LODIndex, out const LinearColor[]
VertexColors);// 0x512a860
bool SetSkinWeightProfile(FName InProfileName);// 0x512a7d0
void SetSkinWeightOverride(int LODIndex, out const SkelMeshSkinWeightInfo[]
SkinWeights);// 0x512a6d8
void SetSkeletalMesh(SkeletalMesh* NewMesh, bool bReinitPose);// 0x512a610
void SetPhysicsAsset(PhysicsAsset* NewPhysicsAsset, bool bForceReInit);//
0x512a548
void SetMinLOD(int InNewMinLOD);// 0x512a4cc
void SetMasterPoseComponent(SkinnedMeshComponent* NewMasterBoneComponent);//
0x512a450
void SetForcedLOD(int InNewForcedLOD);// 0x512a3d4
void SetCastCapsuleIndirectShadow(bool bNewValue);// 0x512a350
void SetCastCapsuleDirectShadow(bool bNewValue);// 0x512a2cc
void SetCapsuleIndirectShadowMinVisibility(float NewValue);// 0x512a250
bool IsUsingSkinWeightProfile();// 0x512a230
bool IsBoneHiddenByName(FName BoneName);// 0x512a1a0
void HideBoneByName(FName BoneName, byte PhysBodyOption);// 0x512a0e8
FName GetSocketBoneName(FName InSocketName);// 0x512a05c
FName GetParentBone(FName BoneName);// 0x5129fd0
int GetNumBones();// 0x5129f9c
FName GetCurrentSkinWeightProfileName();// 0x5129f80
FName GetBoneName(int BoneIndex);// 0x5129ef4
int GetBoneIndex(FName BoneName);// 0x5129e68
FName FindClosestBone_K2(Vector TestLocation, out Vector BoneLocation, float
IgnoreScale, bool bRequirePhysicsAsset);// 0x5129d10
void ClearVertexColorOverride(int LODIndex);// 0x5129c94
void ClearSkinWeightProfile();// 0x5129c80
void ClearSkinWeightOverride(int LODIndex);// 0x5129c04
bool BoneIsChildOf(FName BoneName, FName ParentBoneName);// 0x5129b3c
--------------------------------
Class: MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
MaterialInterface*[] OverrideMaterials;//[Offset: 0x670 , Size: 16]
void SetVectorParameterValueOnMaterials(const FName ParameterName, const
Vector ParameterValue);// 0x50b4944
void SetScalarParameterValueOnMaterials(const FName ParameterName, const
float ParameterValue);// 0x50b488c
void SetLayerVisibilityValue(byte Layer, bool Visible, bool
bPropagateToChildren);// 0x50b4778
void SetLayerVisibilityEnable(bool Enable, bool bPropagateToChildren);//
0x50b46a0
void PrestreamTextures(float Seconds, bool bPrioritizeCharacterTextures, int
CinematicTextureGroups);// 0x50b4594
bool IsMaterialSlotNameValid(FName MaterialSlotName);// 0x50b44fc
FName[] GetMaterialSlotNames();// 0x50b4450
MaterialInterface*[] GetMaterials();// 0x50b43a4
int GetMaterialIndex(FName MaterialSlotName);// 0x50b4310
bool GetLayerVisibilityValue(byte Layer);// 0x50b4278
--------------------------------
Class: SkeletalMesh.Object
Skeleton* Skeleton;//[Offset: 0x48 , Size: 8]
bool bAllowCPUAccess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x50 , Size: 1]
BoxSphereBounds ImportedBounds;//[Offset: 0x54 , Size: 28]
BoxSphereBounds ExtendedBounds;//[Offset: 0x70 , Size: 28]
Vector PositiveBoundsExtension;//[Offset: 0x8c , Size: 12]
Vector NegativeBoundsExtension;//[Offset: 0x98 , Size: 12]
Vector IndirectLightingCachePositionOffset;//[Offset: 0xa4 , Size: 12]
SkeletalMaterial[] Materials;//[Offset: 0xb0 , Size: 16]
BoneMirrorInfo[] SkelMirrorTable;//[Offset: 0xc0 , Size: 16]
byte SkelMirrorAxis;//[Offset: 0xd0 , Size: 1]
byte SkelMirrorFlipAxis;//[Offset: 0xd1 , Size: 1]
SkeletalMeshLODInfo[] LODInfo;//[Offset: 0xd8 , Size: 16]
bool bUseFullPrecisionUVs;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xe8 , Size: 1]
bool bUsedWithDynamicInstancing;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0xe8 , Size: 1]
bool bHasBeenSimplified;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0xe8 , Size: 1]
bool bHasVertexColors;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0xe8 , Size: 1]
bool bEnablePerPolyCollision;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0xe8 , Size: 1]
bool bEnableSelfCollision;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0xe8 , Size: 1]
BodySetup* BodySetup;//[Offset: 0xf0 , Size: 8]
PhysicsAsset* PhysicsAsset;//[Offset: 0xf8 , Size: 8]
PhysicsAsset* ShadowPhysicsAsset;//[Offset: 0x100 , Size: 8]
NodeMappingContainer*[] NodeMappingData;//[Offset: 0x108 , Size: 16]
MorphTarget*[] MorphTargets;//[Offset: 0x118 , Size: 16]
ClothingAssetData_Legacy[] ClothingAssets;//[Offset: 0x298 , Size: 16]
class AnimInstance* PostProcessAnimBlueprint;//[Offset: 0x2a8 , Size: 8]
ClothingAssetBase*[] MeshClothingAssets;//[Offset: 0x2b0 , Size: 16]
AssetUserData*[] AssetUserData;//[Offset: 0x2c0 , Size: 16]
SkeletalMeshSocket*[] Sockets;//[Offset: 0x2d8 , Size: 16]
SkinWeightProfileInfo[] SkinWeightProfiles;//[Offset: 0x2f8 , Size: 16]
int NumSockets();// 0x51217c0
bool IsSectionUsingCloth(int InSectionIndex, bool
bCheckCorrespondingSections);// 0x51216ec
SkeletalMeshSocket* GetSocketByIndex(int Index);// 0x5121660
NodeMappingContainer* GetNodeMappingContainer(Blueprint* SourceAsset);//
0x51215d4
BoxSphereBounds GetImportedBounds();// 0x5121588
BoxSphereBounds GetBounds();// 0x512153c
SkeletalMeshSocket* FindSocketAndIndex(FName InSocketName, out int
OutIndex);// 0x5121464
SkeletalMeshSocket* FindSocket(FName InSocketName);// 0x51213d8
--------------------------------
Class: Skeleton.Object
BoneNode[] BoneTree;//[Offset: 0x30 , Size: 16]
Transform[] RefLocalPoses;//[Offset: 0x40 , Size: 16]
Guid VirtualBoneGuid;//[Offset: 0x160 , Size: 16]
VirtualBone[] VirtualBones;//[Offset: 0x170 , Size: 16]
SkeletalMeshSocket*[] Sockets;//[Offset: 0x180 , Size: 16]
SmartNameContainer SmartNames;//[Offset: 0x1e0 , Size: 80]
BlendProfile*[] BlendProfiles;//[Offset: 0x248 , Size: 16]
AnimSlotGroup[] SlotGroups;//[Offset: 0x258 , Size: 16]
AssetUserData*[] AssetUserData;//[Offset: 0x330 , Size: 16]
--------------------------------
Class: BoneNode
FName Name;//[Offset: 0x0 , Size: 8]
int ParentIndex;//[Offset: 0x8 , Size: 4]
byte TranslationRetargetingMode;//[Offset: 0xc , Size: 1]
--------------------------------
Class: VirtualBone
FName SourceBoneName;//[Offset: 0x0 , Size: 8]
FName TargetBoneName;//[Offset: 0x8 , Size: 8]
FName VirtualBoneName;//[Offset: 0x10 , Size: 8]
--------------------------------
Class: SkeletalMeshSocket.Object
FName SocketName;//[Offset: 0x28 , Size: 8]
FName BoneName;//[Offset: 0x30 , Size: 8]
Vector RelativeLocation;//[Offset: 0x38 , Size: 12]
Rotator RelativeRotation;//[Offset: 0x44 , Size: 12]
Vector RelativeScale;//[Offset: 0x50 , Size: 12]
bool bForceAlwaysAnimated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x5c , Size: 1]
void InitializeSocketFromLocation(const SkeletalMeshComponent* SkelComp,
Vector WorldLocation, Vector WorldNormal);// 0x5128c1c
Vector GetSocketLocation(const SkeletalMeshComponent* SkelComp);// 0x5128b8c
--------------------------------
Class: SmartNameContainer
--------------------------------
Class: BlendProfile.Object
Skeleton* OwningSkeleton;//[Offset: 0x30 , Size: 8]
BlendProfileBoneEntry[] ProfileEntries;//[Offset: 0x38 , Size: 16]
--------------------------------
Class: BlendProfileBoneEntry
BoneReference BoneReference;//[Offset: 0x0 , Size: 24]
float BlendScale;//[Offset: 0x18 , Size: 4]
--------------------------------
Class: BoneReference
FName BoneName;//[Offset: 0x0 , Size: 8]
--------------------------------
Class: AnimSlotGroup
FName GroupName;//[Offset: 0x0 , Size: 8]
FName[] SlotNames;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: SkeletalMaterial
MaterialInterface* MaterialInterface;//[Offset: 0x0 , Size: 8]
bool bEnableShadowCasting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x8 , Size: 1]
bool bRecomputeTangent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x9 , Size: 1]
FName MaterialSlotName;//[Offset: 0x10 , Size: 8]
MeshUVChannelInfo UVChannelData;//[Offset: 0x18 , Size: 20]
SoftObjectPath MaterialSoftRef;//[Offset: 0x30 , Size: 24]
--------------------------------
Class: BoneMirrorInfo
int SourceIndex;//[Offset: 0x0 , Size: 4]
byte BoneFlipAxis;//[Offset: 0x4 , Size: 1]
--------------------------------
Class: SkeletalMeshLODInfo
float ScreenSize;//[Offset: 0x0 , Size: 4]
float LODHysteresis;//[Offset: 0x4 , Size: 4]
int[] LODMaterialMap;//[Offset: 0x8 , Size: 16]
bool[] bEnableShadowCasting;//[Offset: 0x18 , Size: 16]
TriangleSortSettings[] TriangleSortSettings;//[Offset: 0x28 , Size: 16]
bool bHasBeenSimplified;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x38 , Size: 1]
SkeletalMeshOptimizationSettings ReductionSettings;//[Offset: 0x40 , Size:
368]
SimplygonRemeshingSettings RemeshingSettings;//[Offset: 0x1b0 , Size: 168]
GroupedSkeletalOptimizationSettings OptimizationSettings;//[Offset: 0x258 ,
Size: 576]
FName[] RemovedBones;//[Offset: 0x498 , Size: 16]
BoneReference[] BonesToRemove;//[Offset: 0x4a8 , Size: 16]
AnimSequence* BakePose;//[Offset: 0x4b8 , Size: 8]
FString SourceImportFilename;//[Offset: 0x4c0 , Size: 16]
bool bHasPerLODVertexColors;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x4d0 , Size: 1]
--------------------------------
Class: TriangleSortSettings
byte TriangleSorting;//[Offset: 0x0 , Size: 1]
byte CustomLeftRightAxis;//[Offset: 0x1 , Size: 1]
FName CustomLeftRightBoneName;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: SkeletalMeshOptimizationSettings
byte ReductionMethod;//[Offset: 0x0 , Size: 1]
float NumOfTrianglesPercentage;//[Offset: 0x4 , Size: 4]
float MaxDeviationPercentage;//[Offset: 0x8 , Size: 4]
int ScreenSize;//[Offset: 0xc , Size: 4]
float WeldingThreshold;//[Offset: 0x10 , Size: 4]
bool bRecalcNormals;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x14 , Size: 1]
float NormalsThreshold;//[Offset: 0x18 , Size: 4]
byte SilhouetteImportance;//[Offset: 0x1c , Size: 1]
byte TextureImportance;//[Offset: 0x1d , Size: 1]
byte ShadingImportance;//[Offset: 0x1e , Size: 1]
byte SkinningImportance;//[Offset: 0x1f , Size: 1]
float BoneReductionRatio;//[Offset: 0x20 , Size: 4]
int MaxBonesPerVertex;//[Offset: 0x24 , Size: 4]
bool bTransferMorphTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x28 , Size: 1]
BoneReference[] BonesToRemove;//[Offset: 0x30 , Size: 16]
int BaseLOD;//[Offset: 0x40 , Size: 4]
int LODChainLastIndex;//[Offset: 0x44 , Size: 4]
bool bUseVertexWeights;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x48 , Size: 1]
bool bUseVertexWeightsForMaterial;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x49 , Size: 1]
bool bSimplifyMaterials;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4a , Size: 1]
SimplygonMaterialLODSettings MaterialLODSettings;//[Offset: 0x50 , Size: 128]
MaterialProxySettings MaterialSettings;//[Offset: 0xd0 , Size: 148]
bool bForceRebuild;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x164 , Size: 1]
AnimSequence* BakePose;//[Offset: 0x168 , Size: 8]
--------------------------------
Class: SimplygonMaterialLODSettings
bool bActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 ,
Size: 1]
byte MaterialLODType;//[Offset: 0x1 , Size: 1]
bool bUseAutomaticSizes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2 , Size: 1]
byte TextureWidth;//[Offset: 0x3 , Size: 1]
byte TextureHeight;//[Offset: 0x4 , Size: 1]
byte SamplingQuality;//[Offset: 0x5 , Size: 1]
int GutterSpace;//[Offset: 0x8 , Size: 4]
byte TextureStrech;//[Offset: 0xc , Size: 1]
bool bReuseExistingCharts;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xd , Size: 1]
SimplygonChannelCastingSettings[] ChannelsToCast;//[Offset: 0x10 , Size: 16]
bool bBakeVertexData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x20 , Size: 1]
bool bBakeActorData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x21 , Size: 1]
bool bAllowMultiMaterial;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x22 , Size: 1]
bool bPreferTwoSideMaterials;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x23 , Size: 1]
bool bUseVertexWeights;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x24 , Size: 1]
OutputMaterialInfo OutputMaterialInfo;//[Offset: 0x28 , Size: 88]
--------------------------------
Class: SimplygonChannelCastingSettings
byte MaterialChannel;//[Offset: 0x0 , Size: 1]
byte Caster;//[Offset: 0x1 , Size: 1]
bool bActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2 ,
Size: 1]
byte ColorChannels;//[Offset: 0x3 , Size: 1]
int BitsPerChannel;//[Offset: 0x4 , Size: 4]
bool bUseSRGB;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8 ,
Size: 1]
bool bBakeVertexColors;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x9 , Size: 1]
bool bFlipBackfacingNormals;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xa , Size: 1]
bool bUseTangentSpaceNormals;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xb , Size: 1]
bool bFlipGreenChannel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xc , Size: 1]
--------------------------------
Class: OutputMaterialInfo
--------------------------------
Class: MaterialProxySettings
IntPoint TextureSize;//[Offset: 0x0 , Size: 8]
byte TextureSizingType;//[Offset: 0x8 , Size: 1]
float GutterSpace;//[Offset: 0xc , Size: 4]
enum SamplingQuality;//[Offset: 0x10 , Size: 1]
enum UVStrech;//[Offset: 0x11 , Size: 1]
bool bSplitProxyMaterialBasedOnType;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x12 , Size: 1]
bool bUseTangentSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x13 , Size: 1]
bool bNormalMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14 ,
Size: 1]
bool bMetallicMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x15
, Size: 1]
float MetallicConstant;//[Offset: 0x18 , Size: 4]
bool bRoughnessMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1c , Size: 1]
float RoughnessConstant;//[Offset: 0x20 , Size: 4]
bool bSpecularMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24
, Size: 1]
float SpecularConstant;//[Offset: 0x28 , Size: 4]
bool bEmissiveMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c
, Size: 1]
bool bOpacityMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2d , Size: 1]
float OpacityConstant;//[Offset: 0x30 , Size: 4]
float AOConstant;//[Offset: 0x34 , Size: 4]
bool bOpacityMaskMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x38 , Size: 1]
float OpacityMaskConstant;//[Offset: 0x3c , Size: 4]
bool bAmbientOcclusionMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x40 , Size: 1]
float AmbientOcclusionConstant;//[Offset: 0x44 , Size: 4]
IntPoint DiffuseTextureSize;//[Offset: 0x48 , Size: 8]
IntPoint NormalTextureSize;//[Offset: 0x50 , Size: 8]
IntPoint MetallicTextureSize;//[Offset: 0x58 , Size: 8]
IntPoint RoughnessTextureSize;//[Offset: 0x60 , Size: 8]
IntPoint SpecularTextureSize;//[Offset: 0x68 , Size: 8]
IntPoint EmissiveTextureSize;//[Offset: 0x70 , Size: 8]
IntPoint OpacityTextureSize;//[Offset: 0x78 , Size: 8]
IntPoint OpacityMaskTextureSize;//[Offset: 0x80 , Size: 8]
IntPoint AmbientOcclusionTextureSize;//[Offset: 0x88 , Size: 8]
byte MaterialMergeType;//[Offset: 0x90 , Size: 1]
byte BlendMode;//[Offset: 0x91 , Size: 1]
--------------------------------
Class: AnimSequence.AnimSequenceBase.AnimationAsset.Object
int NumFrames;//[Offset: 0xa0 , Size: 4]
TrackToSkeletonMap[] TrackToSkeletonMapTable;//[Offset: 0xa8 , Size: 16]
byte AdditiveAnimType;//[Offset: 0x14c , Size: 1]
byte RefPoseType;//[Offset: 0x14d , Size: 1]
AnimSequence* RefPoseSeq;//[Offset: 0x150 , Size: 8]
int RefFrameIndex;//[Offset: 0x158 , Size: 4]
int EncodingPkgVersion;//[Offset: 0x15c , Size: 4]
FName RetargetSource;//[Offset: 0x160 , Size: 8]
enum Interpolation;//[Offset: 0x168 , Size: 1]
bool bEnableRootMotion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x169 , Size: 1]
byte RootMotionRootLock;//[Offset: 0x16a , Size: 1]
bool bForceRootLock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x16b , Size: 1]
bool bRootMotionSettingsCopiedFromMontage;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x16c , Size: 1]
AnimSyncMarker[] AuthoredSyncMarkers;//[Offset: 0x170 , Size: 16]
--------------------------------
Class: AnimSequenceBase.AnimationAsset.Object
AnimNotifyEvent[] Notifies;//[Offset: 0x78 , Size: 16]
float SequenceLength;//[Offset: 0x88 , Size: 4]
float RateScale;//[Offset: 0x8c , Size: 4]
RawCurveTracks RawCurveData;//[Offset: 0x90 , Size: 16]
float GetPlayLength();// 0x4fb5c78
--------------------------------
Class: AnimationAsset.Object
Skeleton* Skeleton;//[Offset: 0x30 , Size: 8]
AnimMetaData*[] MetaData;//[Offset: 0x58 , Size: 16]
AssetUserData*[] AssetUserData;//[Offset: 0x68 , Size: 16]
--------------------------------
Class: AnimNotifyEvent.AnimLinkableElement
float DisplayTime;//[Offset: 0x30 , Size: 4]
float TriggerTimeOffset;//[Offset: 0x34 , Size: 4]
float EndTriggerTimeOffset;//[Offset: 0x38 , Size: 4]
float TriggerWeightThreshold;//[Offset: 0x3c , Size: 4]
FName NotifyName;//[Offset: 0x40 , Size: 8]
AnimNotify* Notify;//[Offset: 0x48 , Size: 8]
AnimNotifyState* NotifyStateClass;//[Offset: 0x50 , Size: 8]
float Duration;//[Offset: 0x58 , Size: 4]
AnimLinkableElement EndLink;//[Offset: 0x60 , Size: 48]
bool bConvertedFromBranchingPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x90 , Size: 1]
byte MontageTickType;//[Offset: 0x91 , Size: 1]
float NotifyTriggerChance;//[Offset: 0x94 , Size: 4]
byte NotifyFilterType;//[Offset: 0x98 , Size: 1]
int NotifyFilterLOD;//[Offset: 0x9c , Size: 4]
bool bTriggerOnDedicatedServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xa0 , Size: 1]
int TrackIndex;//[Offset: 0xa4 , Size: 4]
--------------------------------
Class: AnimLinkableElement
AnimMontage* LinkedMontage;//[Offset: 0x8 , Size: 8]
int SlotIndex;//[Offset: 0x10 , Size: 4]
int SegmentIndex;//[Offset: 0x14 , Size: 4]
byte LinkMethod;//[Offset: 0x18 , Size: 1]
byte CachedLinkMethod;//[Offset: 0x19 , Size: 1]
float SegmentBeginTime;//[Offset: 0x1c , Size: 4]
float SegmentLength;//[Offset: 0x20 , Size: 4]
float LinkValue;//[Offset: 0x24 , Size: 4]
AnimSequenceBase* LinkedSequence;//[Offset: 0x28 , Size: 8]
--------------------------------
Class: AnimMontage.AnimCompositeBase.AnimSequenceBase.AnimationAsset.Object
AlphaBlend BlendIn;//[Offset: 0xa0 , Size: 56]
float BlendInTime;//[Offset: 0xd8 , Size: 4]
AlphaBlend BlendOut;//[Offset: 0xe0 , Size: 56]
float BlendOutTime;//[Offset: 0x118 , Size: 4]
float BlendOutTriggerTime;//[Offset: 0x11c , Size: 4]
FName SyncGroup;//[Offset: 0x120 , Size: 8]
int SyncSlotIndex;//[Offset: 0x128 , Size: 4]
MarkerSyncData MarkerData;//[Offset: 0x130 , Size: 32]
CompositeSection[] CompositeSections;//[Offset: 0x150 , Size: 16]
SlotAnimationTrack[] SlotAnimTracks;//[Offset: 0x160 , Size: 16]
BranchingPoint[] BranchingPoints;//[Offset: 0x170 , Size: 16]
bool bEnableRootMotionTranslation;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x180 , Size: 1]
bool bEnableRootMotionRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x181 , Size: 1]
byte RootMotionRootLock;//[Offset: 0x182 , Size: 1]
BranchingPointMarker[] BranchingPointMarkers;//[Offset: 0x188 , Size: 16]
int[] BranchingPointStateNotifyIndices;//[Offset: 0x198 , Size: 16]
TimeStretchCurve TimeStretchCurve;//[Offset: 0x1a8 , Size: 40]
FName TimeStretchCurveName;//[Offset: 0x1d0 , Size: 8]
--------------------------------
Class: AnimCompositeBase.AnimSequenceBase.AnimationAsset.Object
--------------------------------
Class: AlphaBlend
enum BlendOption;//[Offset: 0x0 , Size: 1]
CurveFloat* CustomCurve;//[Offset: 0x8 , Size: 8]
float blendTime;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: CurveFloat.CurveBase.Object
RichCurve FloatCurve;//[Offset: 0x30 , Size: 112]
bool bIsEventCurve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xa0 , Size: 1]
float GetFloatValue(float InTime);// 0x4ff103c
--------------------------------
Class: CurveBase.Object
void GetValueRange(out float MinValue, out float MaxValue);// 0x4ff0a18
void GetTimeRange(out float MinTime, out float MaxTime);// 0x4ff0934
--------------------------------
Class: RichCurve.IndexedCurve
byte PreInfinityExtrap;//[Offset: 0x58 , Size: 1]
byte PostInfinityExtrap;//[Offset: 0x59 , Size: 1]
float DefaultValue;//[Offset: 0x5c , Size: 4]
RichCurveKey[] Keys;//[Offset: 0x60 , Size: 16]
--------------------------------
Class: IndexedCurve
KeyHandleMap KeyHandlesToIndices;//[Offset: 0x8 , Size: 80]
--------------------------------
Class: KeyHandleMap
--------------------------------
Class: RichCurveKey
byte InterpMode;//[Offset: 0x0 , Size: 1]
byte TangentMode;//[Offset: 0x1 , Size: 1]
byte TangentWeightMode;//[Offset: 0x2 , Size: 1]
float Time;//[Offset: 0x4 , Size: 4]
float Value;//[Offset: 0x8 , Size: 4]
float ArriveTangent;//[Offset: 0xc , Size: 4]
float ArriveTangentWeight;//[Offset: 0x10 , Size: 4]
float LeaveTangent;//[Offset: 0x14 , Size: 4]
float LeaveTangentWeight;//[Offset: 0x18 , Size: 4]
--------------------------------
Class: MarkerSyncData
AnimSyncMarker[] AuthoredSyncMarkers;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: AnimSyncMarker
FName MarkerName;//[Offset: 0x0 , Size: 8]
float Time;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: CompositeSection.AnimLinkableElement
FName SectionName;//[Offset: 0x30 , Size: 8]
float StartTime;//[Offset: 0x38 , Size: 4]
FName NextSectionName;//[Offset: 0x40 , Size: 8]
AnimMetaData*[] MetaData;//[Offset: 0x48 , Size: 16]
--------------------------------
Class: AnimMetaData.Object
--------------------------------
Class: SlotAnimationTrack
FName SlotName;//[Offset: 0x0 , Size: 8]
AnimTrack AnimTrack;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: AnimTrack
AnimSegment[] AnimSegments;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: AnimSegment
AnimSequenceBase* AnimReference;//[Offset: 0x0 , Size: 8]
float StartPos;//[Offset: 0x8 , Size: 4]
float AnimStartTime;//[Offset: 0xc , Size: 4]
float AnimEndTime;//[Offset: 0x10 , Size: 4]
float AnimPlayRate;//[Offset: 0x14 , Size: 4]
int LoopingCount;//[Offset: 0x18 , Size: 4]
--------------------------------
Class: BranchingPoint.AnimLinkableElement
FName EventName;//[Offset: 0x30 , Size: 8]
float DisplayTime;//[Offset: 0x38 , Size: 4]
float TriggerTimeOffset;//[Offset: 0x3c , Size: 4]
--------------------------------
Class: BranchingPointMarker
int NotifyIndex;//[Offset: 0x0 , Size: 4]
float TriggerTime;//[Offset: 0x4 , Size: 4]
byte NotifyEventType;//[Offset: 0x8 , Size: 1]
--------------------------------
Class: TimeStretchCurve
float SamplingRate;//[Offset: 0x0 , Size: 4]
float CurveValueMinPrecision;//[Offset: 0x4 , Size: 4]
TimeStretchCurveMarker[] Markers;//[Offset: 0x8 , Size: 16]
float Sum_dT_i_by_C_i;//[Offset: 0x18 , Size: 4]
--------------------------------
Class: TimeStretchCurveMarker
float Time;//[Offset: 0x0 , Size: 4]
float Alpha;//[Offset: 0xc , Size: 4]
--------------------------------
Class: AnimNotify.Object
bool Received_Notify(SkeletalMeshComponent* MeshComp, AnimSequenceBase*
Animation);// 0x37db6c4
FString GetNotifyName();// 0x4fb3d64
--------------------------------
Class: AnimNotifyState.Object
bool Received_NotifyTick(SkeletalMeshComponent* MeshComp, AnimSequenceBase*
Animation, float FrameDeltaTime);// 0x37db6c4
bool Received_NotifyEnd(SkeletalMeshComponent* MeshComp, AnimSequenceBase*
Animation);// 0x37db6c4
bool Received_NotifyBegin(SkeletalMeshComponent* MeshComp, AnimSequenceBase*
Animation, float TotalDuration);// 0x37db6c4
FString GetNotifyName();// 0x4fb48ec
--------------------------------
Class: RawCurveTracks
FloatCurve[] FloatCurves;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: FloatCurve.AnimCurveBase
RichCurve FloatCurve;//[Offset: 0x20 , Size: 112]
--------------------------------
Class: AnimCurveBase
FName LastObservedName;//[Offset: 0x0 , Size: 8]
SmartName Name;//[Offset: 0x8 , Size: 16]
int CurveTypeFlags;//[Offset: 0x18 , Size: 4]
--------------------------------
Class: SmartName
FName DisplayName;//[Offset: 0x0 , Size: 8]
--------------------------------
Class: TrackToSkeletonMap
int BoneTreeIndex;//[Offset: 0x0 , Size: 4]
--------------------------------
Class: SimplygonRemeshingSettings
bool bActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 ,
Size: 1]
int ScreenSize;//[Offset: 0x4 , Size: 4]
bool bRecalculateNormals;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x8 , Size: 1]
float HardAngleThreshold;//[Offset: 0xc , Size: 4]
int MergeDistance;//[Offset: 0x10 , Size: 4]
bool bUseClippingPlane;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x14 , Size: 1]
float ClippingLevel;//[Offset: 0x18 , Size: 4]
int AxisIndex;//[Offset: 0x1c , Size: 4]
bool bPlaneNegativeHalfspace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x20 , Size: 1]
bool bUseMassiveLOD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x21 , Size: 1]
bool bUseAggregateLOD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x22 , Size: 1]
SimplygonMaterialLODSettings MaterialLODSettings;//[Offset: 0x28 , Size: 128]
--------------------------------
Class: GroupedSkeletalOptimizationSettings
bool bAutoComputeLODDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x0 , Size: 1]
enum LevelOfDetailType;//[Offset: 0x1 , Size: 1]
SkeletalMeshOptimizationSettings ReductionSettings;//[Offset: 0x8 , Size:
368]
MeshProxySettings ProxySettings;//[Offset: 0x178 , Size: 196]
bool bForceLODRebuild;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x23c , Size: 1]
--------------------------------
Class: MeshProxySettings
int ScreenSize;//[Offset: 0x0 , Size: 4]
MaterialProxySettings MaterialSettings;//[Offset: 0x4 , Size: 148]
int TextureWidth;//[Offset: 0x98 , Size: 4]
int TextureHeight;//[Offset: 0x9c , Size: 4]
bool bExportNormalMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xa0 , Size: 1]
bool bExportMetallicMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xa1 , Size: 1]
bool bExportRoughnessMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xa2 , Size: 1]
bool bExportSpecularMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xa3 , Size: 1]
bool bCalculateCorrectLODModel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xa4 , Size: 1]
float MergeDistance;//[Offset: 0xa8 , Size: 4]
float HardAngleThreshold;//[Offset: 0xac , Size: 4]
int LightMapResolution;//[Offset: 0xb0 , Size: 4]
bool bComputeLightMapResolution;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xb4 , Size: 1]
bool bRecalculateNormals;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xb5 , Size: 1]
bool bBakeVertexData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xb6 , Size: 1]
bool bUseLandscapeCulling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xb7 , Size: 1]
byte LandscapeCullingPrecision;//[Offset: 0xb8 , Size: 1]
bool bAssignLODGroup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xb9 , Size: 1]
int LODGroupIndex;//[Offset: 0xbc , Size: 4]
bool bAggregateMeshes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xc0 , Size: 1]
enum AggregatorMode;//[Offset: 0xc1 , Size: 1]
bool bUseCustomHemisphere;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xc2 , Size: 1]
--------------------------------
Class: PhysicsAsset.Object
int[] BoundsBodies;//[Offset: 0x28 , Size: 16]
SkeletalBodySetup*[] SkeletalBodySetups;//[Offset: 0x38 , Size: 16]
PhysicsConstraintTemplate*[] ConstraintSetup;//[Offset: 0x48 , Size: 16]
bool bUseAsyncScene;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x58
, Size: 1]
ThumbnailInfo* ThumbnailInfo;//[Offset: 0x100 , Size: 8]
BodySetup*[] BodySetup;//[Offset: 0x108 , Size: 16]
--------------------------------
Class: SkeletalBodySetup.BodySetup.Object
PhysicalAnimationProfile[] PhysicalAnimationData;//[Offset: 0x358 , Size: 16]
--------------------------------
Class: PhysicalAnimationProfile
FName ProfileName;//[Offset: 0x0 , Size: 8]
PhysicalAnimationData PhysicalAnimationData;//[Offset: 0x8 , Size: 40]
--------------------------------
Class: PhysicalAnimationData
FName BodyName;//[Offset: 0x0 , Size: 8]
bool bIsLocalSimulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x8 , Size: 1]
float OrientationStrength;//[Offset: 0xc , Size: 4]
float AngularVelocityStrength;//[Offset: 0x10 , Size: 4]
float PositionStrength;//[Offset: 0x14 , Size: 4]
float VelocityStrength;//[Offset: 0x18 , Size: 4]
float MaxLinearForce;//[Offset: 0x1c , Size: 4]
float MaxAngularForce;//[Offset: 0x20 , Size: 4]
--------------------------------
Class: PhysicsConstraintTemplate.Object
ConstraintInstance DefaultInstance;//[Offset: 0x28 , Size: 440]
PhysicsConstraintProfileHandle[] ProfileHandles;//[Offset: 0x1e0 , Size: 16]
ConstraintProfileProperties DefaultProfile;//[Offset: 0x1f0 , Size: 260]
--------------------------------
Class: ConstraintInstance
FName JointName;//[Offset: 0x18 , Size: 8]
FName ConstraintBone1;//[Offset: 0x20 , Size: 8]
FName ConstraintBone2;//[Offset: 0x28 , Size: 8]
Vector Pos1;//[Offset: 0x30 , Size: 12]
Vector PriAxis1;//[Offset: 0x3c , Size: 12]
Vector SecAxis1;//[Offset: 0x48 , Size: 12]
Vector Pos2;//[Offset: 0x54 , Size: 12]
Vector PriAxis2;//[Offset: 0x60 , Size: 12]
Vector SecAxis2;//[Offset: 0x6c , Size: 12]
Rotator AngularRotationOffset;//[Offset: 0x78 , Size: 12]
bool bScaleLinearLimits;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x84 , Size: 1]
ConstraintProfileProperties ProfileInstance;//[Offset: 0x8c , Size: 260]
--------------------------------
Class: ConstraintProfileProperties
float ProjectionLinearTolerance;//[Offset: 0x0 , Size: 4]
float ProjectionAngularTolerance;//[Offset: 0x4 , Size: 4]
float LinearBreakThreshold;//[Offset: 0x8 , Size: 4]
float AngularBreakThreshold;//[Offset: 0xc , Size: 4]
LinearConstraint LinearLimit;//[Offset: 0x10 , Size: 28]
ConeConstraint ConeLimit;//[Offset: 0x2c , Size: 32]
TwistConstraint TwistLimit;//[Offset: 0x4c , Size: 28]
LinearDriveConstraint LinearDrive;//[Offset: 0x68 , Size: 76]
AngularDriveConstraint AngularDrive;//[Offset: 0xb4 , Size: 76]
bool bDisableCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x100 , Size: 1]
bool bParentDominates;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x100 , Size: 1]
bool bEnableProjection;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x100 , Size: 1]
bool bAngularBreakable;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x100 , Size: 1]
bool bLinearBreakable;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x100 , Size: 1]
--------------------------------
Class: LinearConstraint.ConstraintBaseParams
float Limit;//[Offset: 0x14 , Size: 4]
byte XMotion;//[Offset: 0x18 , Size: 1]
byte YMotion;//[Offset: 0x19 , Size: 1]
byte ZMotion;//[Offset: 0x1a , Size: 1]
--------------------------------
Class: ConstraintBaseParams
float Stiffness;//[Offset: 0x0 , Size: 4]
float Damping;//[Offset: 0x4 , Size: 4]
float Restitution;//[Offset: 0x8 , Size: 4]
float ContactDistance;//[Offset: 0xc , Size: 4]
bool bSoftConstraint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x10 , Size: 1]
--------------------------------
Class: ConeConstraint.ConstraintBaseParams
float Swing1LimitDegrees;//[Offset: 0x14 , Size: 4]
float Swing2LimitDegrees;//[Offset: 0x18 , Size: 4]
byte Swing1Motion;//[Offset: 0x1c , Size: 1]
byte Swing2Motion;//[Offset: 0x1d , Size: 1]
--------------------------------
Class: TwistConstraint.ConstraintBaseParams
float TwistLimitDegrees;//[Offset: 0x14 , Size: 4]
byte TwistMotion;//[Offset: 0x18 , Size: 1]
--------------------------------
Class: LinearDriveConstraint
Vector PositionTarget;//[Offset: 0x0 , Size: 12]
Vector VelocityTarget;//[Offset: 0xc , Size: 12]
ConstraintDrive XDrive;//[Offset: 0x18 , Size: 16]
ConstraintDrive YDrive;//[Offset: 0x28 , Size: 16]
ConstraintDrive ZDrive;//[Offset: 0x38 , Size: 16]
bool bEnablePositionDrive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x48 , Size: 1]
--------------------------------
Class: ConstraintDrive
float Stiffness;//[Offset: 0x0 , Size: 4]
float Damping;//[Offset: 0x4 , Size: 4]
float MaxForce;//[Offset: 0x8 , Size: 4]
bool bEnablePositionDrive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xc , Size: 1]
bool bEnableVelocityDrive;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0xc , Size: 1]
--------------------------------
Class: AngularDriveConstraint
ConstraintDrive TwistDrive;//[Offset: 0x0 , Size: 16]
ConstraintDrive SwingDrive;//[Offset: 0x10 , Size: 16]
ConstraintDrive SlerpDrive;//[Offset: 0x20 , Size: 16]
Rotator OrientationTarget;//[Offset: 0x30 , Size: 12]
Vector AngularVelocityTarget;//[Offset: 0x3c , Size: 12]
byte AngularDriveMode;//[Offset: 0x48 , Size: 1]
--------------------------------
Class: PhysicsConstraintProfileHandle
ConstraintProfileProperties ProfileProperties;//[Offset: 0x0 , Size: 260]
FName ProfileName;//[Offset: 0x108 , Size: 8]
--------------------------------
Class: ThumbnailInfo.Object
--------------------------------
Class: NodeMappingContainer.Object
<FName,NodeMap> NodeMapping;//[Offset: 0x28 , Size: 80]
Blueprint* SourceAsset;//[Offset: 0x78 , Size: 40]
--------------------------------
Class: NodeMap
FName TargetNodeName;//[Offset: 0x0 , Size: 8]
Transform SourceToTargetTransform;//[Offset: 0x10 , Size: 48]
--------------------------------
Class: Blueprint.BlueprintCore.Object
bool bRecompileOnLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x4c , Size: 1]
class Object* ParentClass;//[Offset: 0x50 , Size: 8]
Object* PRIVATE_InnermostPreviousCDO;//[Offset: 0x58 , Size: 8]
bool bHasBeenRegenerated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x60 , Size: 1]
bool bIsRegeneratingOnLoad;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x60 , Size: 1]
SimpleConstructionScript* SimpleConstructionScript;//[Offset: 0x68 , Size: 8]
ActorComponent*[] ComponentTemplates;//[Offset: 0x70 , Size: 16]
TimelineTemplate*[] Timelines;//[Offset: 0x80 , Size: 16]
InheritableComponentHandler* InheritableComponentHandler;//[Offset: 0x90 ,
Size: 8]
byte BlueprintType;//[Offset: 0x98 , Size: 1]
int BlueprintSystemVersion;//[Offset: 0x9c , Size: 4]
bool bNativize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd0 ,
Size: 1]
--------------------------------
Class: BlueprintCore.Object
class Object* SkeletonGeneratedClass;//[Offset: 0x28 , Size: 8]
class Object* GeneratedClass;//[Offset: 0x30 , Size: 8]
bool bLegacyNeedToPurgeSkelRefs;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x38 , Size: 1]
bool bLegacyGeneratedClassIsAuthoritative;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x39 , Size: 1]
Guid BlueprintGuid;//[Offset: 0x3c , Size: 16]
--------------------------------
Class: SimpleConstructionScript.Object
SCS_Node*[] RootNodes;//[Offset: 0x28 , Size: 16]
SCS_Node*[] AllNodes;//[Offset: 0x38 , Size: 16]
SCS_Node* DefaultSceneRootNode;//[Offset: 0x48 , Size: 8]
SCS_Node* RootNode;//[Offset: 0x50 , Size: 8]
SCS_Node*[] ActorComponentNodes;//[Offset: 0x58 , Size: 16]
--------------------------------
Class: SCS_Node.Object
class Object* ComponentClass;//[Offset: 0x28 , Size: 8]
ActorComponent* ComponentTemplate;//[Offset: 0x30 , Size: 8]
BlueprintCookedComponentInstancingData
CookedComponentInstancingData;//[Offset: 0x38 , Size: 80]
FName VariableName;//[Offset: 0x88 , Size: 8]
FName AttachToName;//[Offset: 0x90 , Size: 8]
FName ParentComponentOrVariableName;//[Offset: 0x98 , Size: 8]
FName ParentComponentOwnerClassName;//[Offset: 0xa0 , Size: 8]
bool bIsParentComponentNative;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xa8 , Size: 1]
SCS_Node*[] ChildNodes;//[Offset: 0xb0 , Size: 16]
BPVariableMetaDataEntry[] MetaDataArray;//[Offset: 0xc0 , Size: 16]
Guid VariableGuid;//[Offset: 0xd0 , Size: 16]
bool bIsFalseRoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe0
, Size: 1]
bool bIsNative;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe1 ,
Size: 1]
FName NativeComponentName;//[Offset: 0xe8 , Size: 8]
bool bVariableNameAutoGenerated;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xf0 , Size: 1]
FName InternalVariableName;//[Offset: 0xf8 , Size: 8]
--------------------------------
Class: BlueprintCookedComponentInstancingData
bool bIsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 ,
Size: 1]
BlueprintComponentChangedPropertyInfo[] ChangedPropertyList;//[Offset: 0x8 ,
Size: 16]
--------------------------------
Class: BlueprintComponentChangedPropertyInfo
FName PropertyName;//[Offset: 0x0 , Size: 8]
int ArrayIndex;//[Offset: 0x8 , Size: 4]
Struct* PropertyScope;//[Offset: 0x10 , Size: 8]
--------------------------------
Class: BPVariableMetaDataEntry
FName DataKey;//[Offset: 0x0 , Size: 8]
FString DataValue;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: TimelineTemplate.Object
float TimelineLength;//[Offset: 0x28 , Size: 4]
byte LengthMode;//[Offset: 0x2c , Size: 1]
bool bAutoPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2d ,
Size: 1]
bool bLoop;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2d , Size:
1]
bool bReplicated;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2d ,
Size: 1]
bool bValidatedAsWired;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x2d , Size: 1]
bool bIgnoreTimeDilation;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x2d , Size: 1]
TTEventTrack[] EventTracks;//[Offset: 0x30 , Size: 16]
TTFloatTrack[] FloatTracks;//[Offset: 0x40 , Size: 16]
TTVectorTrack[] VectorTracks;//[Offset: 0x50 , Size: 16]
TTLinearColorTrack[] LinearColorTracks;//[Offset: 0x60 , Size: 16]
BPVariableMetaDataEntry[] MetaDataArray;//[Offset: 0x70 , Size: 16]
Guid TimelineGuid;//[Offset: 0x80 , Size: 16]
--------------------------------
Class: TTEventTrack.TTTrackBase
CurveFloat* CurveKeys;//[Offset: 0x10 , Size: 8]
--------------------------------
Class: TTTrackBase
FName TrackName;//[Offset: 0x0 , Size: 8]
bool bIsExternalCurve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x8 , Size: 1]
--------------------------------
Class: TTFloatTrack.TTTrackBase
CurveFloat* CurveFloat;//[Offset: 0x10 , Size: 8]
--------------------------------
Class: TTVectorTrack.TTTrackBase
CurveVector* CurveVector;//[Offset: 0x10 , Size: 8]
--------------------------------
Class: CurveVector.CurveBase.Object
RichCurve FloatCurves;//[Offset: 0x30 , Size: 112]
Vector GetVectorValue(float InTime);// 0x4ff22d0
--------------------------------
Class: TTLinearColorTrack.TTTrackBase
CurveLinearColor* CurveLinearColor;//[Offset: 0x10 , Size: 8]
--------------------------------
Class: CurveLinearColor.CurveBase.Object
RichCurve FloatCurves;//[Offset: 0x30 , Size: 112]
LinearColor GetLinearColorValue(float InTime);// 0x4ff14dc
--------------------------------
Class: InheritableComponentHandler.Object
ComponentOverrideRecord[] Records;//[Offset: 0x28 , Size: 16]
ActorComponent*[] UnnecessaryComponents;//[Offset: 0x38 , Size: 16]
--------------------------------
Class: ComponentOverrideRecord
class Object* ComponentClass;//[Offset: 0x0 , Size: 8]
ActorComponent* ComponentTemplate;//[Offset: 0x8 , Size: 8]
ComponentKey ComponentKey;//[Offset: 0x10 , Size: 32]
BlueprintCookedComponentInstancingData
CookedComponentInstancingData;//[Offset: 0x30 , Size: 80]
--------------------------------
Class: ComponentKey
class Object* OwnerClass;//[Offset: 0x0 , Size: 8]
FName SCSVariableName;//[Offset: 0x8 , Size: 8]
Guid AssociatedGuid;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: MorphTarget.Object
SkeletalMesh* BaseSkelMesh;//[Offset: 0x28 , Size: 8]
--------------------------------
Class: ClothingAssetData_Legacy
FName AssetName;//[Offset: 0x0 , Size: 8]
FString ApexFileName;//[Offset: 0x8 , Size: 16]
bool bClothPropertiesChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x18 , Size: 1]
ClothPhysicsProperties_Legacy PhysicsProperties;//[Offset: 0x1c , Size: 80]
--------------------------------
Class: ClothPhysicsProperties_Legacy
float VerticalResistance;//[Offset: 0x0 , Size: 4]
float HorizontalResistance;//[Offset: 0x4 , Size: 4]
float BendResistance;//[Offset: 0x8 , Size: 4]
float ShearResistance;//[Offset: 0xc , Size: 4]
float Friction;//[Offset: 0x10 , Size: 4]
float Damping;//[Offset: 0x14 , Size: 4]
float TetherStiffness;//[Offset: 0x18 , Size: 4]
float TetherLimit;//[Offset: 0x1c , Size: 4]
float Drag;//[Offset: 0x20 , Size: 4]
float StiffnessFrequency;//[Offset: 0x24 , Size: 4]
float GravityScale;//[Offset: 0x28 , Size: 4]
float MassScale;//[Offset: 0x2c , Size: 4]
float InertiaBlend;//[Offset: 0x30 , Size: 4]
float SelfCollisionThickness;//[Offset: 0x34 , Size: 4]
float SelfCollisionSquashScale;//[Offset: 0x38 , Size: 4]
float SelfCollisionStiffness;//[Offset: 0x3c , Size: 4]
float SolverFrequency;//[Offset: 0x40 , Size: 4]
float FiberCompression;//[Offset: 0x44 , Size: 4]
float FiberExpansion;//[Offset: 0x48 , Size: 4]
float FiberResistance;//[Offset: 0x4c , Size: 4]
--------------------------------
Class: AnimInstance.Object
float DeltaTime;//[Offset: 0x28 , Size: 4]
Skeleton* CurrentSkeleton;//[Offset: 0x30 , Size: 8]
byte RootMotionMode;//[Offset: 0x38 , Size: 1]
bool bRunUpdatesInWorkerThreads;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x39 , Size: 1]
bool bCanUseParallelUpdateAnimation;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x3a , Size: 1]
bool bUseMultiThreadedAnimationUpdate;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x3b , Size: 1]
bool bWarnAboutBlueprintUsage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3c , Size: 1]
delegate OnMontageBlendingOut;//[Offset: 0x40 , Size: 16]
delegate OnMontageStarted;//[Offset: 0x50 , Size: 16]
delegate OnMontageEnded;//[Offset: 0x60 , Size: 16]
delegate OnAllMontageInstancesEnded;//[Offset: 0x70 , Size: 16]
bool bQueueMontageEvents;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xe0 , Size: 1]
AnimNotifyEvent[] ActiveAnimNotifyState;//[Offset: 0x180 , Size: 16]
void UnlockAIResources(bool bUnlockMovement, bool UnlockAILogic);// 0x4fabce0
Pawn* TryGetPawnOwner();// 0x4fabca4
void StopSlotAnimation(float InBlendOutTime, FName SlotNodeName);// 0x4fabbec
void SnapshotPose(out PoseSnapshot Snapshot);// 0x4fabafc
void SetRootMotionMode(byte Value);// 0x4faba78
void SetMorphTarget(FName MorphTargetName, float Value);// 0x4fab9c0
void SavePoseSnapshot(FName SnapshotName);// 0x4fab93c
AnimMontage* PlaySlotAnimationAsDynamicMontage(AnimSequenceBase* Asset, FName
SlotNodeName, float BlendInTime, float BlendOutTime, float InPlayRate, int
LoopCount, float BlendOutTriggerTime, float InTimeToStartMontageAt);// 0x4fab718
float PlaySlotAnimation(AnimSequenceBase* Asset, FName SlotNodeName, float
BlendInTime, float BlendOutTime, float InPlayRate, int LoopCount);// 0x4fab568
void Montage_Stop(float InBlendOutTime, const AnimMontage* Montage);//
0x4fab4b0
void Montage_SetPosition(const AnimMontage* Montage, float NewPosition);//
0x4fab3f8
void Montage_SetPlayRate(const AnimMontage* Montage, float NewPlayRate);//
0x4fab340
void Montage_SetNextSection(FName SectionNameToChange, FName NextSection,
const AnimMontage* Montage);// 0x4fab250
void Montage_Resume(const AnimMontage* Montage);// 0x4fab1d4
float Montage_Play(AnimMontage* MontageToPlay, float InPlayRate, enum
ReturnValueType, float InTimeToStartMontageAt);// 0x4fab08c
void Montage_Pause(const AnimMontage* Montage);// 0x4fab010
void Montage_JumpToSectionsEnd(FName SectionName, const AnimMontage*
Montage);// 0x4faaf5c
void Montage_JumpToSection(FName SectionName, const AnimMontage* Montage);//
0x4faaea8
bool Montage_IsPlaying(const AnimMontage* Montage);// 0x4faae18
bool Montage_IsActive(const AnimMontage* Montage);// 0x4faad88
float Montage_GetPosition(const AnimMontage* Montage);// 0x4faacfc
float Montage_GetPlayRate(const AnimMontage* Montage);// 0x4faac70
FName Montage_GetNextSection(const AnimMontage* Montage, FName
SectionName);// 0x4faabac
bool Montage_GetIsStopped(const AnimMontage* Montage);// 0x4faab1c
FName Montage_GetCurrentSection(const AnimMontage* Montage);// 0x4faaa90
float Montage_GetBlendTime(const AnimMontage* Montage);// 0x4faaa04
void LockAIResources(bool bLockMovement, bool LockAILogic);// 0x4faa934
bool IsSyncGroupBetweenMarkers(FName InSyncGroupName, FName PreviousMarker,
FName NextMarker, bool bRespectMarkerOrder);// 0x4faa7ec
bool IsPlayingSlotAnimation(const AnimSequenceBase* Asset, FName
SlotNodeName);// 0x4faa724
bool IsAnyMontagePlaying();// 0x4faa6ec
bool HasMarkerBeenHitThisFrame(FName SyncGroup, FName MarkerName);//
0x4faa624
bool GetTimeToClosestMarker(FName SyncGroup, FName MarkerName, out float
OutMarkerTime);// 0x4faa510
MarkerSyncAnimPosition GetSyncGroupPosition(FName InSyncGroupName);//
0x4faa474
float GetRelevantAnimTimeRemainingFraction(int MachineIndex, int
StateIndex);// 0x4faa3b0
float GetRelevantAnimTimeRemaining(int MachineIndex, int StateIndex);//
0x4faa2ec
float GetRelevantAnimTimeFraction(int MachineIndex, int StateIndex);//
0x4faa228
float GetRelevantAnimTime(int MachineIndex, int StateIndex);// 0x4faa164
float GetRelevantAnimLength(int MachineIndex, int StateIndex);// 0x4faa0a0
SkeletalMeshComponent* GetOwningComponent();// 0x4faa06c
Actor* GetOwningActor();// 0x4faa038
float GetInstanceTransitionTimeElapsedFraction(int MachineIndex, int
TransitionIndex);// 0x4fa9f74
float GetInstanceTransitionTimeElapsed(int MachineIndex, int
TransitionIndex);// 0x4fa9eb0
float GetInstanceTransitionCrossfadeDuration(int MachineIndex, int
TransitionIndex);// 0x4fa9dec
float GetInstanceStateWeight(int MachineIndex, int StateIndex);// 0x4fa9d28
float GetInstanceMachineWeight(int MachineIndex);// 0x4fa9c9c
float GetInstanceCurrentStateElapsedTime(int MachineIndex);// 0x4fa9c10
float GetInstanceAssetPlayerTimeFromEndFraction(int AssetPlayerIndex);//
0x4fa9b84
float GetInstanceAssetPlayerTimeFromEnd(int AssetPlayerIndex);// 0x4fa9af8
float GetInstanceAssetPlayerTimeFraction(int AssetPlayerIndex);// 0x4fa9a6c
float GetInstanceAssetPlayerTime(int AssetPlayerIndex);// 0x4fa99e0
float GetInstanceAssetPlayerLength(int AssetPlayerIndex);// 0x4fa9954
float GetCurveValue(FName CurveName);// 0x4fa98c8
FName GetCurrentStateName(int MachineIndex);// 0x4fa983c
AnimMontage* GetCurrentActiveMontage();// 0x4fa9808
void ClearMorphTargets();// 0x4fa97f4
float CalculateDirection(out const Vector Velocity, out const Rotator
BaseRotation);// 0x4fa9710
void BlueprintUpdateAnimation(float DeltaTimeX);// 0x37db6c4
void BlueprintPostEvaluateAnimation();// 0x37db6c4
void BlueprintInitializeAnimation();// 0x37db6c4
void BlueprintBeginPlay();// 0x37db6c4
--------------------------------
Class: PoseSnapshot
Transform[] LocalTransforms;//[Offset: 0x0 , Size: 16]
FName[] BoneNames;//[Offset: 0x10 , Size: 16]
FName SkeletalMeshName;//[Offset: 0x20 , Size: 8]
FName SnapshotName;//[Offset: 0x28 , Size: 8]
bool bIsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30 ,
Size: 1]
--------------------------------
Class: MarkerSyncAnimPosition
FName PreviousMarkerName;//[Offset: 0x0 , Size: 8]
FName NextMarkerName;//[Offset: 0x8 , Size: 8]
float PositionBetweenMarkers;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: ClothingAssetBase.Object
FString ImportedFilePath;//[Offset: 0x28 , Size: 16]
Guid AssetGuid;//[Offset: 0x38 , Size: 16]
--------------------------------
Class: SkinWeightProfileInfo
FName Name;//[Offset: 0x0 , Size: 8]
bool DefaultProfile;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x8 , Size: 1]
int DefaultProfileFromLODIndex;//[Offset: 0xc , Size: 4]
--------------------------------
Class: SkelMeshComponentLODInfo
bool[] HiddenMaterials;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: SkelMeshSkinWeightInfo
int Bones;//[Offset: 0x0 , Size: 4]
byte Weights;//[Offset: 0x20 , Size: 1]
--------------------------------
Class: SingleAnimationPlayData
AnimationAsset* AnimToPlay;//[Offset: 0x0 , Size: 8]
bool bSavedLooping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x8 ,
Size: 1]
bool bSavedPlaying;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x8 ,
Size: 1]
float SavedPosition;//[Offset: 0xc , Size: 4]
float SavedPlayRate;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: ClothingSimulationFactory.Object
--------------------------------
Class:
CharacterMovementComponent.PawnMovementComponent.NavMovementComponent.MovementCompo
nent.ActorComponent.Object
Character* CharacterOwner;//[Offset: 0x1a0 , Size: 8]
bool bApplyGravityWhileJumping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x1a8 , Size: 1]
float GravityScale;//[Offset: 0x1ac , Size: 4]
float MaxStepHeight;//[Offset: 0x1b0 , Size: 4]
float JumpZVelocity;//[Offset: 0x1b4 , Size: 4]
float JumpOffJumpZFactor;//[Offset: 0x1b8 , Size: 4]
float WalkableFloorAngle;//[Offset: 0x1bc , Size: 4]
float WalkableFloorZ;//[Offset: 0x1c0 , Size: 4]
byte MovementMode;//[Offset: 0x1c4 , Size: 1]
byte CustomMovementMode;//[Offset: 0x1c5 , Size: 1]
float GroundFriction;//[Offset: 0x1f0 , Size: 4]
float MaxWalkSpeed;//[Offset: 0x1f4 , Size: 4]
float MaxWalkSpeedCrouched;//[Offset: 0x1f8 , Size: 4]
float MaxSwimSpeed;//[Offset: 0x1fc , Size: 4]
float MaxFlySpeed;//[Offset: 0x200 , Size: 4]
float MaxCustomMovementSpeed;//[Offset: 0x204 , Size: 4]
float MaxAcceleration;//[Offset: 0x208 , Size: 4]
float MinAnalogWalkSpeed;//[Offset: 0x20c , Size: 4]
float BrakingFrictionFactor;//[Offset: 0x210 , Size: 4]
float BrakingFriction;//[Offset: 0x214 , Size: 4]
bool bUseSeparateBrakingFriction;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x218 , Size: 1]
float BrakingDecelerationWalking;//[Offset: 0x21c , Size: 4]
float BrakingDecelerationFalling;//[Offset: 0x220 , Size: 4]
float BrakingDecelerationSwimming;//[Offset: 0x224 , Size: 4]
float BrakingDecelerationFlying;//[Offset: 0x228 , Size: 4]
float AirControl;//[Offset: 0x22c , Size: 4]
float AirControlBoostMultiplier;//[Offset: 0x230 , Size: 4]
float AirControlBoostVelocityThreshold;//[Offset: 0x234 , Size: 4]
float FallingLateralFriction;//[Offset: 0x238 , Size: 4]
float CrouchedHalfHeight;//[Offset: 0x23c , Size: 4]
float Buoyancy;//[Offset: 0x240 , Size: 4]
float PerchRadiusThreshold;//[Offset: 0x244 , Size: 4]
float PerchAdditionalHeight;//[Offset: 0x248 , Size: 4]
Rotator RotationRate;//[Offset: 0x24c , Size: 12]
bool bUseControllerDesiredRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask:
1)[Offset: 0x258 , Size: 1]
bool bOrientRotationToMovement;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x258 , Size: 1]
bool bSweepWhileNavWalking;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x258 , Size: 1]
bool bMovementInProgress;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x258 , Size: 1]
bool bEnableScopedMovementUpdates;//(ByteOffset: 0, ByteMask: 32, FieldMask:
32)[Offset: 0x258 , Size: 1]
bool bForceMaxAccel;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset:
0x258 , Size: 1]
bool bRunPhysicsWithNoController;//(ByteOffset: 0, ByteMask: 128, FieldMask:
128)[Offset: 0x258 , Size: 1]
bool bForceNextFloorCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x259 , Size: 1]
bool bShrinkProxyCapsule;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x259 , Size: 1]
bool bCanWalkOffLedges;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x259 , Size: 1]
bool bCanWalkOffLedgesWhenCrouching;//(ByteOffset: 0, ByteMask: 8, FieldMask:
8)[Offset: 0x259 , Size: 1]
bool bNetworkSkipProxyPredictionOnNetUpdate;//(ByteOffset: 0, ByteMask: 32,
FieldMask: 32)[Offset: 0x259 , Size: 1]
bool bDeferUpdateMoveComponent;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x259 , Size: 1]
SceneComponent* DeferredUpdatedMoveComponent;//[Offset: 0x260 , Size: 8]
float MaxOutOfWaterStepHeight;//[Offset: 0x268 , Size: 4]
float OutofWaterZ;//[Offset: 0x26c , Size: 4]
float Mass;//[Offset: 0x270 , Size: 4]
bool bEnablePhysicsInteraction;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x274 , Size: 1]
bool bTouchForceScaledToMass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x275 , Size: 1]
bool bPushForceScaledToMass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x276 , Size: 1]
bool bPushForceUsingZOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x277 , Size: 1]
bool bScalePushForceToVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x278 , Size: 1]
float StandingDownwardForceScale;//[Offset: 0x27c , Size: 4]
float InitialPushForceFactor;//[Offset: 0x280 , Size: 4]
float PushForceFactor;//[Offset: 0x284 , Size: 4]
float PushForcePointZOffsetFactor;//[Offset: 0x288 , Size: 4]
float TouchForceFactor;//[Offset: 0x28c , Size: 4]
float MinTouchForce;//[Offset: 0x290 , Size: 4]
float MaxTouchForce;//[Offset: 0x294 , Size: 4]
float RepulsionForce;//[Offset: 0x298 , Size: 4]
bool bForceBraking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x29c
, Size: 1]
float CrouchedSpeedMultiplier;//[Offset: 0x2a0 , Size: 4]
float UpperImpactNormalScale;//[Offset: 0x2a4 , Size: 4]
Vector Acceleration;//[Offset: 0x2a8 , Size: 12]
Vector LastUpdateLocation;//[Offset: 0x2b4 , Size: 12]
Quat LastUpdateRotation;//[Offset: 0x2c0 , Size: 16]
Vector LastUpdateVelocity;//[Offset: 0x2d0 , Size: 12]
float ServerLastTransformUpdateTimeStamp;//[Offset: 0x2dc , Size: 4]
Vector PendingImpulseToApply;//[Offset: 0x2e0 , Size: 12]
Vector PendingForceToApply;//[Offset: 0x2ec , Size: 12]
float AnalogInputModifier;//[Offset: 0x2f8 , Size: 4]
float MaxSimulationTimeStep;//[Offset: 0x304 , Size: 4]
int MaxSimulationIterations;//[Offset: 0x308 , Size: 4]
float MaxDepenetrationWithGeometry;//[Offset: 0x30c , Size: 4]
float MaxDepenetrationWithGeometryAsProxy;//[Offset: 0x310 , Size: 4]
float MaxDepenetrationWithPawn;//[Offset: 0x314 , Size: 4]
float MaxDepenetrationWithPawnAsProxy;//[Offset: 0x318 , Size: 4]
float NetworkSimulatedSmoothLocationTime;//[Offset: 0x31c , Size: 4]
float NetworkSimulatedSmoothRotationTime;//[Offset: 0x320 , Size: 4]
float ListenServerNetworkSimulatedSmoothLocationTime;//[Offset: 0x324 , Size:
4]
float ListenServerNetworkSimulatedSmoothRotationTime;//[Offset: 0x328 , Size:
4]
float NetProxyShrinkRadius;//[Offset: 0x32c , Size: 4]
float NetProxyShrinkHalfHeight;//[Offset: 0x330 , Size: 4]
float NetworkMaxSmoothUpdateDistance;//[Offset: 0x334 , Size: 4]
float NetworkNoSmoothUpdateDistance;//[Offset: 0x338 , Size: 4]
bool bReplaySmoothUseInterp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x33c , Size: 1]
enum NetworkSmoothingMode;//[Offset: 0x33d , Size: 1]
float LedgeCheckThreshold;//[Offset: 0x340 , Size: 4]
float JumpOutOfWaterPitch;//[Offset: 0x344 , Size: 4]
FindFloorResult CurrentFloor;//[Offset: 0x348 , Size: 152]
byte DefaultLandMovementMode;//[Offset: 0x3e0 , Size: 1]
byte DefaultWaterMovementMode;//[Offset: 0x3e1 , Size: 1]
byte GroundMovementMode;//[Offset: 0x3e2 , Size: 1]
bool bMaintainHorizontalGroundVelocity;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x3e3 , Size: 1]
bool bImpartBaseVelocityX;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x3e3 , Size: 1]
bool bImpartBaseVelocityY;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x3e3 , Size: 1]
bool bImpartBaseVelocityZ;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x3e3 , Size: 1]
bool bImpartBaseAngularVelocity;//(ByteOffset: 0, ByteMask: 16, FieldMask:
16)[Offset: 0x3e3 , Size: 1]
bool bJustTeleported;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x3e3 , Size: 1]
bool bNetworkUpdateReceived;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x3e3 , Size: 1]
bool bNetworkMovementModeChanged;//(ByteOffset: 0, ByteMask: 128, FieldMask:
128)[Offset: 0x3e3 , Size: 1]
bool bIgnoreClientMovementErrorChecksAndCorrection;//(ByteOffset: 0,
ByteMask: 1, FieldMask: 1)[Offset: 0x3e4 , Size: 1]
bool bNotifyApex;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x3e4 ,
Size: 1]
bool bCheatFlying;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x3e4 , Size: 1]
bool bWantsToCrouch;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x3e4 , Size: 1]
bool bCrouchMaintainsBaseLocation;//(ByteOffset: 0, ByteMask: 16, FieldMask:
16)[Offset: 0x3e4 , Size: 1]
bool bIgnoreBaseRotation;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x3e4 , Size: 1]
bool bFastAttachedMove;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset:
0x3e4 , Size: 1]
bool bAlwaysCheckFloor;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x3e4 , Size: 1]
bool bUseFlatBaseForFloorChecks;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x3e5 , Size: 1]
bool bPerformingJumpOff;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x3e5 , Size: 1]
bool bWantsToLeaveNavWalking;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x3e5 , Size: 1]
bool bUseRVOAvoidance;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x3e5 , Size: 1]
bool bRequestedMoveUseAcceleration;//(ByteOffset: 0, ByteMask: 16, FieldMask:
16)[Offset: 0x3e5 , Size: 1]
bool bHasRequestedVelocity;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x3e5 , Size: 1]
bool bRequestedMoveWithMaxSpeed;//(ByteOffset: 0, ByteMask: 128, FieldMask:
128)[Offset: 0x3e5 , Size: 1]
bool bWasAvoidanceUpdated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x3e6 , Size: 1]
bool bProjectNavMeshWalking;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x3e6 , Size: 1]
bool bProjectNavMeshOnBothWorldChannels;//(ByteOffset: 0, ByteMask: 16,
FieldMask: 16)[Offset: 0x3e6 , Size: 1]
float AvoidanceConsiderationRadius;//[Offset: 0x3f8 , Size: 4]
Vector RequestedVelocity;//[Offset: 0x3fc , Size: 12]
int AvoidanceUID;//[Offset: 0x408 , Size: 4]
NavAvoidanceMask AvoidanceGroup;//[Offset: 0x40c , Size: 4]
NavAvoidanceMask GroupsToAvoid;//[Offset: 0x410 , Size: 4]
NavAvoidanceMask GroupsToIgnore;//[Offset: 0x414 , Size: 4]
float AvoidanceWeight;//[Offset: 0x418 , Size: 4]
Vector PendingLaunchVelocity;//[Offset: 0x41c , Size: 12]
float NavMeshProjectionInterval;//[Offset: 0x4c8 , Size: 4]
float NavMeshProjectionTimer;//[Offset: 0x4cc , Size: 4]
float NavMeshProjectionInterpSpeed;//[Offset: 0x4d0 , Size: 4]
float NavMeshProjectionHeightScaleUp;//[Offset: 0x4d4 , Size: 4]
float NavMeshProjectionHeightScaleDown;//[Offset: 0x4d8 , Size: 4]
float NavWalkingFloorDistTolerance;//[Offset: 0x4dc , Size: 4]
CharacterMovementComponentPostPhysicsTickFunction
PostPhysicsTickFunction;//[Offset: 0x4e0 , Size: 88]
float MinTimeBetweenTimeStampResets;//[Offset: 0x548 , Size: 4]
RootMotionSourceGroup CurrentRootMotion;//[Offset: 0x550 , Size: 256]
RootMotionMovementParams RootMotionParams;//[Offset: 0x6e0 , Size: 64]
Vector AnimRootMotionVelocity;//[Offset: 0x720 , Size: 12]
bool bWasSimulatingRootMotion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x72c , Size: 1]
bool bAllowPhysicsRotationDuringAnimRootMotion;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x72d , Size: 1]
void SetWalkableFloorZ(float InWalkableFloorZ);// 0x4fe58e0
void SetWalkableFloorAngle(float InWalkableFloorAngle);// 0x4fe5864
void SetMovementMode(byte NewMovementMode, byte NewCustomMode);// 0x4fe57a4
void SetGroupsToIgnoreMask(out const NavAvoidanceMask GroupMask);// 0x4fe571c
void SetGroupsToIgnore(int GroupFlags);// 0x4fe56a0
void SetGroupsToAvoidMask(out const NavAvoidanceMask GroupMask);// 0x4fe5618
void SetGroupsToAvoid(int GroupFlags);// 0x4fe559c
void SetAvoidanceGroupMask(out const NavAvoidanceMask GroupMask);// 0x4fe5514
void SetAvoidanceGroup(int GroupFlags);// 0x4fe5498
void SetAvoidanceEnabled(bool bEnable);// 0x4fe5414
void ServerMoveOld(float OldTimeStamp, Vector_NetQuantize10 OldAccel, byte
OldMoveFlags);// 0x4fe52e0
void ServerMoveDualHybridRootMotion(float TimeStamp0, Vector_NetQuantize10
InAccel0, byte PendingFlags, uint32 View0, float TimeStamp, Vector_NetQuantize10
InAccel, Vector_NetQuantize100 ClientLoc, byte NewFlags, byte ClientRoll, uint32
View, PrimitiveComponent* ClientMovementBase, FName ClientBaseBoneName, byte
ClientMovementMode);// 0x4fe4f24
void ServerMoveDual(float TimeStamp0, Vector_NetQuantize10 InAccel0, byte
PendingFlags, uint32 View0, float TimeStamp, Vector_NetQuantize10 InAccel,
Vector_NetQuantize100 ClientLoc, byte NewFlags, byte ClientRoll, uint32 View,
PrimitiveComponent* ClientMovementBase, FName ClientBaseBoneName, byte
ClientMovementMode);// 0x4fe4b68
void ServerMove(float TimeStamp, Vector_NetQuantize10 InAccel,
Vector_NetQuantize100 ClientLoc, byte CompressedMoveFlags, byte ClientRoll, uint32
View, PrimitiveComponent* ClientMovementBase, FName ClientBaseBoneName, byte
ClientMovementMode);// 0x4fe48c0
float K2_GetWalkableFloorZ();// 0x4fe488c
float K2_GetWalkableFloorAngle();// 0x4fe4858
float K2_GetModifiedMaxAcceleration();// 0x4fe481c
void K2_FindFloor(Vector CapsuleLocation, out FindFloorResult FloorResult);//
0x4fe4734
void K2_ComputeFloorDist(Vector CapsuleLocation, float LineDistance, float
SweepDistance, float SweepRadius, out FindFloorResult FloorResult);// 0x4fe459c
bool IsWalking();// 0x4fe455c
bool IsWalkable(out const HitResult Hit);// 0x4fe44a0
float GetValidPerchRadius();// 0x4fe446c
float GetPerchRadiusThreshold();// 0x4fe4438
PrimitiveComponent* GetMovementBase();// 0x4fe4404
float GetMinAnalogSpeed();// 0x4fe43c8
float GetMaxJumpHeightWithJumpTime();// 0x4fe438c
float GetMaxJumpHeight();// 0x4fe4350
float GetMaxBrakingDeceleration();// 0x4fe4314
float GetMaxAcceleration();// 0x4fe42d8
Vector GetImpartedMovementBaseVelocity();// 0x4fe4298
Vector GetCurrentAcceleration();// 0x4fe4260
Character* GetCharacterOwner();// 0x4fe4244
float GetAnalogInputModifier();// 0x4fe4210
void DisableMovement();// 0x4fe41f4
void ClientVeryShortAdjustPosition(float TimeStamp, Vector NewLoc,
PrimitiveComponent* NewBase, FName NewBaseBoneName, bool bHasBase, bool
bBaseRelativePosition, byte ServerMovementMode);// 0x4fe3ff4
void ClientAdjustRootMotionSourcePosition(float TimeStamp,
RootMotionSourceGroup ServerRootMotion, bool bHasAnimRootMotion, float
ServerMontageTrackPosition, Vector ServerLoc, Vector_NetQuantizeNormal
ServerRotation, float ServerVelZ, PrimitiveComponent* ServerBase, FName
ServerBoneName, bool bHasBase, bool bBaseRelativePosition, byte
ServerMovementMode);// 0x4fe3c64
void ClientAdjustRootMotionPosition(float TimeStamp, float
ServerMontageTrackPosition, Vector ServerLoc, Vector_NetQuantizeNormal
ServerRotation, float ServerVelZ, PrimitiveComponent* ServerBase, FName
ServerBoneName, bool bHasBase, bool bBaseRelativePosition, byte
ServerMovementMode);// 0x4fe39b8
void ClientAdjustPosition(float TimeStamp, Vector NewLoc, Vector NewVel,
PrimitiveComponent* NewBase, FName NewBaseBoneName, bool bHasBase, bool
bBaseRelativePosition, byte ServerMovementMode);// 0x4fe377c
void ClientAckGoodMove(float TimeStamp);// 0x4fe36f8
void ClearAccumulatedForces();// 0x4fe36dc
void CapsuleTouched(PrimitiveComponent* OverlappedComp, Actor* Other,
PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out const
HitResult SweepResult);// 0x4fe34fc
void CalcVelocity(float DeltaTime, float Friction, bool bFluid, float
BrakingDeceleration);// 0x4fe33b8
void AddImpulse(Vector Impulse, bool bVelocityChange);// 0x4fe32f0
void AddForce(Vector force);// 0x4fe326c
--------------------------------
Class:
PawnMovementComponent.NavMovementComponent.MovementComponent.ActorComponent.Object
Pawn* PawnOwner;//[Offset: 0x188 , Size: 8]
Vector K2_GetInputVector();// 0x50e6878
bool IsMoveInputIgnored();// 0x50e6838
Vector GetPendingInputVector();// 0x50e6800
Pawn* GetPawnOwner();// 0x50e67cc
Vector GetLastInputVector();// 0x50e6794
Vector ConsumeInputVector();// 0x50e6754
void AddInputVector(Vector WorldVector, bool bForce);// 0x50e668c
--------------------------------
Class: NavMovementComponent.MovementComponent.ActorComponent.Object
NavAgentProperties NavAgentProps;//[Offset: 0x150 , Size: 32]
float FixedPathBrakingDistance;//[Offset: 0x170 , Size: 4]
bool bUpdateNavAgentWithOwnersCollision;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x174 , Size: 1]
bool bUseAccelerationForPaths;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x174 , Size: 1]
bool bUseFixedBrakingDistanceForPaths;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0x174 , Size: 1]
MovementProperties MovementState;//[Offset: 0x178 , Size: 4]
void StopMovementKeepPathing();// 0x50c51a8
void StopActiveMovement();// 0x50c518c
bool IsSwimming();// 0x50c514c
bool IsMovingOnGround();// 0x50c510c
bool IsFlying();// 0x50c50cc
bool IsFalling();// 0x50c508c
bool IsCrouching();// 0x50c504c
--------------------------------
Class: MovementComponent.ActorComponent.Object
SceneComponent* UpdatedComponent;//[Offset: 0x110 , Size: 8]
PrimitiveComponent* UpdatedPrimitive;//[Offset: 0x118 , Size: 8]
Vector Velocity;//[Offset: 0x124 , Size: 12]
bool bConstrainToPlane;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x130 , Size: 1]
bool bSnapToPlaneAtStart;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x130 , Size: 1]
enum PlaneConstraintAxisSetting;//[Offset: 0x131 , Size: 1]
Vector PlaneConstraintNormal;//[Offset: 0x134 , Size: 12]
Vector PlaneConstraintOrigin;//[Offset: 0x140 , Size: 12]
bool bUpdateOnlyIfRendered;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x14c , Size: 1]
bool bAutoUpdateTickRegistration;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x14c , Size: 1]
bool bTickBeforeOwner;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x14c , Size: 1]
bool bAutoRegisterUpdatedComponent;//(ByteOffset: 0, ByteMask: 8, FieldMask:
8)[Offset: 0x14c , Size: 1]
void StopMovementImmediately();// 0x50b95b4
void SnapUpdatedComponentToPlane();// 0x50b9598
void SetUpdatedComponent(SceneComponent* NewUpdatedComponent);// 0x50b9514
void SetPlaneConstraintOrigin(Vector PlaneOrigin);// 0x50b9490
void SetPlaneConstraintNormal(Vector PlaneNormal);// 0x50b940c
void SetPlaneConstraintFromVectors(Vector Forward, Vector Up);// 0x50b934c
void SetPlaneConstraintEnabled(bool bEnabled);// 0x50b92c0
void SetPlaneConstraintAxisSetting(enum NewAxisSetting);// 0x50b923c
void PhysicsVolumeChanged(PhysicsVolume* NewVolume);// 0x50b91b8
bool K2_MoveUpdatedComponent(Vector Delta, Rotator NewRotation, out HitResult
OutHit, bool bSweep, bool bTeleport);// 0x50b8ff8
float K2_GetModifiedMaxSpeed();// 0x50b8fbc
float K2_GetMaxSpeedModifier();// 0x50b8f80
bool IsExceedingMaxSpeed(float MaxSpeed);// 0x50b8ee8
Vector GetPlaneConstraintOrigin();// 0x50b8ea8
Vector GetPlaneConstraintNormal();// 0x50b8e68
enum GetPlaneConstraintAxisSetting();// 0x50b8e4c
PhysicsVolume* GetPhysicsVolume();// 0x50b8e10
float GetMaxSpeed();// 0x50b8dd4
float GetGravityZ();// 0x50b8d98
Vector ConstrainNormalToPlane(Vector Normal);// 0x50b8d00
Vector ConstrainLocationToPlane(Vector Location);// 0x50b8c68
Vector ConstrainDirectionToPlane(Vector Direction);// 0x50b8bd0
--------------------------------
Class: NavAgentProperties.MovementProperties
float AgentRadius;//[Offset: 0x4 , Size: 4]
float AgentHeight;//[Offset: 0x8 , Size: 4]
float AgentStepHeight;//[Offset: 0xc , Size: 4]
float NavWalkingSearchHeightScale;//[Offset: 0x10 , Size: 4]
class NavigationData* PreferredNavData;//[Offset: 0x18 , Size: 8]
--------------------------------
Class: MovementProperties
bool bCanCrouch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 ,
Size: 1]
bool bCanJump;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0 ,
Size: 1]
bool bCanWalk;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0 ,
Size: 1]
bool bCanSwim;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0 ,
Size: 1]
bool bCanFly;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x0 ,
Size: 1]
--------------------------------
Class: NavigationData.Actor.Object
PrimitiveComponent* RenderingComp;//[Offset: 0x398 , Size: 8]
NavDataConfig NavDataConfig;//[Offset: 0x3a0 , Size: 88]
bool bEnableDrawing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x3f8 , Size: 1]
bool bForceRebuildOnLoad;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x3f8 , Size: 1]
bool bCanBeMainNavData;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x3f8 , Size: 1]
bool bCanSpawnOnRebuild;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x3f8 , Size: 1]
bool bRebuildAtRuntime;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x3f8 , Size: 1]
enum RuntimeGeneration;//[Offset: 0x3f9 , Size: 1]
float ObservedPathsTickInterval;//[Offset: 0x3fc , Size: 4]
uint32 DataVersion;//[Offset: 0x400 , Size: 4]
SupportedAreaData[] SupportedAreas;//[Offset: 0x4d8 , Size: 16]
--------------------------------
Class: NavDataConfig.NavAgentProperties.MovementProperties
FName Name;//[Offset: 0x20 , Size: 8]
Color Color;//[Offset: 0x28 , Size: 4]
Vector DefaultQueryExtent;//[Offset: 0x2c , Size: 12]
class NavigationData* NavigationDataClass;//[Offset: 0x38 , Size: 8]
SoftClassPath NavigationDataClassName;//[Offset: 0x40 , Size: 24]
--------------------------------
Class: SoftClassPath.SoftObjectPath
--------------------------------
Class: SupportedAreaData
FString AreaClassName;//[Offset: 0x0 , Size: 16]
int AreaID;//[Offset: 0x10 , Size: 4]
class Object* AreaClass;//[Offset: 0x18 , Size: 8]
--------------------------------
Class: FindFloorResult
bool bBlockingHit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 ,
Size: 1]
bool bWalkableFloor;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x0 , Size: 1]
bool bLineTrace;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0 ,
Size: 1]
float FloorDist;//[Offset: 0x4 , Size: 4]
float LineDist;//[Offset: 0x8 , Size: 4]
HitResult HitResult;//[Offset: 0x10 , Size: 136]
--------------------------------
Class: NavAvoidanceMask
bool bGroup0;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 , Size:
1]
bool bGroup1;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0 , Size:
1]
bool bGroup2;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0 , Size:
1]
bool bGroup3;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0 , Size:
1]
bool bGroup4;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x0 ,
Size: 1]
bool bGroup5;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x0 ,
Size: 1]
bool bGroup6;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x0 ,
Size: 1]
bool bGroup7;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x0 ,
Size: 1]
bool bGroup8;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1 , Size:
1]
bool bGroup9;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1 , Size:
1]
bool bGroup10;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1 ,
Size: 1]
bool bGroup11;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1 ,
Size: 1]
bool bGroup12;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1 ,
Size: 1]
bool bGroup13;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1 ,
Size: 1]
bool bGroup14;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x1 ,
Size: 1]
bool bGroup15;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x1 ,
Size: 1]
bool bGroup16;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2 ,
Size: 1]
bool bGroup17;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2 ,
Size: 1]
bool bGroup18;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2 ,
Size: 1]
bool bGroup19;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2 ,
Size: 1]
bool bGroup20;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2 ,
Size: 1]
bool bGroup21;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2 ,
Size: 1]
bool bGroup22;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2 ,
Size: 1]
bool bGroup23;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2 ,
Size: 1]
bool bGroup24;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3 ,
Size: 1]
bool bGroup25;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x3 ,
Size: 1]
bool bGroup26;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x3 ,
Size: 1]
bool bGroup27;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x3 ,
Size: 1]
bool bGroup28;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x3 ,
Size: 1]
bool bGroup29;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x3 ,
Size: 1]
bool bGroup30;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x3 ,
Size: 1]
bool bGroup31;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x3 ,
Size: 1]
--------------------------------
Class: CharacterMovementComponentPostPhysicsTickFunction.TickFunction
--------------------------------
Class: RootMotionSourceGroup
bool bHasAdditiveSources;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xe8 , Size: 1]
bool bHasOverrideSources;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xe9 , Size: 1]
Vector_NetQuantize10 LastPreAdditiveVelocity;//[Offset: 0xec , Size: 12]
bool bIsAdditiveVelocityApplied;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xf8 , Size: 1]
RootMotionSourceSettings LastAccumulatedSettings;//[Offset: 0xf9 , Size: 1]
--------------------------------
Class: Vector_NetQuantize10.Vector
--------------------------------
Class: RootMotionSourceSettings
byte Flags;//[Offset: 0x0 , Size: 1]
--------------------------------
Class: RootMotionMovementParams
bool bHasRootMotion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x0 , Size: 1]
float BlendWeight;//[Offset: 0x4 , Size: 4]
Transform RootMotionTransform;//[Offset: 0x10 , Size: 48]
--------------------------------
Class:
CapsuleComponent.ShapeComponent.PrimitiveComponent.SceneComponent.ActorComponent.Ob
ject
float CapsuleHalfHeight;//[Offset: 0x690 , Size: 4]
float CapsuleRadius;//[Offset: 0x694 , Size: 4]
float CapsuleHeight;//[Offset: 0x698 , Size: 4]
void SetCapsuleSize(float InRadius, float InHalfHeight, bool
bUpdateOverlaps);// 0x4fe0434
void SetCapsuleRadius(float Radius, bool bUpdateOverlaps);// 0x4fe0370
void SetCapsuleHalfHeight(float HalfHeight, bool bUpdateOverlaps);//
0x4fe02ac
void GetUnscaledCapsuleSize_WithoutHemisphere(out float OutRadius, out float
OutHalfHeightWithoutHemisphere);// 0x4fe01bc
void GetUnscaledCapsuleSize(out float OutRadius, out float OutHalfHeight);//
0x4fe00d4
float GetUnscaledCapsuleRadius();// 0x4fe00b8
float GetUnscaledCapsuleHalfHeight_WithoutHemisphere();// 0x4fe0094
float GetUnscaledCapsuleHalfHeight();// 0x4fe0078
float GetShapeScale();// 0x4fe0018
void GetScaledCapsuleSize_WithoutHemisphere(out float OutRadius, out float
OutHalfHeightWithoutHemisphere);// 0x4fdfed8
void GetScaledCapsuleSize(out float OutRadius, out float OutHalfHeight);//
0x4fdfda0
float GetScaledCapsuleRadius();// 0x4fdfd38
float GetScaledCapsuleHalfHeight_WithoutHemisphere();// 0x4fdfcc8
float GetScaledCapsuleHalfHeight();// 0x4fdfc60
--------------------------------
Class: ShapeComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
Color ShapeColor;//[Offset: 0x670 , Size: 4]
BodySetup* ShapeBodySetup;//[Offset: 0x678 , Size: 8]
bool bDrawOnlyIfSelected;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x680 , Size: 1]
bool bShouldCollideWhenPlacing;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x680 , Size: 1]
bool bDynamicObstacle;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x680 , Size: 1]
class NavArea* AreaClass;//[Offset: 0x688 , Size: 8]
--------------------------------
Class: BasedMovementInfo
PrimitiveComponent* MovementBase;//[Offset: 0x0 , Size: 8]
FName BoneName;//[Offset: 0x8 , Size: 8]
Vector_NetQuantize100 Location;//[Offset: 0x10 , Size: 12]
Rotator Rotation;//[Offset: 0x1c , Size: 12]
bool bServerHasBaseComponent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x28 , Size: 1]
bool bRelativeRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x29 , Size: 1]
bool bServerHasVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2a , Size: 1]
--------------------------------
Class: SimulatedRootMotionReplicatedMove
float Time;//[Offset: 0x0 , Size: 4]
RepRootMotionMontage RootMotion;//[Offset: 0x8 , Size: 352]
--------------------------------
Class: RepRootMotionMontage
bool bIsActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 ,
Size: 1]
AnimMontage* AnimMontage;//[Offset: 0x8 , Size: 8]
float Position;//[Offset: 0x10 , Size: 4]
Vector_NetQuantize100 Location;//[Offset: 0x14 , Size: 12]
Rotator Rotation;//[Offset: 0x20 , Size: 12]
PrimitiveComponent* MovementBase;//[Offset: 0x30 , Size: 8]
FName MovementBaseBoneName;//[Offset: 0x38 , Size: 8]
bool bRelativePosition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x40 , Size: 1]
bool bRelativeRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x41 , Size: 1]
RootMotionSourceGroup AuthoritativeRootMotion;//[Offset: 0x48 , Size: 256]
Vector_NetQuantize10 Acceleration;//[Offset: 0x148 , Size: 12]
Vector_NetQuantize10 LinearVelocity;//[Offset: 0x154 , Size: 12]
--------------------------------
Class: PlayerState.Info.Actor.Object
float Score;//[Offset: 0x398 , Size: 4]
byte Ping;//[Offset: 0x39c , Size: 1]
FString PlayerName;//[Offset: 0x3a0 , Size: 16]
int PlayerID;//[Offset: 0x3c0 , Size: 4]
bool bIsSpectator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x3c4 , Size: 1]
bool bOnlySpectator;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x3c4 , Size: 1]
bool bIsABot;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x3c4 ,
Size: 1]
bool bIsInactive;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x3c4
, Size: 1]
bool bFromPreviousLevel;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x3c4 , Size: 1]
int StartTime;//[Offset: 0x3c8 , Size: 4]
class LocalMessage* EngineMessageClass;//[Offset: 0x3d0 , Size: 8]
FString SavedNetworkAddress;//[Offset: 0x3e0 , Size: 16]
UniqueNetIdRepl UniqueId;//[Offset: 0x3f0 , Size: 24]
void ReceiveOverrideWith(PlayerState* OldPlayerState);// 0x37db6c4
void ReceiveCopyProperties(PlayerState* NewPlayerState);// 0x37db6c4
void OnRep_UniqueId();// 0x5101080
void OnRep_Score();// 0x5101064
void OnRep_PlayerName();// 0x5101048
void OnRep_bIsInactive();// 0x510102c
--------------------------------
Class: Info.Actor.Object
--------------------------------
Class: LocalMessage.Object
--------------------------------
Class: UniqueNetIdRepl.UniqueNetIdWrapper
--------------------------------
Class: UniqueNetIdWrapper
--------------------------------
Class: DamageType.Object
bool bCausedByWorld;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x28
, Size: 1]
bool bScaleMomentumByMass;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x28 , Size: 1]
bool bRadialDamageVelChange;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x28 , Size: 1]
float DamageImpulse;//[Offset: 0x2c , Size: 4]
float DestructibleImpulse;//[Offset: 0x30 , Size: 4]
float DestructibleDamageSpreadScale;//[Offset: 0x34 , Size: 4]
float DamageFalloff;//[Offset: 0x38 , Size: 4]
--------------------------------
Class: PlayerController.Controller.Actor.Object
Player* Player;//[Offset: 0x400 , Size: 8]
Pawn* AcknowledgedPawn;//[Offset: 0x410 , Size: 8]
InterpTrackInstDirector* ControllingDirTrackInst;//[Offset: 0x418 , Size: 8]
HUD* MyHUD;//[Offset: 0x428 , Size: 8]
PlayerCameraManager* PlayerCameraManager;//[Offset: 0x430 , Size: 8]
class PlayerCameraManager* PlayerCameraManagerClass;//[Offset: 0x438 , Size:
8]
bool bAutoManageActiveCameraTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x440 , Size: 1]
Rotator TargetViewRotation;//[Offset: 0x444 , Size: 12]
float SmoothTargetViewRotationSpeed;//[Offset: 0x45c , Size: 4]
Actor*[] HiddenActors;//[Offset: 0x460 , Size: 16]
PrimitiveComponent*[] HiddenPrimitiveComponents;//[Offset: 0x470 , Size: 16]
float LastSpectatorStateSynchTime;//[Offset: 0x484 , Size: 4]
Vector LastSpectatorSyncLocation;//[Offset: 0x488 , Size: 12]
Rotator LastSpectatorSyncRotation;//[Offset: 0x494 , Size: 12]
int ClientCap;//[Offset: 0x4a0 , Size: 4]
CheatManager* CheatManager;//[Offset: 0x4a8 , Size: 8]
class CheatManager* CheatClass;//[Offset: 0x4b0 , Size: 8]
PlayerInput* PlayerInput;//[Offset: 0x4b8 , Size: 8]
ActiveForceFeedbackEffect[] ActiveForceFeedbackEffects;//[Offset: 0x4c0 ,
Size: 16]
bool bPlayerIsWaiting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x562 , Size: 1]
byte NetPlayerIndex;//[Offset: 0x563 , Size: 1]
NetConnection* PendingSwapConnection;//[Offset: 0x5a0 , Size: 8]
NetConnection* NetConnection;//[Offset: 0x5a8 , Size: 8]
float InputYawScale;//[Offset: 0x5bc , Size: 4]
float InputPitchScale;//[Offset: 0x5c0 , Size: 4]
float InputRollScale;//[Offset: 0x5c4 , Size: 4]
bool bShowMouseCursor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x5c8 , Size: 1]
bool bEnableClickEvents;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x5c8 , Size: 1]
bool bEnableTouchEvents;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x5c8 , Size: 1]
bool bEnableMouseOverEvents;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x5c8 , Size: 1]
bool bEnableTouchOverEvents;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x5c8 , Size: 1]
bool bForceFeedbackEnabled;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x5c8 , Size: 1]
float ForceFeedbackScale;//[Offset: 0x5cc , Size: 4]
Key[] ClickEventKeys;//[Offset: 0x5d0 , Size: 16]
byte DefaultMouseCursor;//[Offset: 0x5e0 , Size: 1]
byte CurrentMouseCursor;//[Offset: 0x5e1 , Size: 1]
byte DefaultClickTraceChannel;//[Offset: 0x5e2 , Size: 1]
byte CurrentClickTraceChannel;//[Offset: 0x5e3 , Size: 1]
float HitResultTraceDistance;//[Offset: 0x5e4 , Size: 4]
bool bPauseUpdateStreamingState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x5f8 , Size: 1]
InputComponent* InactiveStateInputComponent;//[Offset: 0x670 , Size: 8]
bool bShouldPerformFullTickWhenPaused;//(ByteOffset: 0, ByteMask: 8,
FieldMask: 8)[Offset: 0x678 , Size: 1]
TouchInterface* CurrentTouchInterface;//[Offset: 0x690 , Size: 8]
SpectatorPawn* SpectatorPawn;//[Offset: 0x6d8 , Size: 8]
Vector SpawnLocation;//[Offset: 0x6e0 , Size: 12]
bool bIsLocalPlayerController;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x6f0 , Size: 1]
uint16 SeamlessTravelCount;//[Offset: 0x6f2 , Size: 2]
uint16 LastCompletedSeamlessTravelCount;//[Offset: 0x6f4 , Size: 2]
bool bOpenReconnectViewPointFix;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x6fc , Size: 1]
bool WasInputKeyJustReleased(Key Key);// 0x50fc2b8
bool WasInputKeyJustPressed(Key Key);// 0x50fc068
void ToggleSpeaking(bool bInSpeaking);// 0x50fbfdc
void SwitchLevel(FString URL);// 0x50fbf2c
void StopHapticEffect(enum Hand);// 0x50fbeb0
void StartFire(byte FireModeNum);// 0x50fbe2c
void SetVirtualJoystickVisibility(bool bVisible);// 0x50fbda0
void SetViewTargetWithBlend(Actor* NewViewTarget, float blendTime, byte
BlendFunc, float BlendExp, bool bLockOutgoing);// 0x50fbc24
void SetName(FString S);// 0x50fbb74
void SetMouseLocation(const int X, const int Y);// 0x50fbac0
void SetMouseCursorWidget(byte Cursor, UserWidget* CursorWidget);// 0x50fba08
void SetHapticsByValue(const float Frequency, const float Amplitude, enum
Hand);// 0x50fb918
void SetControllerLightColor(Color Color);// 0x50fb8a0
void SetCinematicMode(bool bInCinematicMode, bool bHidePlayer, bool
bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning);// 0x50fb6f4
void SetAudioListenerOverride(SceneComponent* AttachToComponent, Vector
Location, Rotator Rotation);// 0x50fb600
void ServerViewSelf(ViewTargetTransitionParams TransitionParams);// 0x50fb4ec
void ServerViewPrevPlayer();// 0x50fb48c
void ServerViewNextPlayer();// 0x50fb42c
void ServerVerifyViewTarget();// 0x50fb3cc
void ServerUpdateLevelVisibility(FName PackageName, bool bIsVisible);//
0x50fb2d8
void ServerUpdateCamera(Vector_NetQuantize CamLoc, int CamPitchAndYaw);//
0x50fb1e4
void ServerUnmutePlayer(UniqueNetIdRepl PlayerID);// 0x50fae2c
void ServerToggleAILogging();// 0x50fadcc
void ServerShortTimeout();// 0x50fad6c
void ServerSetSpectatorWaiting(bool bWaiting);// 0x50faca8
void ServerSetSpectatorLocation(Vector NewLoc, Rotator NewRot);// 0x50fabb0
void ServerRestartPlayer();// 0x50fab50
void ServerPause();// 0x50faaf0
void ServerNotifyLoadedWorld(FName WorldPackageName);// 0x50faa50
void ServerMutePlayer(UniqueNetIdRepl PlayerID);// 0x50fa698
void ServerCheckClientPossessionReliable();// 0x50fa638
void ServerCheckClientPossession();// 0x50fa5d8
void ServerChangeName(FString S);// 0x50fa4fc
void ServerCamera(FName NewMode);// 0x50fa44c
void ServerAcknowledgePossession(Pawn* P);// 0x50fa39c
void SendToConsole(FString Command);// 0x50fa2ec
void RestartLevel();// 0x50fa2d0
bool ProjectWorldLocationToScreen(Vector WorldLocation, out Vector2D
ScreenLocation, bool bPlayerViewportRelative);// 0x50fa1b0
void PlayHapticEffect(HapticFeedbackEffect_Base* HapticEffect, enum Hand,
float Scale, bool bLoop);// 0x50fa078
void PlayDynamicForceFeedback(float Intensity, float Duration, bool
bAffectsLeftLarge, bool bAffectsLeftSmall, bool bAffectsRightLarge, bool
bAffectsRightSmall, byte Action, LatentActionInfo LatentInfo);// 0x50f9e08
void Pause();// 0x50f9dec
void OnServerStartedVisualLogger(bool bIsLogging);// 0x50f9d60
void LocalTravel(FString URL);// 0x50f9cb0
bool IsInputKeyDown(Key Key);// 0x50f9a60
void GetViewportSize(out int SizeX, out int SizeY);// 0x50f997c
SpectatorPawn* GetSpectatorPawn();// 0x50f9960
bool GetMousePosition(out float LocationX, out float LocationY);// 0x50f9870
Vector GetInputVectorKeyState(Key Key);// 0x50f9620
void GetInputTouchState(byte FingerIndex, out float LocationX, out float
LocationY, out bool bIsCurrentlyPressed);// 0x50f94b0
void GetInputMouseDelta(out float DeltaX, out float DeltaY);// 0x50f93cc
void GetInputMotionState(out Vector Tilt, out Vector RotationRate, out Vector
Gravity, out Vector Acceleration);// 0x50f9250
float GetInputKeyTimeDown(Key Key);// 0x50f9004
void GetInputAnalogStickState(byte WhichStick, out float StickX, out float
StickY);// 0x50f8ee4
float GetInputAnalogKeyState(Key Key);// 0x50f8c98
HUD* GetHUD();// 0x50f8c64
bool GetHitResultUnderFingerForObjects(byte FingerIndex, out const byte[]
ObjectTypes, bool bTraceComplex, out HitResult HitResult);// 0x50f8aa8
bool GetHitResultUnderFingerByChannel(byte FingerIndex, byte TraceChannel,
bool bTraceComplex, out HitResult HitResult);// 0x50f8938
bool GetHitResultUnderFinger(byte FingerIndex, byte TraceChannel, bool
bTraceComplex, out HitResult HitResult);// 0x50f87c8
bool GetHitResultUnderCursorForObjects(out const byte[] ObjectTypes, bool
bTraceComplex, out HitResult HitResult);// 0x50f8648
bool GetHitResultUnderCursorByChannel(byte TraceChannel, bool bTraceComplex,
out HitResult HitResult);// 0x50f8514
bool GetHitResultUnderCursor(byte TraceChannel, bool bTraceComplex, out
HitResult HitResult);// 0x50f83e0
Vector GetFocalLocation();// 0x50f83a0
void FOV(float NewFOV);// 0x50f831c
void EnableCheats();// 0x50f8300
bool DeprojectScreenPositionToWorld(float ScreenX, float ScreenY, out Vector
WorldLocation, out Vector WorldDirection);// 0x50f81a0
bool DeprojectMousePositionToWorld(out Vector WorldLocation, out Vector
WorldDirection);// 0x50f80b8
void ConsoleKey(Key Key);// 0x50f7e68
void ClientWasKicked(const FText KickReason);// 0x50f7d1c
void ClientVoiceHandshakeComplete();// 0x50f7d00
void ClientUpdateLevelStreamingStatus(FName PackageName, bool
bNewShouldBeLoaded, bool bNewShouldBeVisible, bool bNewShouldBlockOnLoad, int
LODIndex);// 0x50f7b64
void ClientUnmutePlayer(UniqueNetIdRepl PlayerID);// 0x50f78d4
void ClientTravelInternal(FString URL, byte TravelType, bool bSeamless, Guid
MapPackageGuid);// 0x50f775c
void ClientTravel(FString URL, byte TravelType, bool bSeamless, Guid
MapPackageGuid);// 0x50f75ec
void ClientTeamMessage(PlayerState* SenderPlayerState, FString S, FName Type,
float MsgLifeTime);// 0x50f7484
void ClientStopForceFeedback(ForceFeedbackEffect* ForceFeedbackEffect, FName
Tag);// 0x50f73c8
void ClientStopCameraShake(class CameraShake Shake, bool bImmediately);//
0x50f7300
void ClientStopCameraAnim(CameraAnim* AnimToStop);// 0x50f727c
void ClientStartOnlineSession();// 0x50f7260
void ClientSpawnCameraLensEffect(class EmitterCameraLensEffectBase
LensEffectEmitterClass);// 0x50f71dc
void ClientSetViewTarget(Actor* A, ViewTargetTransitionParams
TransitionParams);// 0x50f70d0
void ClientSetSpectatorWaiting(bool bWaiting);// 0x50f7044
void ClientSetHUD(class HUD NewHUDClass);// 0x50f6fc0
void ClientSetForceMipLevelsToBeResident(MaterialInterface* Material, float
ForceDuration, int CinematicTextureGroups);// 0x50f6ec4
void ClientSetCinematicMode(bool bInCinematicMode, bool bAffectsMovement,
bool bAffectsTurning, bool bAffectsHUD);// 0x50f6d5c
void ClientSetCameraMode(FName NewCamMode);// 0x50f6cd8
void ClientSetCameraFade(bool bEnableFading, Color FadeColor, Vector2D
FadeAlpha, float FadeTime, bool bFadeAudio);// 0x50f6b54
void ClientSetBlockOnAsyncLoading();// 0x50f6b38
void ClientReturnToMainMenu(FString ReturnReason);// 0x50f6a88
void ClientRetryClientRestart(Pawn* NewPawn);// 0x50f6a04
void ClientRestart(Pawn* NewPawn);// 0x50f6980
void ClientReset();// 0x50f6964
void ClientRepObjRef(Object* Object);// 0x50f68e0
void ClientReceiveLocalizedMessage(class LocalMessage Message, int Switch,
PlayerState* RelatedPlayerState, PlayerState* RelatedPlayerState, Object*
OptionalObject);// 0x50f6770
void ClientPrestreamTextures(Actor* ForcedActor, float ForceDuration, bool
bEnableStreaming, int CinematicTextureGroups);// 0x50f6628
void ClientPrepareMapChange(FName levelName, bool bFirst, bool bLast);//
0x50f6514
void ClientPlaySoundAtLocation(SoundBase* Sound, Vector Location, float
VolumeMultiplier, float PitchMultiplier);// 0x50f63e0
void ClientPlaySound(SoundBase* Sound, float VolumeMultiplier, float
PitchMultiplier);// 0x50f62e8
void ClientPlayForceFeedback(ForceFeedbackEffect* ForceFeedbackEffect, bool
bLooping, bool bIgnoreTimeDilation, FName Tag);// 0x50f6198
void ClientPlayCameraShake(class CameraShake Shake, float Scale, byte
PlaySpace, Rotator UserPlaySpaceRot);// 0x50f6060
void ClientPlayCameraAnim(CameraAnim* AnimToPlay, float Scale, float Rate,
float BlendInTime, float BlendOutTime, bool bLoop, bool bRandomStartTime, byte
Space, Rotator CustomPlaySpace);// 0x50f5dec
void ClientMutePlayer(UniqueNetIdRepl PlayerID);// 0x50f5b5c
void ClientMessage(FString S, FName Type, float MsgLifeTime);// 0x50f5a30
void ClientIgnoreMoveInput(bool bIgnore);// 0x50f59a4
void ClientIgnoreLookInput(bool bIgnore);// 0x50f5918
void ClientGotoState(FName NewState);// 0x50f5894
void ClientGameEnded(Actor* EndGameFocus, bool bIsWinner);// 0x50f57cc
void ClientForceGarbageCollection();// 0x50f57b0
void ClientFlushLevelStreaming();// 0x50f579c
void ClientEndOnlineSession();// 0x50f5780
void ClientEnableNetworkVoice(bool bEnable);// 0x50f56f4
void ClientCommitMapChange();// 0x50f56d8
void ClientClearCameraLensEffects();// 0x50f56bc
void ClientCapBandwidth(int Cap);// 0x50f5638
void ClientCancelPendingMapChange();// 0x50f561c
void ClientAddTextureStreamingLoc(Vector InLoc, float Duration, bool
bOverrideLocation);// 0x50f5520
void ClearAudioListenerOverride();// 0x50f550c
void Camera(FName NewMode);// 0x50f5488
void AddYawInput(float Val);// 0x50f5404
void AddRollInput(float Val);// 0x50f5380
void AddPitchInput(float Val);// 0x50f52fc
void ActivateTouchInterface(TouchInterface* NewTouchInterface);// 0x50f5278
--------------------------------
Class: Player.Object
PlayerController* PlayerController;//[Offset: 0x30 , Size: 8]
int CurrentNetSpeed;//[Offset: 0x38 , Size: 4]
int ConfiguredInternetSpeed;//[Offset: 0x3c , Size: 4]
int ConfiguredLanSpeed;//[Offset: 0x40 , Size: 4]
--------------------------------
Class: InterpTrackInstDirector.InterpTrackInst.Object
Actor* OldViewTarget;//[Offset: 0x28 , Size: 8]
--------------------------------
Class: InterpTrackInst.Object
--------------------------------
Class: HUD.Actor.Object
PlayerController* PlayerOwner;//[Offset: 0x398 , Size: 8]
bool bLostFocusPaused;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x3a0 , Size: 1]
bool bShowHUD;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x3a0 ,
Size: 1]
bool bShowDebugInfo;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x3a0 , Size: 1]
bool bShowHitBoxDebugInfo;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x3a0 , Size: 1]
bool bShowOverlays;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x3a0 , Size: 1]
bool bEnableDebugTextShadow;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x3a0 , Size: 1]
bool bDebugInfoUseModifiedActor;//(ByteOffset: 0, ByteMask: 64, FieldMask:
64)[Offset: 0x3a0 , Size: 1]
Actor*[] PostRenderedActors;//[Offset: 0x3a8 , Size: 16]
FName[] DebugDisplay;//[Offset: 0x3c0 , Size: 16]
FName[] ToggledDebugCategories;//[Offset: 0x3d0 , Size: 16]
Canvas* Canvas;//[Offset: 0x3e0 , Size: 8]
Canvas* DebugCanvas;//[Offset: 0x3e8 , Size: 8]
DebugTextInfo[] DebugTextList;//[Offset: 0x3f0 , Size: 16]
class Actor* ShowDebugTargetDesiredClass;//[Offset: 0x400 , Size: 8]
Actor* ShowDebugTargetActor;//[Offset: 0x408 , Size: 8]
Actor* UpdateShowDebugTargetActor();// 0x37db6c4
void ShowHUD();// 0x502e570
void ShowDebugToggleSubCategory(FName Category);// 0x502e4f4
void ShowDebugForReticleTargetToggle(class Actor DesiredClass);// 0x502e478
void ShowDebugForMoifiedTargetActor();// 0x502e464
void ShowDebug(FName DebugType);// 0x502e3e0
void RemoveDebugText(Actor* SrcActor, bool bLeaveDurationText);// 0x502e320
void RemoveAllDebugStrings();// 0x502e30c
void ReceiveHitBoxRelease(const FName BoxName);// 0x37db6c4
void ReceiveHitBoxEndCursorOver(const FName BoxName);// 0x37db6c4
void ReceiveHitBoxClick(const FName BoxName);// 0x37db6c4
void ReceiveHitBoxBeginCursorOver(const FName BoxName);// 0x37db6c4
void ReceiveDrawHUD(int SizeX, int SizeY);// 0x37db6c4
Vector Project(Vector Location);// 0x502e27c
void GetTextSize(FString Text, out float OutWidth, out float OutHeight, Font*
Font, float Scale);// 0x502e0b0
PlayerController* GetOwningPlayerController();// 0x502e07c
Pawn* GetOwningPawn();// 0x502e048
void GetActorsInSelectionRectangle(class Actor ClassFilter, out const
Vector2D FirstPoint, out const Vector2D SecondPoint, out Actor*[] OutActors, bool
bIncludeNonCollidingComponents, bool bActorMustBeFullyEnclosed);// 0x502de1c
void DrawTextureSimple(Texture* Texture, float ScreenX, float ScreenY, float
Scale, bool bScalePosition);// 0x502dcac
void DrawTexture(Texture* Texture, float ScreenX, float ScreenY, float
ScreenW, float ScreenH, float TextureU, float TextureV, float TextureUWidth, float
TextureVHeight, LinearColor TintColor, byte BlendMode, float Scale, bool
bScalePosition, float Rotation, Vector2D RotPivot);// 0x502d8d8
void DrawText(FString Text, LinearColor TextColor, float ScreenX, float
ScreenY, Font* Font, float Scale, bool bScalePosition);// 0x502d6c0
void DrawRect(LinearColor RectColor, float ScreenX, float ScreenY, float
ScreenW, float ScreenH);// 0x502d55c
void DrawMaterialTriangle(MaterialInterface* Material, Vector2D V0_Pos,
Vector2D V1_Pos, Vector2D V2_Pos, Vector2D V0_UV, Vector2D V1_UV, Vector2D V2_UV,
LinearColor V0_Color, LinearColor V1_Color, LinearColor V2_Color);// 0x502d2bc
void DrawMaterialSimple(MaterialInterface* Material, float ScreenX, float
ScreenY, float ScreenW, float ScreenH, float Scale, bool bScalePosition);//
0x502d0d8
void DrawMaterial(MaterialInterface* Material, float ScreenX, float ScreenY,
float ScreenW, float ScreenH, float MaterialU, float MaterialV, float
MaterialUWidth, float MaterialVHeight, float Scale, bool bScalePosition, float
Rotation, Vector2D RotPivot);// 0x502cd84
void DrawLine(float StartScreenX, float StartScreenY, float EndScreenX, float
EndScreenY, LinearColor LineColor, float LineThickness);// 0x502cbdc
void Deproject(float ScreenX, float ScreenY, out Vector WorldPosition, out
Vector WorldDirection);// 0x502ca88
void AddHitBox(Vector2D Position, Vector2D Size, FName InName, bool
bConsumesInput, int Priority);// 0x502c914
void AddDebugText(FString DebugText, Actor* SrcActor, float Duration, Vector
Offset, Vector DesiredOffset, Color TextColor, bool bSkipOverwriteCheck, bool
bAbsoluteLocation, bool bKeepAttachedToActor, Font* InFont, float FontScale, bool
bDrawShadow);// 0x502c5a8
--------------------------------
Class: Canvas.Object
float OrgX;//[Offset: 0x28 , Size: 4]
float OrgY;//[Offset: 0x2c , Size: 4]
float ClipX;//[Offset: 0x30 , Size: 4]
float ClipY;//[Offset: 0x34 , Size: 4]
Color DrawColor;//[Offset: 0x38 , Size: 4]
bool bCenterX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3c ,
Size: 1]
bool bCenterY;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x3c ,
Size: 1]
bool bNoSmooth;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x3c ,
Size: 1]
int SizeX;//[Offset: 0x40 , Size: 4]
int SizeY;//[Offset: 0x44 , Size: 4]
Plane ColorModulate;//[Offset: 0x50 , Size: 16]
Texture2D* DefaultTexture;//[Offset: 0x60 , Size: 8]
Texture2D* GradientTexture0;//[Offset: 0x68 , Size: 8]
ReporterGraph* ReporterGraph;//[Offset: 0x70 , Size: 8]
Vector2D K2_TextSize(Font* RenderFont, FString RenderText, Vector2D Scale);//
0x4fdec50
Vector2D K2_StrLen(Font* RenderFont, FString RenderText);// 0x4fdeb58
Vector K2_Project(Vector WorldLocation);// 0x4fdeac8
void K2_DrawTriangle(Texture* RenderTexture, CanvasUVTri[] Triangles);//
0x4fde950
void K2_DrawTexture(Texture* RenderTexture, Vector2D ScreenPosition, Vector2D
ScreenSize, Vector2D CoordinatePosition, Vector2D CoordinateSize, LinearColor
RenderColor, byte BlendMode, float Rotation, Vector2D PivotPoint);// 0x4fde6f8
void K2_DrawText(Font* RenderFont, FString RenderText, Vector2D
ScreenPosition, LinearColor RenderColor, float Kerning, LinearColor ShadowColor,
Vector2D ShadowOffset, bool bCentreX, bool bCentreY, bool bOutlined, LinearColor
OutlineColor);// 0x4fde3c0
void K2_DrawPolygon(Texture* RenderTexture, Vector2D ScreenPosition, Vector2D
Radius, int NumberOfSides, LinearColor RenderColor);// 0x4fde25c
void K2_DrawMaterialTriangle(MaterialInterface* RenderMaterial, CanvasUVTri[]
Triangles);// 0x4fde0e4
void K2_DrawMaterial(MaterialInterface* RenderMaterial, Vector2D
ScreenPosition, Vector2D ScreenSize, Vector2D CoordinatePosition, Vector2D
CoordinateSize, float Rotation, Vector2D PivotPoint);// 0x4fddf0c
void K2_DrawLine(Vector2D ScreenPositionA, Vector2D ScreenPositionB, float
Thickness, LinearColor RenderColor);// 0x4fddddc
void K2_DrawBox(Vector2D ScreenPosition, Vector2D ScreenSize, float
Thickness);// 0x4fddcf0
void K2_DrawBorder(Texture* BorderTexture, Texture* BackgroundTexture,
Texture* LeftBorderTexture, Texture* RightBorderTexture, Texture* TopBorderTexture,
Texture* BottomBorderTexture, Vector2D ScreenPosition, Vector2D ScreenSize,
Vector2D CoordinatePosition, Vector2D CoordinateSize, LinearColor RenderColor,
Vector2D BorderScale, Vector2D BackgroundScale, float Rotation, Vector2D
PivotPoint, Vector2D CornerSize);// 0x4fdd900
void K2_Deproject(Vector2D ScreenPosition, out Vector WorldOrigin, out Vector
WorldDirection);// 0x4fdd7ec
--------------------------------
Class: ReporterGraph.ReporterBase.Object
--------------------------------
Class: ReporterBase.Object
--------------------------------
Class: Vector2D
float X;//[Offset: 0x0 , Size: 4]
float Y;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: CanvasUVTri
Vector2D V0_Pos;//[Offset: 0x0 , Size: 8]
Vector2D V0_UV;//[Offset: 0x8 , Size: 8]
LinearColor V0_Color;//[Offset: 0x10 , Size: 16]
Vector2D V1_Pos;//[Offset: 0x20 , Size: 8]
Vector2D V1_UV;//[Offset: 0x28 , Size: 8]
LinearColor V1_Color;//[Offset: 0x30 , Size: 16]
Vector2D V2_Pos;//[Offset: 0x40 , Size: 8]
Vector2D V2_UV;//[Offset: 0x48 , Size: 8]
LinearColor V2_Color;//[Offset: 0x50 , Size: 16]
--------------------------------
Class: DebugTextInfo
Actor* SrcActor;//[Offset: 0x0 , Size: 8]
Vector SrcActorOffset;//[Offset: 0x8 , Size: 12]
Vector SrcActorDesiredOffset;//[Offset: 0x14 , Size: 12]
FString DebugText;//[Offset: 0x20 , Size: 16]
float TimeRemaining;//[Offset: 0x30 , Size: 4]
float Duration;//[Offset: 0x34 , Size: 4]
Color TextColor;//[Offset: 0x38 , Size: 4]
bool bAbsoluteLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x3c , Size: 1]
bool bKeepAttachedToActor;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x3c , Size: 1]
bool bDrawShadow;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x3c ,
Size: 1]
Vector OrigActorLocation;//[Offset: 0x40 , Size: 12]
Font* Font;//[Offset: 0x50 , Size: 8]
float FontScale;//[Offset: 0x58 , Size: 4]
--------------------------------
Class: PlayerCameraManager.Actor.Object
PlayerController* PCOwner;//[Offset: 0x398 , Size: 8]
SceneComponent* TransformComponent;//[Offset: 0x3a0 , Size: 8]
float DefaultFOV;//[Offset: 0x3b0 , Size: 4]
float DefaultOrthoWidth;//[Offset: 0x3b8 , Size: 4]
float DefaultAspectRatio;//[Offset: 0x3c0 , Size: 4]
CameraCacheEntry CameraCache;//[Offset: 0x410 , Size: 1392]
CameraCacheEntry LastFrameCameraCache;//[Offset: 0x980 , Size: 1392]
TViewTarget ViewTarget;//[Offset: 0xef0 , Size: 1408]
TViewTarget PendingViewTarget;//[Offset: 0x1470 , Size: 1408]
CameraModifier*[] ModifierList;//[Offset: 0x1a08 , Size: 16]
class CameraModifier[] DefaultModifiers;//[Offset: 0x1a18 , Size: 16]
float FreeCamDistance;//[Offset: 0x1a28 , Size: 4]
Vector FreeCamOffset;//[Offset: 0x1a2c , Size: 12]
Vector ViewTargetOffset;//[Offset: 0x1a38 , Size: 12]
EmitterCameraLensEffectBase*[] CameraLensEffects;//[Offset: 0x1a58 , Size:
16]
CameraModifier_CameraShake* CachedCameraShakeMod;//[Offset: 0x1a68 , Size: 8]
CameraAnimInst* AnimInstPool;//[Offset: 0x1a70 , Size: 8]
PostProcessSettings[] PostProcessBlendCache;//[Offset: 0x1ab0 , Size: 16]
CameraAnimInst*[] ActiveAnims;//[Offset: 0x1ad0 , Size: 16]
CameraAnimInst*[] FreeAnims;//[Offset: 0x1ae0 , Size: 16]
CameraActor* AnimCameraActor;//[Offset: 0x1af0 , Size: 8]
bool bIsOrthographic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x1af8 , Size: 1]
bool bDefaultConstrainAspectRatio;//(ByteOffset: 0, ByteMask: 2, FieldMask:
2)[Offset: 0x1af8 , Size: 1]
bool bUseClientSideCameraUpdates;//(ByteOffset: 0, ByteMask: 128, FieldMask:
128)[Offset: 0x1af8 , Size: 1]
bool bGameCameraCutThisFrame;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x1af9 , Size: 1]
float ViewPitchMin;//[Offset: 0x1afc , Size: 4]
float ViewPitchMax;//[Offset: 0x1b00 , Size: 4]
float ViewYawMin;//[Offset: 0x1b04 , Size: 4]
float ViewYawMax;//[Offset: 0x1b08 , Size: 4]
float ViewRollMin;//[Offset: 0x1b0c , Size: 4]
float ViewRollMax;//[Offset: 0x1b10 , Size: 4]
void StopCameraShake(CameraShake* ShakeInstance, bool bImmediately);//
0x50f2cc4
void StopCameraFade();// 0x50f2ca8
void StopCameraAnimInst(CameraAnimInst* AnimInst, bool bImmediate);//
0x50f2be0
void StopAllInstancesOfCameraShake(class CameraShake Shake, bool
bImmediately);// 0x50f2b18
void StopAllInstancesOfCameraAnim(CameraAnim* Anim, bool bImmediate);//
0x50f2a50
void StopAllCameraShakes(bool bImmediately);// 0x50f29c4
void StopAllCameraAnims(bool bImmediate);// 0x50f2938
void StartCameraFade(float FromAlpha, float ToAlpha, float Duration,
LinearColor Color, bool bShouldFadeAudio, bool bHoldWhenFinished);// 0x50f2774
void SetManualCameraFade(float InFadeAmount, LinearColor Color, bool
bInFadeAudio);// 0x50f2670
bool RemoveCameraModifier(CameraModifier* ModifierToRemove);// 0x50f25d8
void RemoveCameraLensEffect(EmitterCameraLensEffectBase* Emitter);//
0x50f2554
CameraShake* PlayCameraShake(class CameraShake ShakeClass, float Scale, byte
PlaySpace, Rotator UserPlaySpaceRot);// 0x50f240c
CameraAnimInst* PlayCameraAnim(CameraAnim* Anim, float Rate, float Scale,
float BlendInTime, float BlendOutTime, bool bLoop, bool bRandomStartTime, float
Duration, byte PlaySpace, Rotator UserPlaySpaceRot);// 0x50f214c
void PhotographyCameraModify(const Vector NewCameraLocation, const Vector
PreviousCameraLocation, const Vector OriginalCameraLocation, out Vector
ResultCameraLocation);// 0x50f2000
void OnPhotographySessionStart();// 0x50f1fe4
void OnPhotographySessionEnd();// 0x50f1fc8
void OnPhotographyMultiPartCaptureStart();// 0x50f1fac
void OnPhotographyMultiPartCaptureEnd();// 0x50f1f90
PlayerController* GetOwningPlayerController();// 0x50f1f54
float GetFOVAngle();// 0x50f1f18
Rotator GetCameraRotation();// 0x50f1ee0
Vector GetCameraLocation();// 0x50f1ea8
CameraModifier* FindCameraModifierByClass(class CameraModifier
ModifierClass);// 0x50f1e14
void ClearCameraLensEffects();// 0x50f1df8
bool BlueprintUpdateCamera(Actor* CameraTarget, out Vector NewCameraLocation,
out Rotator NewCameraRotation, out float NewCameraFOV);// 0x37db6c4
CameraModifier* AddNewCameraModifier(class CameraModifier ModifierClass);//
0x50f1d64
EmitterCameraLensEffectBase* AddCameraLensEffect(class
EmitterCameraLensEffectBase LensEffectEmitterClass);// 0x50f1cd0
--------------------------------
Class: CameraCacheEntry
float TimeStamp;//[Offset: 0x0 , Size: 4]
MinimalViewInfo POV;//[Offset: 0x10 , Size: 1376]
--------------------------------
Class: MinimalViewInfo
Vector Location;//[Offset: 0x0 , Size: 12]
Vector LocationLocalSpace;//[Offset: 0xc , Size: 12]
Rotator Rotation;//[Offset: 0x18 , Size: 12]
float FOV;//[Offset: 0x24 , Size: 4]
float OrthoWidth;//[Offset: 0x28 , Size: 4]
float OrthoNearClipPlane;//[Offset: 0x2c , Size: 4]
float OrthoFarClipPlane;//[Offset: 0x30 , Size: 4]
float AspectRatio;//[Offset: 0x34 , Size: 4]
bool bConstrainAspectRatio;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x38 , Size: 1]
bool bUseFieldOfViewForLOD;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x38 , Size: 1]
byte ProjectionMode;//[Offset: 0x39 , Size: 1]
float PostProcessBlendWeight;//[Offset: 0x3c , Size: 4]
PostProcessSettings PostProcessSettings;//[Offset: 0x40 , Size: 1296]
Vector2D OffCenterProjectionOffset;//[Offset: 0x550 , Size: 8]
--------------------------------
Class: PostProcessSettings
bool bOverride_WhiteTemp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x0 , Size: 1]
bool bOverride_WhiteTint;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x0 , Size: 1]
bool bOverride_ColorSaturation;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x0 , Size: 1]
bool bOverride_ColorContrast;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x0 , Size: 1]
bool bOverride_ColorGamma;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x0 , Size: 1]
bool bOverride_ColorGain;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x0 , Size: 1]
bool bOverride_ColorOffset;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x0 , Size: 1]
bool bOverride_ColorSaturationShadows;//(ByteOffset: 0, ByteMask: 128,
FieldMask: 128)[Offset: 0x0 , Size: 1]
bool bOverride_ColorContrastShadows;//(ByteOffset: 0, ByteMask: 1, FieldMask:
1)[Offset: 0x1 , Size: 1]
bool bOverride_ColorGammaShadows;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x1 , Size: 1]
bool bOverride_ColorGainShadows;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x1 , Size: 1]
bool bOverride_ColorOffsetShadows;//(ByteOffset: 0, ByteMask: 8, FieldMask:
8)[Offset: 0x1 , Size: 1]
bool bOverride_ColorSaturationMidtones;//(ByteOffset: 0, ByteMask: 16,
FieldMask: 16)[Offset: 0x1 , Size: 1]
bool bOverride_ColorContrastMidtones;//(ByteOffset: 0, ByteMask: 32,
FieldMask: 32)[Offset: 0x1 , Size: 1]
bool bOverride_ColorGammaMidtones;//(ByteOffset: 0, ByteMask: 64, FieldMask:
64)[Offset: 0x1 , Size: 1]
bool bOverride_ColorGainMidtones;//(ByteOffset: 0, ByteMask: 128, FieldMask:
128)[Offset: 0x1 , Size: 1]
bool bOverride_ColorOffsetMidtones;//(ByteOffset: 0, ByteMask: 1, FieldMask:
1)[Offset: 0x2 , Size: 1]
bool bOverride_ColorSaturationHighlights;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0x2 , Size: 1]
bool bOverride_ColorContrastHighlights;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0x2 , Size: 1]
bool bOverride_ColorGammaHighlights;//(ByteOffset: 0, ByteMask: 8, FieldMask:
8)[Offset: 0x2 , Size: 1]
bool bOverride_ColorGainHighlights;//(ByteOffset: 0, ByteMask: 16, FieldMask:
16)[Offset: 0x2 , Size: 1]
bool bOverride_ColorOffsetHighlights;//(ByteOffset: 0, ByteMask: 32,
FieldMask: 32)[Offset: 0x2 , Size: 1]
bool bOverride_ColorCorrectionShadowsMax;//(ByteOffset: 0, ByteMask: 64,
FieldMask: 64)[Offset: 0x2 , Size: 1]
bool bOverride_ColorCorrectionHighlightsMin;//(ByteOffset: 0, ByteMask: 128,
FieldMask: 128)[Offset: 0x2 , Size: 1]
bool bOverride_FilmWhitePoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x3 , Size: 1]
bool bOverride_FilmSaturation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x3 , Size: 1]
bool bOverride_FilmChannelMixerRed;//(ByteOffset: 0, ByteMask: 4, FieldMask:
4)[Offset: 0x3 , Size: 1]
bool bOverride_FilmChannelMixerGreen;//(ByteOffset: 0, ByteMask: 8,
FieldMask: 8)[Offset: 0x3 , Size: 1]
bool bOverride_FilmChannelMixerBlue;//(ByteOffset: 0, ByteMask: 16,
FieldMask: 16)[Offset: 0x3 , Size: 1]
bool bOverride_FilmContrast;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x3 , Size: 1]
bool bOverride_FilmDynamicRange;//(ByteOffset: 0, ByteMask: 64, FieldMask:
64)[Offset: 0x3 , Size: 1]
bool bOverride_FilmHealAmount;//(ByteOffset: 0, ByteMask: 128, FieldMask:
128)[Offset: 0x3 , Size: 1]
bool bOverride_FilmToeAmount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x4 , Size: 1]
bool bOverride_FilmShadowTint;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x4 , Size: 1]
bool bOverride_FilmShadowTintBlend;//(ByteOffset: 0, ByteMask: 4, FieldMask:
4)[Offset: 0x4 , Size: 1]
bool bOverride_FilmShadowTintAmount;//(ByteOffset: 0, ByteMask: 8, FieldMask:
8)[Offset: 0x4 , Size: 1]
bool bOverride_FilmSlope;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x4 , Size: 1]
bool bOverride_FilmToe;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x4 , Size: 1]
bool bOverride_FilmShoulder;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x4 , Size: 1]
bool bOverride_FilmBlackClip;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x4 , Size: 1]
bool bOverride_FilmWhiteClip;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x5 , Size: 1]
bool bOverride_SceneColorTint;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x5 , Size: 1]
bool bOverride_SceneFringeIntensity;//(ByteOffset: 0, ByteMask: 4, FieldMask:
4)[Offset: 0x5 , Size: 1]
bool bOverride_AmbientCubemapTint;//(ByteOffset: 0, ByteMask: 8, FieldMask:
8)[Offset: 0x5 , Size: 1]
bool bOverride_AmbientCubemapIntensity;//(ByteOffset: 0, ByteMask: 16,
FieldMask: 16)[Offset: 0x5 , Size: 1]
bool bOverride_BloomMethod;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x5 , Size: 1]
bool bOverride_BloomIntensity;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x5 , Size: 1]
bool bOverride_BloomThreshold;//(ByteOffset: 0, ByteMask: 128, FieldMask:
128)[Offset: 0x5 , Size: 1]
bool bOverride_Bloom1Tint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x6 , Size: 1]
bool bOverride_Bloom1Size;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x6 , Size: 1]
bool bOverride_Bloom2Size;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x6 , Size: 1]
bool bOverride_Bloom2Tint;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x6 , Size: 1]
bool bOverride_Bloom3Tint;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x6 , Size: 1]
bool bOverride_Bloom3Size;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x6 , Size: 1]
bool bOverride_Bloom4Tint;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x6 , Size: 1]
bool bOverride_Bloom4Size;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x6 , Size: 1]
bool bOverride_Bloom5Tint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x7 , Size: 1]
bool bOverride_Bloom5Size;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x7 , Size: 1]
bool bOverride_Bloom6Tint;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x7 , Size: 1]
bool bOverride_Bloom6Size;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x7 , Size: 1]
bool bOverride_BloomSizeScale;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x7 , Size: 1]
bool bOverride_BloomConvolutionTexture;//(ByteOffset: 0, ByteMask: 32,
FieldMask: 32)[Offset: 0x7 , Size: 1]
bool bOverride_BloomConvolutionSize;//(ByteOffset: 0, ByteMask: 64,
FieldMask: 64)[Offset: 0x7 , Size: 1]
bool bOverride_BloomConvolutionCenterUV;//(ByteOffset: 0, ByteMask: 128,
FieldMask: 128)[Offset: 0x7 , Size: 1]
bool bOverride_BloomConvolutionPreFilter;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x8 , Size: 1]
bool bOverride_BloomConvolutionPreFilterMin;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0x8 , Size: 1]
bool bOverride_BloomConvolutionPreFilterMax;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0x8 , Size: 1]
bool bOverride_BloomConvolutionPreFilterMult;//(ByteOffset: 0, ByteMask: 8,
FieldMask: 8)[Offset: 0x8 , Size: 1]
bool bOverride_BloomConvolutionBufferScale;//(ByteOffset: 0, ByteMask: 16,
FieldMask: 16)[Offset: 0x8 , Size: 1]
bool bOverride_BloomDirtMaskIntensity;//(ByteOffset: 0, ByteMask: 32,
FieldMask: 32)[Offset: 0x8 , Size: 1]
bool bOverride_BloomDirtMaskTint;//(ByteOffset: 0, ByteMask: 64, FieldMask:
64)[Offset: 0x8 , Size: 1]
bool bOverride_BloomDirtMask;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x8 , Size: 1]
bool bOverride_AutoExposureMethod;//(ByteOffset: 0, ByteMask: 1, FieldMask:
1)[Offset: 0x9 , Size: 1]
bool bOverride_AutoExposureLowPercent;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0x9 , Size: 1]
bool bOverride_AutoExposureHighPercent;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0x9 , Size: 1]
bool bOverride_AutoExposureMinBrightness;//(ByteOffset: 0, ByteMask: 8,
FieldMask: 8)[Offset: 0x9 , Size: 1]
bool bOverride_AutoExposureMaxBrightness;//(ByteOffset: 0, ByteMask: 16,
FieldMask: 16)[Offset: 0x9 , Size: 1]
bool bOverride_AutoExposureSpeedUp;//(ByteOffset: 0, ByteMask: 32, FieldMask:
32)[Offset: 0x9 , Size: 1]
bool bOverride_AutoExposureSpeedDown;//(ByteOffset: 0, ByteMask: 64,
FieldMask: 64)[Offset: 0x9 , Size: 1]
bool bOverride_AutoExposureBias;//(ByteOffset: 0, ByteMask: 128, FieldMask:
128)[Offset: 0x9 , Size: 1]
bool bOverride_HistogramLogMin;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xa , Size: 1]
bool bOverride_HistogramLogMax;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0xa , Size: 1]
bool bOverride_LensFlareIntensity;//(ByteOffset: 0, ByteMask: 4, FieldMask:
4)[Offset: 0xa , Size: 1]
bool bOverride_LensFlareTint;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0xa , Size: 1]
bool bOverride_LensFlareTints;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0xa , Size: 1]
bool bOverride_LensFlareBokehSize;//(ByteOffset: 0, ByteMask: 32, FieldMask:
32)[Offset: 0xa , Size: 1]
bool bOverride_LensFlareBokehShape;//(ByteOffset: 0, ByteMask: 64, FieldMask:
64)[Offset: 0xa , Size: 1]
bool bOverride_LensFlareThreshold;//(ByteOffset: 0, ByteMask: 128, FieldMask:
128)[Offset: 0xa , Size: 1]
bool bOverride_VignetteIntensity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xb , Size: 1]
bool bOverride_GrainIntensity;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0xb , Size: 1]
bool bOverride_GrainJitter;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0xb , Size: 1]
bool bOverride_AmbientOcclusionIntensity;//(ByteOffset: 0, ByteMask: 8,
FieldMask: 8)[Offset: 0xb , Size: 1]
bool bOverride_AmbientOcclusionStaticFraction;//(ByteOffset: 0, ByteMask: 16,
FieldMask: 16)[Offset: 0xb , Size: 1]
bool bOverride_AmbientOcclusionRadius;//(ByteOffset: 0, ByteMask: 32,
FieldMask: 32)[Offset: 0xb , Size: 1]
bool bOverride_AmbientOcclusionFadeDistance;//(ByteOffset: 0, ByteMask: 64,
FieldMask: 64)[Offset: 0xb , Size: 1]
bool bOverride_AmbientOcclusionFadeRadius;//(ByteOffset: 0, ByteMask: 128,
FieldMask: 128)[Offset: 0xb , Size: 1]
bool bOverride_AmbientOcclusionDistance;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0xc , Size: 1]
bool bOverride_AmbientOcclusionRadiusInWS;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0xc , Size: 1]
bool bOverride_AmbientOcclusionPower;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0xc , Size: 1]
bool bOverride_AmbientOcclusionBias;//(ByteOffset: 0, ByteMask: 8, FieldMask:
8)[Offset: 0xc , Size: 1]
bool bOverride_AmbientOcclusionQuality;//(ByteOffset: 0, ByteMask: 16,
FieldMask: 16)[Offset: 0xc , Size: 1]
bool bOverride_AmbientOcclusionMipBlend;//(ByteOffset: 0, ByteMask: 32,
FieldMask: 32)[Offset: 0xc , Size: 1]
bool bOverride_AmbientOcclusionMipScale;//(ByteOffset: 0, ByteMask: 64,
FieldMask: 64)[Offset: 0xc , Size: 1]
bool bOverride_AmbientOcclusionMipThreshold;//(ByteOffset: 0, ByteMask: 128,
FieldMask: 128)[Offset: 0xc , Size: 1]
bool bOverride_LPVIntensity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xd , Size: 1]
bool bOverride_LPVDirectionalOcclusionIntensity;//(ByteOffset: 0, ByteMask:
2, FieldMask: 2)[Offset: 0xd , Size: 1]
bool bOverride_LPVDirectionalOcclusionRadius;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0xd , Size: 1]
bool bOverride_LPVDiffuseOcclusionExponent;//(ByteOffset: 0, ByteMask: 8,
FieldMask: 8)[Offset: 0xd , Size: 1]
bool bOverride_LPVSpecularOcclusionExponent;//(ByteOffset: 0, ByteMask: 16,
FieldMask: 16)[Offset: 0xd , Size: 1]
bool bOverride_LPVDiffuseOcclusionIntensity;//(ByteOffset: 0, ByteMask: 32,
FieldMask: 32)[Offset: 0xd , Size: 1]
bool bOverride_LPVSpecularOcclusionIntensity;//(ByteOffset: 0, ByteMask: 64,
FieldMask: 64)[Offset: 0xd , Size: 1]
bool bOverride_LPVSize;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0xd , Size: 1]
bool bOverride_LPVSecondaryOcclusionIntensity;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0xe , Size: 1]
bool bOverride_LPVSecondaryBounceIntensity;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0xe , Size: 1]
bool bOverride_LPVGeometryVolumeBias;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0xe , Size: 1]
bool bOverride_LPVVplInjectionBias;//(ByteOffset: 0, ByteMask: 8, FieldMask:
8)[Offset: 0xe , Size: 1]
bool bOverride_LPVEmissiveInjectionIntensity;//(ByteOffset: 0, ByteMask: 16,
FieldMask: 16)[Offset: 0xe , Size: 1]
bool bOverride_LPVFadeRange;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0xe , Size: 1]
bool bOverride_LPVDirectionalOcclusionFadeRange;//(ByteOffset: 0, ByteMask:
64, FieldMask: 64)[Offset: 0xe , Size: 1]
bool bOverride_IndirectLightingColor;//(ByteOffset: 0, ByteMask: 128,
FieldMask: 128)[Offset: 0xe , Size: 1]
bool bOverride_IndirectLightingIntensity;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0xf , Size: 1]
bool bOverride_ColorGradingIntensity;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0xf , Size: 1]
bool bOverride_ColorGradingLUT;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0xf , Size: 1]
bool bOverride_DepthOfFieldFocalDistance;//(ByteOffset: 0, ByteMask: 8,
FieldMask: 8)[Offset: 0xf , Size: 1]
bool bOverride_DepthOfFieldFstop;//(ByteOffset: 0, ByteMask: 16, FieldMask:
16)[Offset: 0xf , Size: 1]
bool bOverride_DepthOfFieldSensorWidth;//(ByteOffset: 0, ByteMask: 32,
FieldMask: 32)[Offset: 0xf , Size: 1]
bool bOverride_DepthOfFieldDepthBlurRadius;//(ByteOffset: 0, ByteMask: 64,
FieldMask: 64)[Offset: 0xf , Size: 1]
bool bOverride_DepthOfFieldDepthBlurAmount;//(ByteOffset: 0, ByteMask: 128,
FieldMask: 128)[Offset: 0xf , Size: 1]
bool bOverride_DepthOfFieldFocalRegion;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x10 , Size: 1]
bool bOverride_DepthOfFieldNearTransitionRegion;//(ByteOffset: 0, ByteMask:
2, FieldMask: 2)[Offset: 0x10 , Size: 1]
bool bOverride_DepthOfFieldFarTransitionRegion;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0x10 , Size: 1]
bool bOverride_DepthOfFieldScale;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x10 , Size: 1]
bool bOverride_DepthOfFieldMaxBokehSize;//(ByteOffset: 0, ByteMask: 16,
FieldMask: 16)[Offset: 0x10 , Size: 1]
bool bOverride_DepthOfFieldNearBlurSize;//(ByteOffset: 0, ByteMask: 32,
FieldMask: 32)[Offset: 0x10 , Size: 1]
bool bOverride_DepthOfFieldFarBlurSize;//(ByteOffset: 0, ByteMask: 64,
FieldMask: 64)[Offset: 0x10 , Size: 1]
bool bOverride_DepthOfFieldMethod;//(ByteOffset: 0, ByteMask: 128, FieldMask:
128)[Offset: 0x10 , Size: 1]
bool bOverride_MobileHQGaussian;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x11 , Size: 1]
bool bOverride_DepthOfFieldBokehShape;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0x11 , Size: 1]
bool bOverride_DepthOfFieldOcclusion;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0x11 , Size: 1]
bool bOverride_DepthOfFieldColorThreshold;//(ByteOffset: 0, ByteMask: 8,
FieldMask: 8)[Offset: 0x11 , Size: 1]
bool bOverride_DepthOfFieldSizeThreshold;//(ByteOffset: 0, ByteMask: 16,
FieldMask: 16)[Offset: 0x11 , Size: 1]
bool bOverride_DepthOfFieldSkyFocusDistance;//(ByteOffset: 0, ByteMask: 32,
FieldMask: 32)[Offset: 0x11 , Size: 1]
bool bOverride_DepthOfFieldVignetteSize;//(ByteOffset: 0, ByteMask: 64,
FieldMask: 64)[Offset: 0x11 , Size: 1]
bool bOverride_MotionBlurAmount;//(ByteOffset: 0, ByteMask: 128, FieldMask:
128)[Offset: 0x11 , Size: 1]
bool bOverride_MotionBlurMax;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x12 , Size: 1]
bool bOverride_MotionBlurPerObjectSize;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0x12 , Size: 1]
bool bOverride_ScreenPercentage;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x12 , Size: 1]
bool bOverride_ScreenSpaceReflectionIntensity;//(ByteOffset: 0, ByteMask: 8,
FieldMask: 8)[Offset: 0x12 , Size: 1]
bool bOverride_ScreenSpaceReflectionQuality;//(ByteOffset: 0, ByteMask: 16,
FieldMask: 16)[Offset: 0x12 , Size: 1]
bool bOverride_ScreenSpaceReflectionMaxRoughness;//(ByteOffset: 0, ByteMask:
32, FieldMask: 32)[Offset: 0x12 , Size: 1]
bool bOverride_ScreenSpaceReflectionRoughnessScale;//(ByteOffset: 0,
ByteMask: 64, FieldMask: 64)[Offset: 0x12 , Size: 1]
bool bOverride_FxaaConsoleEdgeSharpness;//(ByteOffset: 0, ByteMask: 128,
FieldMask: 128)[Offset: 0x12 , Size: 1]
bool bOverride_FxaaConsoleEdgeThreshold;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x13 , Size: 1]
bool bOverride_FxaaConsoleEdgeThresholdMin;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0x13 , Size: 1]
float WhiteTemp;//[Offset: 0x14 , Size: 4]
float WhiteTint;//[Offset: 0x18 , Size: 4]
Vector4 ColorSaturation;//[Offset: 0x20 , Size: 16]
Vector4 ColorContrast;//[Offset: 0x30 , Size: 16]
Vector4 ColorGamma;//[Offset: 0x40 , Size: 16]
Vector4 ColorGain;//[Offset: 0x50 , Size: 16]
Vector4 ColorOffset;//[Offset: 0x60 , Size: 16]
Vector4 ColorSaturationShadows;//[Offset: 0x70 , Size: 16]
Vector4 ColorContrastShadows;//[Offset: 0x80 , Size: 16]
Vector4 ColorGammaShadows;//[Offset: 0x90 , Size: 16]
Vector4 ColorGainShadows;//[Offset: 0xa0 , Size: 16]
Vector4 ColorOffsetShadows;//[Offset: 0xb0 , Size: 16]
float ColorCorrectionShadowsMax;//[Offset: 0xc0 , Size: 4]
Vector4 ColorSaturationMidtones;//[Offset: 0xd0 , Size: 16]
Vector4 ColorContrastMidtones;//[Offset: 0xe0 , Size: 16]
Vector4 ColorGammaMidtones;//[Offset: 0xf0 , Size: 16]
Vector4 ColorGainMidtones;//[Offset: 0x100 , Size: 16]
Vector4 ColorOffsetMidtones;//[Offset: 0x110 , Size: 16]
Vector4 ColorSaturationHighlights;//[Offset: 0x120 , Size: 16]
Vector4 ColorContrastHighlights;//[Offset: 0x130 , Size: 16]
Vector4 ColorGammaHighlights;//[Offset: 0x140 , Size: 16]
Vector4 ColorGainHighlights;//[Offset: 0x150 , Size: 16]
Vector4 ColorOffsetHighlights;//[Offset: 0x160 , Size: 16]
float ColorCorrectionHighlightsMin;//[Offset: 0x170 , Size: 4]
float FilmSlope;//[Offset: 0x174 , Size: 4]
float FilmToe;//[Offset: 0x178 , Size: 4]
float FilmShoulder;//[Offset: 0x17c , Size: 4]
float FilmBlackClip;//[Offset: 0x180 , Size: 4]
float FilmWhiteClip;//[Offset: 0x184 , Size: 4]
LinearColor FilmWhitePoint;//[Offset: 0x188 , Size: 16]
LinearColor FilmShadowTint;//[Offset: 0x198 , Size: 16]
float FilmShadowTintBlend;//[Offset: 0x1a8 , Size: 4]
float FilmShadowTintAmount;//[Offset: 0x1ac , Size: 4]
float FilmSaturation;//[Offset: 0x1b0 , Size: 4]
LinearColor FilmChannelMixerRed;//[Offset: 0x1b4 , Size: 16]
LinearColor FilmChannelMixerGreen;//[Offset: 0x1c4 , Size: 16]
LinearColor FilmChannelMixerBlue;//[Offset: 0x1d4 , Size: 16]
float FilmContrast;//[Offset: 0x1e4 , Size: 4]
float FilmToeAmount;//[Offset: 0x1e8 , Size: 4]
float FilmHealAmount;//[Offset: 0x1ec , Size: 4]
float FilmDynamicRange;//[Offset: 0x1f0 , Size: 4]
LinearColor SceneColorTint;//[Offset: 0x1f4 , Size: 16]
float SceneFringeIntensity;//[Offset: 0x204 , Size: 4]
byte BloomMethod;//[Offset: 0x208 , Size: 1]
float BloomIntensity;//[Offset: 0x20c , Size: 4]
float BloomThreshold;//[Offset: 0x210 , Size: 4]
float BloomSizeScale;//[Offset: 0x214 , Size: 4]
float Bloom1Size;//[Offset: 0x218 , Size: 4]
float Bloom2Size;//[Offset: 0x21c , Size: 4]
float Bloom3Size;//[Offset: 0x220 , Size: 4]
float Bloom4Size;//[Offset: 0x224 , Size: 4]
float Bloom5Size;//[Offset: 0x228 , Size: 4]
float Bloom6Size;//[Offset: 0x22c , Size: 4]
LinearColor Bloom1Tint;//[Offset: 0x230 , Size: 16]
LinearColor Bloom2Tint;//[Offset: 0x240 , Size: 16]
LinearColor Bloom3Tint;//[Offset: 0x250 , Size: 16]
LinearColor Bloom4Tint;//[Offset: 0x260 , Size: 16]
LinearColor Bloom5Tint;//[Offset: 0x270 , Size: 16]
LinearColor Bloom6Tint;//[Offset: 0x280 , Size: 16]
Texture2D* BloomConvolutionTexture;//[Offset: 0x290 , Size: 8]
float BloomConvolutionSize;//[Offset: 0x298 , Size: 4]
Vector2D BloomConvolutionCenterUV;//[Offset: 0x29c , Size: 8]
Vector BloomConvolutionPreFilter;//[Offset: 0x2a4 , Size: 12]
float BloomConvolutionPreFilterMin;//[Offset: 0x2b0 , Size: 4]
float BloomConvolutionPreFilterMax;//[Offset: 0x2b4 , Size: 4]
float BloomConvolutionPreFilterMult;//[Offset: 0x2b8 , Size: 4]
float BloomConvolutionBufferScale;//[Offset: 0x2bc , Size: 4]
Texture* BloomDirtMask;//[Offset: 0x2c0 , Size: 8]
float BloomDirtMaskIntensity;//[Offset: 0x2c8 , Size: 4]
LinearColor BloomDirtMaskTint;//[Offset: 0x2cc , Size: 16]
LinearColor AmbientCubemapTint;//[Offset: 0x2dc , Size: 16]
float AmbientCubemapIntensity;//[Offset: 0x2ec , Size: 4]
TextureCube* AmbientCubemap;//[Offset: 0x2f0 , Size: 8]
byte AutoExposureMethod;//[Offset: 0x2f8 , Size: 1]
float AutoExposureLowPercent;//[Offset: 0x2fc , Size: 4]
float AutoExposureHighPercent;//[Offset: 0x300 , Size: 4]
float AutoExposureMinBrightness;//[Offset: 0x304 , Size: 4]
float AutoExposureMaxBrightness;//[Offset: 0x308 , Size: 4]
float AutoExposureSpeedUp;//[Offset: 0x30c , Size: 4]
float AutoExposureSpeedDown;//[Offset: 0x310 , Size: 4]
float AutoExposureBias;//[Offset: 0x314 , Size: 4]
float HistogramLogMin;//[Offset: 0x318 , Size: 4]
float HistogramLogMax;//[Offset: 0x31c , Size: 4]
float LensFlareIntensity;//[Offset: 0x320 , Size: 4]
LinearColor LensFlareTint;//[Offset: 0x324 , Size: 16]
float LensFlareBokehSize;//[Offset: 0x334 , Size: 4]
int LensFlareCount;//[Offset: 0x338 , Size: 4]
float LensFlareThreshold;//[Offset: 0x33c , Size: 4]
Texture* LensFlareBokehShape;//[Offset: 0x340 , Size: 8]
LinearColor LensFlareTints;//[Offset: 0x348 , Size: 16]
float VignetteIntensity;//[Offset: 0x3c8 , Size: 4]
float GrainJitter;//[Offset: 0x3cc , Size: 4]
float GrainIntensity;//[Offset: 0x3d0 , Size: 4]
float AmbientOcclusionIntensity;//[Offset: 0x3d4 , Size: 4]
float AmbientOcclusionStaticFraction;//[Offset: 0x3d8 , Size: 4]
float AmbientOcclusionRadius;//[Offset: 0x3dc , Size: 4]
bool AmbientOcclusionRadiusInWS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x3e0 , Size: 1]
float AmbientOcclusionFadeDistance;//[Offset: 0x3e4 , Size: 4]
float AmbientOcclusionFadeRadius;//[Offset: 0x3e8 , Size: 4]
float AmbientOcclusionDistance;//[Offset: 0x3ec , Size: 4]
float AmbientOcclusionPower;//[Offset: 0x3f0 , Size: 4]
float AmbientOcclusionBias;//[Offset: 0x3f4 , Size: 4]
float AmbientOcclusionQuality;//[Offset: 0x3f8 , Size: 4]
float AmbientOcclusionMipBlend;//[Offset: 0x3fc , Size: 4]
float AmbientOcclusionMipScale;//[Offset: 0x400 , Size: 4]
float AmbientOcclusionMipThreshold;//[Offset: 0x404 , Size: 4]
LinearColor IndirectLightingColor;//[Offset: 0x408 , Size: 16]
float IndirectLightingIntensity;//[Offset: 0x418 , Size: 4]
float ColorGradingIntensity;//[Offset: 0x41c , Size: 4]
Texture* ColorGradingLUT;//[Offset: 0x420 , Size: 8]
byte DepthOfFieldMethod;//[Offset: 0x428 , Size: 1]
bool bMobileHQGaussian;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x429 , Size: 1]
float DepthOfFieldFstop;//[Offset: 0x42c , Size: 4]
float DepthOfFieldSensorWidth;//[Offset: 0x430 , Size: 4]
float DepthOfFieldFocalDistance;//[Offset: 0x434 , Size: 4]
float DepthOfFieldDepthBlurAmount;//[Offset: 0x438 , Size: 4]
float DepthOfFieldDepthBlurRadius;//[Offset: 0x43c , Size: 4]
float DepthOfFieldFocalRegion;//[Offset: 0x440 , Size: 4]
float DepthOfFieldNearTransitionRegion;//[Offset: 0x444 , Size: 4]
float DepthOfFieldFarTransitionRegion;//[Offset: 0x448 , Size: 4]
float DepthOfFieldScale;//[Offset: 0x44c , Size: 4]
float DepthOfFieldMaxBokehSize;//[Offset: 0x450 , Size: 4]
float DepthOfFieldNearBlurSize;//[Offset: 0x454 , Size: 4]
float DepthOfFieldFarBlurSize;//[Offset: 0x458 , Size: 4]
Texture* DepthOfFieldBokehShape;//[Offset: 0x460 , Size: 8]
float DepthOfFieldOcclusion;//[Offset: 0x468 , Size: 4]
float DepthOfFieldColorThreshold;//[Offset: 0x46c , Size: 4]
float DepthOfFieldSizeThreshold;//[Offset: 0x470 , Size: 4]
float DepthOfFieldSkyFocusDistance;//[Offset: 0x474 , Size: 4]
float DepthOfFieldVignetteSize;//[Offset: 0x478 , Size: 4]
float MotionBlurAmount;//[Offset: 0x47c , Size: 4]
float MotionBlurMax;//[Offset: 0x480 , Size: 4]
float MotionBlurPerObjectSize;//[Offset: 0x484 , Size: 4]
float LPVIntensity;//[Offset: 0x488 , Size: 4]
float LPVVplInjectionBias;//[Offset: 0x48c , Size: 4]
float LPVSize;//[Offset: 0x490 , Size: 4]
float LPVSecondaryOcclusionIntensity;//[Offset: 0x494 , Size: 4]
float LPVSecondaryBounceIntensity;//[Offset: 0x498 , Size: 4]
float LPVGeometryVolumeBias;//[Offset: 0x49c , Size: 4]
float LPVEmissiveInjectionIntensity;//[Offset: 0x4a0 , Size: 4]
float LPVDirectionalOcclusionIntensity;//[Offset: 0x4a4 , Size: 4]
float LPVDirectionalOcclusionRadius;//[Offset: 0x4a8 , Size: 4]
float LPVDiffuseOcclusionExponent;//[Offset: 0x4ac , Size: 4]
float LPVSpecularOcclusionExponent;//[Offset: 0x4b0 , Size: 4]
float LPVDiffuseOcclusionIntensity;//[Offset: 0x4b4 , Size: 4]
float LPVSpecularOcclusionIntensity;//[Offset: 0x4b8 , Size: 4]
float ScreenSpaceReflectionIntensity;//[Offset: 0x4bc , Size: 4]
float ScreenSpaceReflectionQuality;//[Offset: 0x4c0 , Size: 4]
float ScreenSpaceReflectionMaxRoughness;//[Offset: 0x4c4 , Size: 4]
float LPVFadeRange;//[Offset: 0x4c8 , Size: 4]
float LPVDirectionalOcclusionFadeRange;//[Offset: 0x4cc , Size: 4]
float ScreenPercentage;//[Offset: 0x4d0 , Size: 4]
WeightedBlendables WeightedBlendables;//[Offset: 0x4d8 , Size: 16]
float FxaaConsoleEdgeSharpness;//[Offset: 0x4e8 , Size: 4]
float FxaaConsoleEdgeThreshold;//[Offset: 0x4ec , Size: 4]
float FxaaConsoleEdgeThresholdMin;//[Offset: 0x4f0 , Size: 4]
Object*[] Blendables;//[Offset: 0x4f8 , Size: 16]
--------------------------------
Class: TextureCube.Texture.Object
--------------------------------
Class: WeightedBlendables
WeightedBlendable[] Array;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: WeightedBlendable
float Weight;//[Offset: 0x0 , Size: 4]
Object* Object;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: TViewTarget
Actor* Target;//[Offset: 0x0 , Size: 8]
MinimalViewInfo POV;//[Offset: 0x10 , Size: 1376]
PlayerState* PlayerState;//[Offset: 0x570 , Size: 8]
--------------------------------
Class: CameraModifier.Object
bool bDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x28 , Size:
1]
bool bExclusive;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x28 ,
Size: 1]
byte Priority;//[Offset: 0x29 , Size: 1]
PlayerCameraManager* CameraOwner;//[Offset: 0x30 , Size: 8]
float AlphaInTime;//[Offset: 0x38 , Size: 4]
float AlphaOutTime;//[Offset: 0x3c , Size: 4]
float Alpha;//[Offset: 0x40 , Size: 4]
bool IsDisabled();// 0x4fd96f0
Actor* GetViewTarget();// 0x4fd96b4
void EnableModifier();// 0x4fd9698
void DisableModifier(bool bImmediate);// 0x4fd960c
void BlueprintModifyPostProcess(float DeltaTime, out float
PostProcessBlendWeight, out PostProcessSettings PostProcessSettings);// 0x37db6c4
void BlueprintModifyCamera(float DeltaTime, Vector ViewLocation, Rotator
ViewRotation, float FOV, out Vector NewViewLocation, out Rotator NewViewRotation,
out float NewFOV);// 0x37db6c4
--------------------------------
Class: EmitterCameraLensEffectBase.Emitter.Actor.Object
ParticleSystem* PS_CameraEffect;//[Offset: 0x3e8 , Size: 8]
ParticleSystem* PS_CameraEffectNonExtremeContent;//[Offset: 0x3f0 , Size: 8]
PlayerCameraManager* BaseCamera;//[Offset: 0x3f8 , Size: 8]
Transform RelativeTransform;//[Offset: 0x400 , Size: 48]
float BaseFOV;//[Offset: 0x430 , Size: 4]
bool bAllowMultipleInstances;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x434 , Size: 1]
bool bResetWhenRetriggered;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x434 , Size: 1]
class EmitterCameraLensEffectBase[] EmittersToTreatAsSame;//[Offset: 0x438 ,
Size: 16]
float DistFromCamera;//[Offset: 0x448 , Size: 4]
--------------------------------
Class: Emitter.Actor.Object
ParticleSystemComponent* ParticleSystemComponent;//[Offset: 0x398 , Size: 8]
bool bDestroyOnSystemFinish;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x3a0 , Size: 1]
bool bPostUpdateTickGroup;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x3a0 , Size: 1]
bool bCurrentlyActive;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x3a0 , Size: 1]
delegate OnParticleSpawn;//[Offset: 0x3a8 , Size: 16]
delegate OnParticleBurst;//[Offset: 0x3b8 , Size: 16]
delegate OnParticleDeath;//[Offset: 0x3c8 , Size: 16]
delegate OnParticleCollide;//[Offset: 0x3d8 , Size: 16]
void ToggleActive();// 0x5001d7c
void SetVectorParameter(FName ParameterName, Vector Param);// 0x5001cc4
void SetTemplate(ParticleSystem* NewTemplate);// 0x5001c40
void SetMaterialParameter(FName ParameterName, MaterialInterface* Param);//
0x5001b8c
void SetFloatParameter(FName ParameterName, float Param);// 0x5001ad4
void SetColorParameter(FName ParameterName, LinearColor Param);// 0x5001a1c
void SetActorParameter(FName ParameterName, Actor* Param);// 0x5001968
void OnRep_bCurrentlyActive();// 0x500194c
void OnParticleSystemFinished(ParticleSystemComponent* FinishedComponent);//
0x50018c8
bool IsActive();// 0x5001890
void Deactivate();// 0x500187c
void Activate();// 0x5001868
--------------------------------
Class: ParticleSystem.Object
byte SystemUpdateMode;//[Offset: 0x28 , Size: 1]
float UpdateTime_FPS;//[Offset: 0x2c , Size: 4]
float UpdateTime_Delta;//[Offset: 0x30 , Size: 4]
float WarmupTime;//[Offset: 0x34 , Size: 4]
float WarmupTickRate;//[Offset: 0x38 , Size: 4]
ParticleEmitter*[] Emitters;//[Offset: 0x40 , Size: 16]
ParticleSystemComponent* PreviewComponent;//[Offset: 0x50 , Size: 8]
InterpCurveEdSetup* CurveEdSetup;//[Offset: 0x58 , Size: 8]
bool bOrientZAxisTowardCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x60 , Size: 1]
float LODDistanceCheckTime;//[Offset: 0x64 , Size: 4]
byte LODMethod;//[Offset: 0x68 , Size: 1]
float[] LODDistances;//[Offset: 0x70 , Size: 16]
bool bRegenerateLODDuplicate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x80 , Size: 1]
ParticleSystemLOD[] LODSettings;//[Offset: 0x88 , Size: 16]
bool bUseFixedRelativeBoundingBox;//(ByteOffset: 0, ByteMask: 1, FieldMask:
1)[Offset: 0x98 , Size: 1]
Box FixedRelativeBoundingBox;//[Offset: 0x9c , Size: 28]
float SecondsBeforeInactive;//[Offset: 0xb8 , Size: 4]
bool bShouldResetPeakCounts;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xbc , Size: 1]
bool bHasPhysics;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xbc ,
Size: 1]
bool bUseRealtimeThumbnail;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0xbc , Size: 1]
bool ThumbnailImageOutOfDate;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0xbc , Size: 1]
float Delay;//[Offset: 0xc0 , Size: 4]
float DelayLow;//[Offset: 0xc4 , Size: 4]
bool bUseDelayRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc8
, Size: 1]
bool bAutoDeactivate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xc9 , Size: 1]
uint32 MinTimeBetweenTicks;//[Offset: 0xcc , Size: 4]
enum InsignificantReaction;//[Offset: 0xd0 , Size: 1]
float InsignificanceDelay;//[Offset: 0xd4 , Size: 4]
enum MaxSignificanceLevel;//[Offset: 0xd8 , Size: 1]
Vector MacroUVPosition;//[Offset: 0xdc , Size: 12]
float MacroUVRadius;//[Offset: 0xe8 , Size: 4]
byte OcclusionBoundsMethod;//[Offset: 0xec , Size: 1]
Box CustomOcclusionBounds;//[Offset: 0xf0 , Size: 28]
LODSoloTrack[] SoloTracking;//[Offset: 0x110 , Size: 16]
NamedEmitterMaterial[] NamedMaterialSlots;//[Offset: 0x120 , Size: 16]
bool ContainsEmitterType(class Object TypeData);// 0x50e1f34
--------------------------------
Class: ParticleEmitter.Object
FName EmitterName;//[Offset: 0x28 , Size: 8]
int SubUVDataOffset;//[Offset: 0x30 , Size: 4]
byte EmitterRenderMode;//[Offset: 0x34 , Size: 1]
ParticleLODLevel*[] LODLevels;//[Offset: 0x38 , Size: 16]
bool ConvertedModules;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x48 , Size: 1]
int PeakActiveParticles;//[Offset: 0x4c , Size: 4]
int InitialAllocationCount;//[Offset: 0x50 , Size: 4]
float MediumDetailSpawnRateScale;//[Offset: 0x54 , Size: 4]
float QualityLevelSpawnRateScale;//[Offset: 0x58 , Size: 4]
byte DetailMode;//[Offset: 0x5c , Size: 1]
bool bIsSoloing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x5d ,
Size: 1]
bool bCookedOut;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x5d ,
Size: 1]
bool bDisabledLODsKeepEmitterAlive;//(ByteOffset: 0, ByteMask: 4, FieldMask:
4)[Offset: 0x5d , Size: 1]
bool bDisableWhenInsignficant;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x5d , Size: 1]
enum SignificanceLevel;//[Offset: 0x5e , Size: 1]
bool bSupportParticleDynamicInstance;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x5f , Size: 1]
--------------------------------
Class: ParticleLODLevel.Object
int Level;//[Offset: 0x28 , Size: 4]
bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c ,
Size: 1]
ParticleModuleRequired* RequiredModule;//[Offset: 0x30 , Size: 8]
ParticleModule*[] Modules;//[Offset: 0x38 , Size: 16]
ParticleModuleTypeDataBase* TypeDataModule;//[Offset: 0x48 , Size: 8]
ParticleModuleSpawn* SpawnModule;//[Offset: 0x50 , Size: 8]
ParticleModuleEventGenerator* EventGenerator;//[Offset: 0x58 , Size: 8]
ParticleModuleSpawnBase*[] SpawningModules;//[Offset: 0x60 , Size: 16]
ParticleModule*[] SpawnModules;//[Offset: 0x70 , Size: 16]
ParticleModule*[] UpdateModules;//[Offset: 0x80 , Size: 16]
ParticleModuleOrbit*[] OrbitModules;//[Offset: 0x90 , Size: 16]
ParticleModuleEventReceiverBase*[] EventReceiverModules;//[Offset: 0xa0 ,
Size: 16]
bool ConvertedModules;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0xb0 , Size: 1]
int PeakActiveParticles;//[Offset: 0xb4 , Size: 4]
--------------------------------
Class: ParticleModuleRequired.ParticleModule.Object
MaterialInterface* Material;//[Offset: 0x30 , Size: 8]
Vector EmitterOrigin;//[Offset: 0x38 , Size: 12]
Rotator EmitterRotation;//[Offset: 0x44 , Size: 12]
byte ScreenAlignment;//[Offset: 0x50 , Size: 1]
float MinFacingCameraBlendDistance;//[Offset: 0x54 , Size: 4]
float MaxFacingCameraBlendDistance;//[Offset: 0x58 , Size: 4]
bool bUseLocalSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x5c
, Size: 1]
bool bKillOnDeactivate;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x5c , Size: 1]
bool bKillOnCompleted;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x5c , Size: 1]
byte SortMode;//[Offset: 0x5d , Size: 1]
bool bUseLegacyEmitterTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x5e , Size: 1]
bool bRemoveHMDRoll;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x5e
, Size: 1]
float EmitterDuration;//[Offset: 0x60 , Size: 4]
float EmitterDurationLow;//[Offset: 0x64 , Size: 4]
bool bEmitterDurationUseRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x68 , Size: 1]
bool bDurationRecalcEachLoop;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x68 , Size: 1]
int EmitterLoops;//[Offset: 0x6c , Size: 4]
RawDistributionFloat SpawnRate;//[Offset: 0x70 , Size: 56]
byte ParticleBurstMethod;//[Offset: 0xa8 , Size: 1]
ParticleBurst[] BurstList;//[Offset: 0xb0 , Size: 16]
float EmitterDelay;//[Offset: 0xc0 , Size: 4]
float EmitterDelayLow;//[Offset: 0xc4 , Size: 4]
bool bEmitterDelayUseRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xc8 , Size: 1]
bool bDelayFirstLoopOnly;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0xc8 , Size: 1]
byte InterpolationMethod;//[Offset: 0xc9 , Size: 1]
int SubImages_Horizontal;//[Offset: 0xcc , Size: 4]
int SubImages_Vertical;//[Offset: 0xd0 , Size: 4]
bool bScaleUV;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xd4 ,
Size: 1]
float RandomImageTime;//[Offset: 0xd8 , Size: 4]
int RandomImageChanges;//[Offset: 0xdc , Size: 4]
bool bOverrideSystemMacroUV;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xe0 , Size: 1]
Vector MacroUVPosition;//[Offset: 0xe4 , Size: 12]
float MacroUVRadius;//[Offset: 0xf0 , Size: 4]
bool bUseMaxDrawCount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0xf4 , Size: 1]
int MaxDrawCount;//[Offset: 0xf8 , Size: 4]
enum UVFlippingMode;//[Offset: 0xfc , Size: 1]
Texture2D* CutoutTexture;//[Offset: 0x100 , Size: 8]
byte BoundingMode;//[Offset: 0x108 , Size: 1]
byte OpacitySourceMode;//[Offset: 0x109 , Size: 1]
float AlphaThreshold;//[Offset: 0x10c , Size: 4]
int CutoutSubImagesX;//[Offset: 0x110 , Size: 4]
int CutoutSubImagesY;//[Offset: 0x114 , Size: 4]
byte EmitterNormalsMode;//[Offset: 0x118 , Size: 1]
Vector NormalsSphereCenter;//[Offset: 0x11c , Size: 12]
Vector NormalsCylinderDirection;//[Offset: 0x128 , Size: 12]
bool bOrbitModuleAffectsVelocityAlignment;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x134 , Size: 1]
FName[] NamedMaterialOverrides;//[Offset: 0x138 , Size: 16]
Vector2D[] UBOBoundingGeometry;//[Offset: 0x148 , Size: 16]
--------------------------------
Class: ParticleModule.Object
bool bSpawnModule;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x28 ,
Size: 1]
bool bUpdateModule;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x28 , Size: 1]
bool bFinalUpdateModule;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x28 , Size: 1]
bool bUpdateForGPUEmitter;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x28 , Size: 1]
bool bCurvesAsColor;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x28 , Size: 1]
bool b3DDrawMode;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x28 , Size: 1]
bool bSupported3DDrawMode;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x28 , Size: 1]
bool bEnabled;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x28 ,
Size: 1]
bool bEditable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x29 ,
Size: 1]
bool LODDuplicate;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x29 ,
Size: 1]
bool bSupportsRandomSeed;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x29 , Size: 1]
bool bRequiresLoopingNotification;//(ByteOffset: 0, ByteMask: 8, FieldMask:
8)[Offset: 0x29 , Size: 1]
byte LODValidity;//[Offset: 0x2a , Size: 1]
--------------------------------
Class: RawDistributionFloat.RawDistribution
float MinValue;//[Offset: 0x28 , Size: 4]
float MaxValue;//[Offset: 0x2c , Size: 4]
DistributionFloat* Distribution;//[Offset: 0x30 , Size: 8]
--------------------------------
Class: RawDistribution
DistributionLookupTable Table;//[Offset: 0x0 , Size: 40]
--------------------------------
Class: DistributionLookupTable
byte Op;//[Offset: 0x0 , Size: 1]
byte EntryCount;//[Offset: 0x1 , Size: 1]
byte EntryStride;//[Offset: 0x2 , Size: 1]
byte SubEntryStride;//[Offset: 0x3 , Size: 1]
float TimeScale;//[Offset: 0x4 , Size: 4]
float TimeBias;//[Offset: 0x8 , Size: 4]
float[] Values;//[Offset: 0x10 , Size: 16]
byte LockFlag;//[Offset: 0x20 , Size: 1]
--------------------------------
Class: DistributionFloat.Distribution.Object
bool bCanBeBaked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30 ,
Size: 1]
bool bBakedDataSuccesfully;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x30 , Size: 1]
--------------------------------
Class: Distribution.Object
--------------------------------
Class: ParticleBurst
int Count;//[Offset: 0x0 , Size: 4]
int CountLow;//[Offset: 0x4 , Size: 4]
float Time;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: ParticleModuleTypeDataBase.ParticleModule.Object
--------------------------------
Class: ParticleModuleSpawn.ParticleModuleSpawnBase.ParticleModule.Object
RawDistributionFloat Rate;//[Offset: 0x30 , Size: 56]
RawDistributionFloat RateScale;//[Offset: 0x68 , Size: 56]
byte ParticleBurstMethod;//[Offset: 0xa0 , Size: 1]
ParticleBurst[] BurstList;//[Offset: 0xa8 , Size: 16]
RawDistributionFloat BurstScale;//[Offset: 0xb8 , Size: 56]
bool bApplyGlobalSpawnRateScale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xf0 , Size: 1]
--------------------------------
Class: ParticleModuleSpawnBase.ParticleModule.Object
bool bProcessSpawnRate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x2b , Size: 1]
bool bProcessBurstList;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x2b , Size: 1]
--------------------------------
Class: ParticleModuleEventGenerator.ParticleModuleEventBase.ParticleModule.Object
ParticleEvent_GenerateInfo[] Events;//[Offset: 0x30 , Size: 16]
--------------------------------
Class: ParticleModuleEventBase.ParticleModule.Object
--------------------------------
Class: ParticleEvent_GenerateInfo
byte Type;//[Offset: 0x0 , Size: 1]
int Frequency;//[Offset: 0x4 , Size: 4]
int ParticleFrequency;//[Offset: 0x8 , Size: 4]
bool FirstTimeOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc ,
Size: 1]
bool LastTimeOnly;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xc ,
Size: 1]
bool UseReflectedImpactVector;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0xc , Size: 1]
bool bUseOrbitOffset;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xc
, Size: 1]
FName CustomName;//[Offset: 0x10 , Size: 8]
ParticleModuleEventSendToGame*[] ParticleModuleEventsToSendToGame;//[Offset:
0x18 , Size: 16]
--------------------------------
Class: ParticleModuleEventSendToGame.Object
--------------------------------
Class: ParticleModuleOrbit.ParticleModuleOrbitBase.ParticleModule.Object
byte ChainMode;//[Offset: 0x2c , Size: 1]
RawDistributionVector OffsetAmount;//[Offset: 0x30 , Size: 80]
OrbitOptions OffsetOptions;//[Offset: 0x80 , Size: 4]
RawDistributionVector RotationAmount;//[Offset: 0x88 , Size: 80]
OrbitOptions RotationOptions;//[Offset: 0xd8 , Size: 4]
RawDistributionVector RotationRateAmount;//[Offset: 0xe0 , Size: 80]
OrbitOptions RotationRateOptions;//[Offset: 0x130 , Size: 4]
--------------------------------
Class: ParticleModuleOrbitBase.ParticleModule.Object
bool bUseEmitterTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x2b , Size: 1]
--------------------------------
Class: RawDistributionVector.RawDistribution
float MinValue;//[Offset: 0x28 , Size: 4]
float MaxValue;//[Offset: 0x2c , Size: 4]
Vector MinValueVec;//[Offset: 0x30 , Size: 12]
Vector MaxValueVec;//[Offset: 0x3c , Size: 12]
DistributionVector* Distribution;//[Offset: 0x48 , Size: 8]
--------------------------------
Class: DistributionVector.Distribution.Object
bool bCanBeBaked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30 ,
Size: 1]
bool bIsDirty;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x30 ,
Size: 1]
bool bBakedDataSuccesfully;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x30 , Size: 1]
--------------------------------
Class: OrbitOptions
bool bProcessDuringSpawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x0 , Size: 1]
bool bProcessDuringUpdate;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x0 , Size: 1]
bool bUseEmitterTime;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0
, Size: 1]
--------------------------------
Class:
ParticleModuleEventReceiverBase.ParticleModuleEventBase.ParticleModule.Object
byte EventGeneratorType;//[Offset: 0x2b , Size: 1]
FName EventName;//[Offset: 0x30 , Size: 8]
--------------------------------
Class:
ParticleSystemComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
ParticleSystem* Template;//[Offset: 0x670 , Size: 8]
MaterialInterface*[] EmitterMaterials;//[Offset: 0x678 , Size: 16]
SkeletalMeshComponent*[] SkelMeshComponents;//[Offset: 0x688 , Size: 16]
bool bResetOnDetach;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset:
0x698 , Size: 1]
bool bUpdateOnDedicatedServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x699 , Size: 1]
bool bAllowRecycling;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x699 , Size: 1]
bool bAutoManageAttachment;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x699 , Size: 1]
bool bWarmingUp;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset:
0x699 , Size: 1]
bool bOverrideLODMethod;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x69a , Size: 1]
bool bSkipUpdateDynamicDataDuringTick;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0x69a , Size: 1]
byte LODMethod;//[Offset: 0x69c , Size: 1]
enum RequiredSignificance;//[Offset: 0x69d , Size: 1]
ParticleSysParam[] InstanceParameters;//[Offset: 0x6a0 , Size: 16]
delegate OnParticleSpawn;//[Offset: 0x6b0 , Size: 16]
delegate OnParticleBurst;//[Offset: 0x6c0 , Size: 16]
delegate OnParticleDeath;//[Offset: 0x6d0 , Size: 16]
delegate OnParticleCollide;//[Offset: 0x6e0 , Size: 16]
Vector OldPosition;//[Offset: 0x6f0 , Size: 12]
Vector PartSysVelocity;//[Offset: 0x6fc , Size: 12]
float WarmupTime;//[Offset: 0x708 , Size: 4]
float WarmupTickRate;//[Offset: 0x70c , Size: 4]
float SecondsBeforeInactive;//[Offset: 0x714 , Size: 4]
float MaxTimeBeforeForceUpdateTransform;//[Offset: 0x71c , Size: 4]
ParticleSystemReplay*[] ReplayClips;//[Offset: 0x740 , Size: 16]
float CustomTimeDilation;//[Offset: 0x758 , Size: 4]
SceneComponent* AutoAttachParent;//[Offset: 0x7b0 , Size: 8]
FName AutoAttachSocketName;//[Offset: 0x7b8 , Size: 8]
enum AutoAttachLocationRule;//[Offset: 0x7c0 , Size: 1]
enum AutoAttachRotationRule;//[Offset: 0x7c1 , Size: 1]
enum AutoAttachScaleRule;//[Offset: 0x7c2 , Size: 1]
delegate OnSystemFinished;//[Offset: 0x7f0 , Size: 16]
void SetVectorParameter(FName ParameterName, Vector Param);// 0x50e41a8
void SetTrailSourceData(FName InFirstSocketName, FName InSecondSocketName,
byte InWidthMode, float InWidth);// 0x50e407c
void SetTemplate(ParticleSystem* NewTemplate);// 0x50e4000
void SetSocketName(FName InSocketName);// 0x50e3f84
void SetMaterialParameter(FName ParameterName, MaterialInterface* Param);//
0x50e3ed0
void SetLODLevel(int InLODLevel);// 0x50e3e4c
void SetFloatParameter(FName ParameterName, float Param);// 0x50e3d94
void SetEmitterEnable(FName EmitterName, bool bNewEnableState);// 0x50e3ccc
void SetColorParameter(FName ParameterName, LinearColor Param);// 0x50e3c14
void SetBeamTargetTangent(int EmitterIndex, Vector NewTangentPoint, int
TargetIndex);// 0x50e3b18
void SetBeamTargetStrength(int EmitterIndex, float NewTargetStrength, int
TargetIndex);// 0x50e3a1c
void SetBeamTargetPoint(int EmitterIndex, Vector NewTargetPoint, int
TargetIndex);// 0x50e3920
void SetBeamSourceTangent(int EmitterIndex, Vector NewTangentPoint, int
SourceIndex);// 0x50e3824
void SetBeamSourceStrength(int EmitterIndex, float NewSourceStrength, int
SourceIndex);// 0x50e3728
void SetBeamSourcePoint(int EmitterIndex, Vector NewSourcePoint, int
SourceIndex);// 0x50e362c
void SetBeamEndPoint(int EmitterIndex, Vector NewEndPoint);// 0x50e356c
void SetAutoAttachParams(SceneComponent* Parent, FName SocketName, byte
LocationType);// 0x50e345c
void SetAutoAttachmentParameters(SceneComponent* Parent, FName SocketName,
enum LocationRule, enum RotationRule, enum ScaleRule);// 0x50e32d4
void SetActorParameter(FName ParameterName, Actor* Param);// 0x50e3220
int GetNumActiveParticles();// 0x50e31ec
MaterialInterface* GetNamedMaterial(FName InName);// 0x50e3158
int GetLODLevel();// 0x50e311c
bool GetBeamTargetTangent(int EmitterIndex, int TargetIndex, out Vector
OutTangentPoint);// 0x50e3004
bool GetBeamTargetStrength(int EmitterIndex, int TargetIndex, out float
OutTargetStrength);// 0x50e2ee8
bool GetBeamTargetPoint(int EmitterIndex, int TargetIndex, out Vector
OutTargetPoint);// 0x50e2dd0
bool GetBeamSourceTangent(int EmitterIndex, int SourceIndex, out Vector
OutTangentPoint);// 0x50e2cb8
bool GetBeamSourceStrength(int EmitterIndex, int SourceIndex, out float
OutSourceStrength);// 0x50e2b9c
bool GetBeamSourcePoint(int EmitterIndex, int SourceIndex, out Vector
OutSourcePoint);// 0x50e2a84
bool GetBeamEndPoint(int EmitterIndex, out Vector OutEndPoint);// 0x50e29a4
void GenerateParticleEvent(const FName InEventName, const float
InEmitterTime, const Vector InLocation, const Vector InDirection, const Vector
InVelocity);// 0x50e2834
void EndTrails();// 0x50e2820
MaterialInstanceDynamic* CreateNamedDynamicMaterialInstance(FName InName,
MaterialInterface* SourceMaterial);// 0x50e2754
void BeginTrails(FName InFirstSocketName, FName InSecondSocketName, byte
InWidthMode, float InWidth);// 0x50e2628
--------------------------------
Class: ParticleSysParam
FName Name;//[Offset: 0x0 , Size: 8]
byte ParamType;//[Offset: 0x8 , Size: 1]
float Scalar;//[Offset: 0xc , Size: 4]
float Scalar_Low;//[Offset: 0x10 , Size: 4]
Vector Vector;//[Offset: 0x14 , Size: 12]
Vector Vector_Low;//[Offset: 0x20 , Size: 12]
Color Color;//[Offset: 0x2c , Size: 4]
Actor* Actor;//[Offset: 0x30 , Size: 8]
MaterialInterface* Material;//[Offset: 0x38 , Size: 8]
--------------------------------
Class: ParticleSystemReplay.Object
int ClipIDNumber;//[Offset: 0x28 , Size: 4]
--------------------------------
Class: InterpCurveEdSetup.Object
CurveEdTab[] Tabs;//[Offset: 0x28 , Size: 16]
int ActiveTab;//[Offset: 0x38 , Size: 4]
--------------------------------
Class: CurveEdTab
FString TabName;//[Offset: 0x0 , Size: 16]
CurveEdEntry[] Curves;//[Offset: 0x10 , Size: 16]
float ViewStartInput;//[Offset: 0x20 , Size: 4]
float ViewEndInput;//[Offset: 0x24 , Size: 4]
float ViewStartOutput;//[Offset: 0x28 , Size: 4]
float ViewEndOutput;//[Offset: 0x2c , Size: 4]
--------------------------------
Class: CurveEdEntry
Object* CurveObject;//[Offset: 0x0 , Size: 8]
Color CurveColor;//[Offset: 0x8 , Size: 4]
FString CurveName;//[Offset: 0x10 , Size: 16]
int bHideCurve;//[Offset: 0x20 , Size: 4]
int bColorCurve;//[Offset: 0x24 , Size: 4]
int bFloatingPointColorCurve;//[Offset: 0x28 , Size: 4]
int bClamp;//[Offset: 0x2c , Size: 4]
float ClampLow;//[Offset: 0x30 , Size: 4]
float ClampHigh;//[Offset: 0x34 , Size: 4]
--------------------------------
Class: ParticleSystemLOD
--------------------------------
Class: LODSoloTrack
byte[] SoloEnableSetting;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: NamedEmitterMaterial
FName Name;//[Offset: 0x0 , Size: 8]
MaterialInterface* Material;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: CameraModifier_CameraShake.CameraModifier.Object
CameraShake*[] ActiveShakes;//[Offset: 0x48 , Size: 16]
float SplitScreenShakeScale;//[Offset: 0x58 , Size: 4]
--------------------------------
Class: CameraShake.Object
bool bSingleInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x28 , Size: 1]
float OscillationDuration;//[Offset: 0x2c , Size: 4]
float OscillationBlendInTime;//[Offset: 0x30 , Size: 4]
float OscillationBlendOutTime;//[Offset: 0x34 , Size: 4]
ROscillator RotOscillation;//[Offset: 0x38 , Size: 36]
VOscillator LocOscillation;//[Offset: 0x5c , Size: 36]
FOscillator FOVOscillation;//[Offset: 0x80 , Size: 12]
float AnimPlayRate;//[Offset: 0x8c , Size: 4]
float AnimScale;//[Offset: 0x90 , Size: 4]
float AnimBlendInTime;//[Offset: 0x94 , Size: 4]
float AnimBlendOutTime;//[Offset: 0x98 , Size: 4]
float RandomAnimSegmentDuration;//[Offset: 0x9c , Size: 4]
CameraAnim* Anim;//[Offset: 0xa0 , Size: 8]
bool bRandomAnimSegment;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0xa8 , Size: 1]
PlayerCameraManager* CameraOwner;//[Offset: 0xb8 , Size: 8]
float ShakeScale;//[Offset: 0x148 , Size: 4]
float OscillatorTimeRemaining;//[Offset: 0x14c , Size: 4]
CameraAnimInst* AnimInst;//[Offset: 0x150 , Size: 8]
void ReceiveStopShake(bool bImmediately);// 0x37db6c4
void ReceivePlayShake(float Scale);// 0x37db6c4
bool ReceiveIsFinished();// 0x4fda8ac
void BlueprintUpdateCameraShake(float DeltaTime, float Alpha, out const
MinimalViewInfo POV, out MinimalViewInfo ModifiedPOV);// 0x37db6c4
--------------------------------
Class: ROscillator
FOscillator Pitch;//[Offset: 0x0 , Size: 12]
FOscillator Yaw;//[Offset: 0xc , Size: 12]
FOscillator Roll;//[Offset: 0x18 , Size: 12]
--------------------------------
Class: FOscillator
float Amplitude;//[Offset: 0x0 , Size: 4]
float Frequency;//[Offset: 0x4 , Size: 4]
byte InitialOffset;//[Offset: 0x8 , Size: 1]
--------------------------------
Class: VOscillator
FOscillator X;//[Offset: 0x0 , Size: 12]
FOscillator Y;//[Offset: 0xc , Size: 12]
FOscillator Z;//[Offset: 0x18 , Size: 12]
--------------------------------
Class: CameraAnim.Object
InterpGroup* CameraInterpGroup;//[Offset: 0x28 , Size: 8]
float AnimLength;//[Offset: 0x30 , Size: 4]
Box BoundingBox;//[Offset: 0x34 , Size: 28]
bool bRelativeToInitialTransform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x50 , Size: 1]
bool bRelativeToInitialFOV;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x50 , Size: 1]
float BaseFOV;//[Offset: 0x54 , Size: 4]
PostProcessSettings BasePostProcessSettings;//[Offset: 0x60 , Size: 1296]
float BasePostProcessBlendWeight;//[Offset: 0x570 , Size: 4]
--------------------------------
Class: InterpGroup.Object
InterpTrack*[] InterpTracks;//[Offset: 0x30 , Size: 16]
FName GroupName;//[Offset: 0x40 , Size: 8]
Color GroupColor;//[Offset: 0x48 , Size: 4]
bool bCollapsed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4c ,
Size: 1]
bool bVisible;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x4c ,
Size: 1]
bool bIsFolder;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x4c ,
Size: 1]
bool bIsParented;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x4c ,
Size: 1]
bool bIsSelected;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x4c , Size: 1]
--------------------------------
Class: InterpTrack.Object
InterpTrack*[] SubTracks;//[Offset: 0x38 , Size: 16]
class InterpTrackInst* TrackInstClass;//[Offset: 0x48 , Size: 8]
byte ActiveCondition;//[Offset: 0x50 , Size: 1]
FString TrackTitle;//[Offset: 0x58 , Size: 16]
bool bOnePerGroup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x68 ,
Size: 1]
bool bDirGroupOnly;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x68 , Size: 1]
bool bDisableTrack;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x68 , Size: 1]
bool bIsSelected;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x68 ,
Size: 1]
bool bIsAnimControlTrack;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x68 , Size: 1]
bool bSubTrackOnly;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x68 , Size: 1]
bool bVisible;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x68 ,
Size: 1]
bool bIsRecording;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset:
0x68 , Size: 1]
--------------------------------
Class: CameraAnimInst.Object
CameraAnim* CamAnim;//[Offset: 0x28 , Size: 8]
InterpGroupInst* InterpGroupInst;//[Offset: 0x30 , Size: 8]
float PlayRate;//[Offset: 0x50 , Size: 4]
InterpTrackMove* MoveTrack;//[Offset: 0x68 , Size: 8]
InterpTrackInstMove* MoveInst;//[Offset: 0x70 , Size: 8]
byte PlaySpace;//[Offset: 0x78 , Size: 1]
void Stop(bool bImmediate);// 0x4fd7d38
void SetScale(float NewDuration);// 0x4fd7cbc
void SetDuration(float NewDuration);// 0x4fd7c40
void SetCurrentTime(float NewTime);// 0x4fd7bc4
--------------------------------
Class: InterpGroupInst.Object
InterpGroup* Group;//[Offset: 0x28 , Size: 8]
Actor* GroupActor;//[Offset: 0x30 , Size: 8]
InterpTrackInst*[] TrackInst;//[Offset: 0x38 , Size: 16]
--------------------------------
Class: InterpTrackMove.InterpTrack.Object
InterpCurveVector PosTrack;//[Offset: 0x70 , Size: 24]
InterpCurveVector EulerTrack;//[Offset: 0x88 , Size: 24]
InterpLookupTrack LookupTrack;//[Offset: 0xa0 , Size: 16]
FName LookAtGroupName;//[Offset: 0xb0 , Size: 8]
float LinCurveTension;//[Offset: 0xb8 , Size: 4]
float AngCurveTension;//[Offset: 0xbc , Size: 4]
bool bUseQuatInterpolation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xc0 , Size: 1]
bool bShowArrowAtKeys;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0xc0 , Size: 1]
bool bDisableMovement;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0xc0 , Size: 1]
bool bShowTranslationOnCurveEd;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0xc0 , Size: 1]
bool bShowRotationOnCurveEd;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0xc0 , Size: 1]
bool bHide3DTrack;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xc0
, Size: 1]
byte RotMode;//[Offset: 0xc1 , Size: 1]
--------------------------------
Class: InterpCurveVector
InterpCurvePointVector[] Points;//[Offset: 0x0 , Size: 16]
bool bIsLooped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 ,
Size: 1]
float LoopKeyOffset;//[Offset: 0x14 , Size: 4]
--------------------------------
Class: InterpCurvePointVector
float InVal;//[Offset: 0x0 , Size: 4]
Vector OutVal;//[Offset: 0x4 , Size: 12]
Vector ArriveTangent;//[Offset: 0x10 , Size: 12]
Vector LeaveTangent;//[Offset: 0x1c , Size: 12]
byte InterpMode;//[Offset: 0x28 , Size: 1]
--------------------------------
Class: InterpLookupTrack
InterpLookupPoint[] Points;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: InterpLookupPoint
FName GroupName;//[Offset: 0x0 , Size: 8]
float Time;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: InterpTrackInstMove.InterpTrackInst.Object
Vector ResetLocation;//[Offset: 0x28 , Size: 12]
Rotator ResetRotation;//[Offset: 0x34 , Size: 12]
--------------------------------
Class: CameraActor.Actor.Object
byte AutoActivateForPlayer;//[Offset: 0x398 , Size: 1]
CameraComponent* CameraComponent;//[Offset: 0x3a0 , Size: 8]
SceneComponent* SceneComponent;//[Offset: 0x3a8 , Size: 8]
bool bConstrainAspectRatio;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x3b8 , Size: 1]
float AspectRatio;//[Offset: 0x3bc , Size: 4]
float FOVAngle;//[Offset: 0x3c0 , Size: 4]
float PostProcessBlendWeight;//[Offset: 0x3c4 , Size: 4]
PostProcessSettings PostProcessSettings;//[Offset: 0x3d0 , Size: 1296]
int GetAutoActivatePlayerIndex();// 0x4fd7540
--------------------------------
Class: CameraComponent.SceneComponent.ActorComponent.Object
float FieldOfView;//[Offset: 0x2cc , Size: 4]
float OrthoWidth;//[Offset: 0x2d0 , Size: 4]
float OrthoNearClipPlane;//[Offset: 0x2d4 , Size: 4]
float OrthoFarClipPlane;//[Offset: 0x2d8 , Size: 4]
float AspectRatio;//[Offset: 0x2dc , Size: 4]
bool bConstrainAspectRatio;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x2e0 , Size: 1]
bool bUseFieldOfViewForLOD;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x2e0 , Size: 1]
bool bLocktoHmd;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2e0 ,
Size: 1]
bool bUsePawnControlRotation;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x2e0 , Size: 1]
byte ProjectionMode;//[Offset: 0x2e1 , Size: 1]
float PostProcessBlendWeight;//[Offset: 0x2e4 , Size: 4]
PostProcessSettings PostProcessSettings;//[Offset: 0x2f0 , Size: 1296]
bool bUseControllerViewRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x858 , Size: 1]
void SetUseFieldOfViewForLOD(bool bInUseFieldOfViewForLOD);// 0x4fd8b30
void SetProjectionMode(byte InProjectionMode);// 0x4fd8ab8
void SetPostProcessBlendWeight(float InPostProcessBlendWeight);// 0x4fd8a40
void SetOrthoWidth(float InOrthoWidth);// 0x4fd89c8
void SetOrthoNearClipPlane(float InOrthoNearClipPlane);// 0x4fd8950
void SetOrthoFarClipPlane(float InOrthoFarClipPlane);// 0x4fd88d8
void SetFieldOfView(float InFieldOfView);// 0x4fd8854
void SetConstraintAspectRatio(bool bInConstrainAspectRatio);// 0x4fd87c8
void SetAspectRatio(float InAspectRatio);// 0x4fd8750
void SetActive(bool bNewActive, bool bReset);// 0x4fd8678
void RemoveBlendable(interface classNone InBlendableObject);// 0x4fd857c
void GetCameraView(float DeltaTime, out MinimalViewInfo DesiredView);//
0x4fd83dc
void ApplyDrawDistanceOffset(float InFieldOfView);// 0x4fd8360
void AddOrUpdateBlendable(interface classNone InBlendableObject, float
InWeight);// 0x4fd8220
--------------------------------
Class: CheatManager.Object
DebugCameraController* DebugCameraControllerRef;//[Offset: 0x28 , Size: 8]
class DebugCameraController* DebugCameraControllerClass;//[Offset: 0x30 ,
Size: 8]
void Walk();// 0x4fe91c4
void ViewSelf();// 0x4fe91a8
void ViewPlayer(FString S);// 0x4fe90f8
void ViewClass(class Actor DesiredClass);// 0x4fe9074
void ViewActor(FName actorName);// 0x4fe8ff0
void TriggerCrash();// 0x4fe8fdc
void ToggleDebugCamera();// 0x4fe8fc0
void ToggleAILogging();// 0x4fe8fa4
void TestCollisionDistance();// 0x4fe8f88
void Teleport();// 0x4fe8f6c
void Summon(FString ClassName);// 0x4fe8ebc
void StreamLevelOut(FName PackageName);// 0x4fe8e38
void StreamLevelIn(FName PackageName);// 0x4fe8db4
void Slomo(float NewTimeDilation);// 0x4fe8d30
void SetWorldOrigin();// 0x4fe8d1c
void SetNavDrawDistance(float DrawDistance);// 0x4fe8ca0
void SetMouseSensitivityToDefault();// 0x4fe8c8c
void ServerToggleAILogging();// 0x4fe8c2c
void ReceiveInitCheatManager();// 0x37db6c4
void ReceiveEndPlay();// 0x37db6c4
void RebuildNavigation();// 0x4fe8c10
void PlayersOnly();// 0x4fe8bf4
void OnlyLoadLevel(FName PackageName);// 0x4fe8b70
void LogLoc();// 0x4fe8b54
void InvertMouse();// 0x4fe8b40
void God();// 0x4fe8b24
void Ghost();// 0x4fe8b08
void FreezeFrame(float Delay);// 0x4fe8a84
void Fly();// 0x4fe8a68
void FlushLog();// 0x4fe8a4c
void EnableDebugCamera();// 0x4fe8a30
void DumpVoiceMutingState();// 0x4fe8a14
void DumpPartyState();// 0x4fe89f8
void DumpOnlineSessionState();// 0x4fe89dc
void DumpChatState();// 0x4fe89c0
void DisableDebugCamera();// 0x4fe89a4
void DestroyTarget();// 0x4fe8988
void DestroyPawns(class Pawn aClass);// 0x4fe8904
void DestroyAllPawnsExceptTarget();// 0x4fe88e8
void DestroyAll(class Actor aClass);// 0x4fe8864
void DebugCapsuleSweepSize(float HalfHeight, float Radius);// 0x4fe87a8
void DebugCapsuleSweepPawn();// 0x4fe878c
void DebugCapsuleSweepComplex(bool bTraceComplex);// 0x4fe8700
void DebugCapsuleSweepClear();// 0x4fe86e4
void DebugCapsuleSweepChannel(byte Channel);// 0x4fe8660
void DebugCapsuleSweepCapture();// 0x4fe8644
void DebugCapsuleSweep();// 0x4fe8628
void DamageTarget(float DamageAmount);// 0x4fe85a4
void CheatScript(FString ScriptName);// 0x4fe8470
void ChangeSize(float F);// 0x4fe83ec
void BugItStringCreator(Vector ViewLocation, Rotator ViewRotation, out
FString GoString, out FString LocString);// 0x4fe8230
void BugItGo(float X, float Y, float Z, float Pitch, float Yaw, float
Roll);// 0x4fe8088
void BugIt(FString ScreenShotDescription);// 0x4fe7fd8
--------------------------------
Class: DebugCameraController.PlayerController.Controller.Actor.Object
bool bShowSelectedInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x6fd , Size: 1]
bool bIsFrozenRendering;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x6fd , Size: 1]
DrawFrustumComponent* DrawFrustum;//[Offset: 0x700 , Size: 8]
float SpeedScale;//[Offset: 0x728 , Size: 4]
float InitialMaxSpeed;//[Offset: 0x72c , Size: 4]
float InitialAccel;//[Offset: 0x730 , Size: 4]
float InitialDecel;//[Offset: 0x734 , Size: 4]
void ToggleDisplay();// 0x4ff3f44
void ShowDebugSelectedInfo();// 0x4ff3f28
void SetPawnMovementSpeedScale(float NewSpeedScale);// 0x4ff3eac
void ReceiveOnDeactivate(PlayerController* RestoredPC);// 0x37db6c4
void ReceiveOnActorSelected(Actor* NewSelectedActor, out const Vector
SelectHitLocation, out const Vector SelectHitNormal, out const HitResult Hit);//
0x37db6c4
void ReceiveOnActivate(PlayerController* OriginalPC);// 0x37db6c4
Actor* GetSelectedActor();// 0x4ff3e78
--------------------------------
Class: DrawFrustumComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
Color FrustumColor;//[Offset: 0x670 , Size: 4]
float FrustumAngle;//[Offset: 0x674 , Size: 4]
float FrustumAspectRatio;//[Offset: 0x678 , Size: 4]
float FrustumStartDist;//[Offset: 0x67c , Size: 4]
float FrustumEndDist;//[Offset: 0x680 , Size: 4]
Texture* Texture;//[Offset: 0x688 , Size: 8]
--------------------------------
Class: PlayerInput.Object
bool bEnableKeyInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x191 , Size: 1]
KeyBind[] DebugExecBindings;//[Offset: 0x198 , Size: 16]
FName[] InvertedAxis;//[Offset: 0x1d8 , Size: 16]
void SetMouseSensitivity(const float Sensitivity);// 0x5100744
void SetBind(FName BindName, FString Command);// 0x510065c
void InvertAxisKey(const Key AxisKey);// 0x5100414
void InvertAxis(const FName AxisName);// 0x5100398
void ClearSmoothing();// 0x5100384
--------------------------------
Class: KeyBind
Key Key;//[Offset: 0x0 , Size: 24]
FString Command;//[Offset: 0x18 , Size: 16]
bool Control;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x28 ,
Size: 1]
bool Shift;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x28 , Size:
1]
bool Alt;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x28 , Size: 1]
bool Cmd;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x28 , Size: 1]
bool bIgnoreCtrl;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x28 , Size: 1]
bool bIgnoreShift;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x28
, Size: 1]
bool bIgnoreAlt;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x28 ,
Size: 1]
bool bIgnoreCmd;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x28
, Size: 1]
bool bDisabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x29 ,
Size: 1]
--------------------------------
Class: Key
FName KeyName;//[Offset: 0x0 , Size: 8]
--------------------------------
Class: ActiveForceFeedbackEffect
ForceFeedbackEffect* ForceFeedbackEffect;//[Offset: 0x0 , Size: 8]
--------------------------------
Class: ForceFeedbackEffect.Object
ForceFeedbackChannelDetails[] ChannelDetails;//[Offset: 0x28 , Size: 16]
float Duration;//[Offset: 0x38 , Size: 4]
--------------------------------
Class: ForceFeedbackChannelDetails
bool bAffectsLeftLarge;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x0 , Size: 1]
bool bAffectsLeftSmall;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x0 , Size: 1]
bool bAffectsRightLarge;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x0 , Size: 1]
bool bAffectsRightSmall;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x0 , Size: 1]
RuntimeFloatCurve Curve;//[Offset: 0x8 , Size: 120]
--------------------------------
Class: RuntimeFloatCurve
RichCurve EditorCurveData;//[Offset: 0x0 , Size: 112]
CurveFloat* ExternalCurve;//[Offset: 0x70 , Size: 8]
--------------------------------
Class: NetConnection.Player.Object
ChildConnection*[] Children;//[Offset: 0x48 , Size: 16]
NetDriver* Driver;//[Offset: 0x58 , Size: 8]
class PackageMap* PackageMapClass;//[Offset: 0x60 , Size: 8]
PackageMap* PackageMap;//[Offset: 0x68 , Size: 8]
Channel*[] OpenChannels;//[Offset: 0x70 , Size: 16]
Actor*[] SentTemporaries;//[Offset: 0x80 , Size: 16]
Actor* ViewTarget;//[Offset: 0x90 , Size: 8]
Actor* OwningActor;//[Offset: 0x98 , Size: 8]
Actor* ObserveTarget;//[Offset: 0xa0 , Size: 8]
int MaxPacket;//[Offset: 0xa8 , Size: 4]
bool InternalAck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xac ,
Size: 1]
UniqueNetIdRepl PlayerID;//[Offset: 0x160 , Size: 24]
double LastReceiveTime;//[Offset: 0x1e0 , Size: 8]
Channel*[] ChannelsToTick;//[Offset: 0x33668 , Size: 16]
--------------------------------
Class: ChildConnection.NetConnection.Player.Object
NetConnection* Parent;//[Offset: 0x336a8 , Size: 8]
--------------------------------
Class: NetDriver.Object
FString NetConnectionClassName;//[Offset: 0x30 , Size: 16]
int MaxDownloadSize;//[Offset: 0x40 , Size: 4]
bool bClampListenServerTickRate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x44 , Size: 1]
int NetServerMaxTickRate;//[Offset: 0x48 , Size: 4]
int MaxInternetClientRate;//[Offset: 0x4c , Size: 4]
int MaxClientRate;//[Offset: 0x50 , Size: 4]
float ServerTravelPause;//[Offset: 0x54 , Size: 4]
float SpawnPrioritySeconds;//[Offset: 0x58 , Size: 4]
float RelevantTimeout;//[Offset: 0x5c , Size: 4]
float KeepAliveTime;//[Offset: 0x60 , Size: 4]
float InitialConnectTimeout;//[Offset: 0x64 , Size: 4]
float ConnectionTimeout;//[Offset: 0x68 , Size: 4]
float TimeoutMultiplierForUnoptimizedBuilds;//[Offset: 0x6c , Size: 4]
bool bNoTimeouts;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x70 , Size: 1]
bool bIgnoreStablyNamed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x71 , Size: 1]
NetConnection* ServerConnection;//[Offset: 0x78 , Size: 8]
NetConnection*[] ClientConnections;//[Offset: 0x80 , Size: 16]
World* World;//[Offset: 0xa8 , Size: 8]
class Object* NetConnectionClass;//[Offset: 0xd0 , Size: 8]
Property* RoleProperty;//[Offset: 0xd8 , Size: 8]
Property* RemoteRoleProperty;//[Offset: 0xe0 , Size: 8]
FName NetDriverName;//[Offset: 0xe8 , Size: 8]
float Time;//[Offset: 0x138 , Size: 4]
<Object*> PendingForceNetUpdateObjectSet;//[Offset: 0x520 , Size: 80]
--------------------------------
Class: World.Object
Level* PersistentLevel;//[Offset: 0x30 , Size: 8]
NetDriver* NetDriver;//[Offset: 0x38 , Size: 8]
LineBatchComponent* LineBatcher;//[Offset: 0x40 , Size: 8]
LineBatchComponent* PersistentLineBatcher;//[Offset: 0x48 , Size: 8]
LineBatchComponent* ForegroundLineBatcher;//[Offset: 0x50 , Size: 8]
GameNetworkManager* NetworkManager;//[Offset: 0x58 , Size: 8]
PhysicsCollisionHandler* PhysicsCollisionHandler;//[Offset: 0x60 , Size: 8]
Object*[] ExtraReferencedObjects;//[Offset: 0x68 , Size: 16]
Object*[] PerModuleDataObjects;//[Offset: 0x78 , Size: 16]
LevelStreaming*[] StreamingLevels;//[Offset: 0x88 , Size: 16]
FString StreamingLevelsPrefix;//[Offset: 0x98 , Size: 16]
Level* CurrentLevelPendingVisibility;//[Offset: 0xa8 , Size: 8]
Level* CurrentLevelPendingInvisibility;//[Offset: 0xb0 , Size: 8]
DemoNetDriver* DemoNetDriver;//[Offset: 0xb8 , Size: 8]
ParticleEventManager* MyParticleEventManager;//[Offset: 0xc0 , Size: 8]
ObjectPoolManager ObjectPoolManager;//[Offset: 0xc8 , Size: 184]
PhysicsVolume* DefaultPhysicsVolume;//[Offset: 0x188 , Size: 8]
NavigationSystem* NavigationSystem;//[Offset: 0x210 , Size: 8]
GameModeBase* AuthorityGameMode;//[Offset: 0x218 , Size: 8]
GameStateBase* GameState;//[Offset: 0x220 , Size: 8]
AISystemBase* AISystem;//[Offset: 0x228 , Size: 8]
AvoidanceManager* AvoidanceManager;//[Offset: 0x230 , Size: 8]
Level*[] Levels;//[Offset: 0x238 , Size: 16]
LevelCollection[] LevelCollections;//[Offset: 0x248 , Size: 16]
Level* CurrentLevel;//[Offset: 0x260 , Size: 8]
GameInstance* OwningGameInstance;//[Offset: 0x268 , Size: 8]
MaterialParameterCollectionInstance*[]
ParameterCollectionInstances;//[Offset: 0x270 , Size: 16]
Canvas* CanvasForRenderingToTarget;//[Offset: 0x280 , Size: 8]
Canvas* CanvasForDrawMaterialToRenderTarget;//[Offset: 0x288 , Size: 8]
WorldComposition* WorldComposition;//[Offset: 0x9c0 , Size: 8]
bool bAreConstraintsDirty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xa12 , Size: 1]
--------------------------------
Class: Level.Object
World* OwningWorld;//[Offset: 0xc0 , Size: 8]
Model* Model;//[Offset: 0xc8 , Size: 8]
ModelComponent*[] ModelComponents;//[Offset: 0xd0 , Size: 16]
LevelActorContainer* ActorCluster;//[Offset: 0xe0 , Size: 8]
int NumTextureStreamingUnbuiltComponents;//[Offset: 0xe8 , Size: 4]
int NumTextureStreamingDirtyResources;//[Offset: 0xec , Size: 4]
LevelScriptActor* LevelScriptActor;//[Offset: 0xf0 , Size: 8]
NavigationObjectBase* NavListStart;//[Offset: 0xf8 , Size: 8]
NavigationObjectBase* NavListEnd;//[Offset: 0x100 , Size: 8]
NavigationDataChunk*[] NavDataChunks;//[Offset: 0x108 , Size: 16]
float LightmapTotalSize;//[Offset: 0x118 , Size: 4]
float ShadowmapTotalSize;//[Offset: 0x11c , Size: 4]
Vector[] StaticNavigableGeometry;//[Offset: 0x120 , Size: 16]
Guid[] StreamingTextureGuids;//[Offset: 0x130 , Size: 16]
bool bIsLightingScenario;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1d8 , Size: 1]
Guid LevelBuildDataId;//[Offset: 0x1dc , Size: 16]
MapBuildDataRegistry* MapBuildData;//[Offset: 0x1f0 , Size: 8]
IntVector LightBuildLevelOffset;//[Offset: 0x1f8 , Size: 12]
bool bTextureStreamingRotationChanged;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0x204 , Size: 1]
bool bIsVisible;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x204 ,
Size: 1]
bool bLocked;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x204 ,
Size: 1]
WorldSettings* WorldSettings;//[Offset: 0x258 , Size: 8]
AssetUserData*[] AssetUserData;//[Offset: 0x268 , Size: 16]
--------------------------------
Class: ModelComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
BodySetup* ModelBodySetup;//[Offset: 0x688 , Size: 8]
--------------------------------
Class: LevelActorContainer.Object
Actor*[] Actors;//[Offset: 0x28 , Size: 16]
--------------------------------
Class: LevelScriptActor.Actor.Object
bool bInputEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x398
, Size: 1]
void WorldOriginLocationChanged(IntVector OldOriginLocation, IntVector
NewOriginLocation);// 0x37db6c4
void SetCinematicMode(bool bCinematicMode, bool bHidePlayer, bool
bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning);// 0x5092ebc
bool RemoteEvent(FName EventName);// 0x5092e24
void LevelReset();// 0x37db6c4
--------------------------------
Class: IntVector
int X;//[Offset: 0x0 , Size: 4]
int Y;//[Offset: 0x4 , Size: 4]
int Z;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: NavigationObjectBase.Actor.Object
CapsuleComponent* CapsuleComponent;//[Offset: 0x3a0 , Size: 8]
BillboardComponent* GoodSprite;//[Offset: 0x3a8 , Size: 8]
BillboardComponent* BadSprite;//[Offset: 0x3b0 , Size: 8]
bool bIsPIEPlayerStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x3b8 , Size: 1]
--------------------------------
Class: BillboardComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
Texture2D* Sprite;//[Offset: 0x670 , Size: 8]
bool bIsScreenSizeScaled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x678 , Size: 1]
float ScreenSize;//[Offset: 0x67c , Size: 4]
float U;//[Offset: 0x680 , Size: 4]
float UL;//[Offset: 0x684 , Size: 4]
float V;//[Offset: 0x688 , Size: 4]
float VL;//[Offset: 0x68c , Size: 4]
void SetUV(int NewU, int NewUL, int NewV, int NewVL);// 0x4fc8104
void SetSpriteAndUV(Texture2D* NewSprite, int NewU, int NewUL, int NewV, int
NewVL);// 0x4fc7f98
void SetSprite(Texture2D* NewSprite);// 0x4fc7f14
--------------------------------
Class: NavigationDataChunk.Object
FName NavigationDataName;//[Offset: 0x28 , Size: 8]
--------------------------------
Class: MapBuildDataRegistry.Object
byte LevelLightingQuality;//[Offset: 0x28 , Size: 1]
--------------------------------
Class: WorldSettings.Info.Actor.Object
bool bEnableFOVDistanceCulling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x3a0 , Size: 1]
Vector2D[] FOVCulling;//[Offset: 0x3a8 , Size: 16]
bool bWithoutFrontendHUD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x3b8 , Size: 1]
bool bWithoutWidget;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x3b8 , Size: 1]
bool bWithoutLobbyWidget;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x3b8 , Size: 1]
bool bEnableWorldBoundsChecks;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x3b8 , Size: 1]
bool bEnableNavigationSystem;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x3b8 , Size: 1]
bool bEnableAISystem;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x3b8 , Size: 1]
bool bEnableWorldComposition;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x3b8 , Size: 1]
bool bUseClientSideLevelStreamingVolumes;//(ByteOffset: 0, ByteMask: 128,
FieldMask: 128)[Offset: 0x3b8 , Size: 1]
bool bEnableWorldOriginRebasing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x3b9 , Size: 1]
bool bWorldGravitySet;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x3b9 , Size: 1]
bool bGlobalGravitySet;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x3b9 , Size: 1]
float KillZ;//[Offset: 0x3bc , Size: 4]
class DamageType* KillZDamageType;//[Offset: 0x3c0 , Size: 8]
float WorldGravityZ;//[Offset: 0x3c8 , Size: 4]
float GlobalGravityZ;//[Offset: 0x3cc , Size: 4]
class DefaultPhysicsVolume* DefaultPhysicsVolumeClass;//[Offset: 0x3d0 ,
Size: 8]
class PhysicsCollisionHandler* PhysicsCollisionHandlerClass;//[Offset:
0x3d8 , Size: 8]
class GameModeBase* DefaultGameMode;//[Offset: 0x3e0 , Size: 8]
class GameNetworkManager* GameNetworkManagerClass;//[Offset: 0x3e8 , Size: 8]
int PackedLightAndShadowMapTextureSize;//[Offset: 0x3f0 , Size: 4]
bool bMinimizeBSPSections;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x3f4 , Size: 1]
Vector DefaultColorScale;//[Offset: 0x3f8 , Size: 12]
float DefaultMaxDistanceFieldOcclusionDistance;//[Offset: 0x404 , Size: 4]
float GlobalDistanceFieldViewDistance;//[Offset: 0x408 , Size: 4]
bool bEnableWorldComposition2DLoading;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x40c , Size: 1]
float MaxWorldSize;//[Offset: 0x410 , Size: 4]
int RegionSizeNear;//[Offset: 0x414 , Size: 4]
int RegionSizeFar;//[Offset: 0x418 , Size: 4]
bool RegionXAdd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x41c , Size: 1]
bool RegionYAdd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x41d , Size: 1]
int Graduation;//[Offset: 0x420 , Size: 4]
float DynamicIndirectShadowsSelfShadowingIntensity;//[Offset: 0x424 , Size:
4]
bool bPrecomputeVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x428 , Size: 1]
bool bPlaceCellsOnlyAlongCameraTracks;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0x428 , Size: 1]
int VisibilityCellSize;//[Offset: 0x42c , Size: 4]
byte VisibilityAggressiveness;//[Offset: 0x430 , Size: 1]
bool bForceNoPrecomputedLighting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x431 , Size: 1]
LightmassWorldInfoSettings LightmassSettings;//[Offset: 0x434 , Size: 80]
IdeaBakingWorldInfoSettings IdeaBakingSettings;//[Offset: 0x484 , Size: 100]
ReverbSettings DefaultReverbSettings;//[Offset: 0x4e8 , Size: 24]
InteriorSettings DefaultAmbientZoneSettings;//[Offset: 0x500 , Size: 36]
SoundMix* DefaultBaseSoundMix;//[Offset: 0x528 , Size: 8]
float WorldToMeters;//[Offset: 0x530 , Size: 4]
float MonoCullingDistance;//[Offset: 0x534 , Size: 4]
BookMark* BookMarks;//[Offset: 0x538 , Size: 8]
float TimeDilation;//[Offset: 0x588 , Size: 4]
float MatineeTimeDilation;//[Offset: 0x58c , Size: 4]
float DemoPlayTimeDilation;//[Offset: 0x590 , Size: 4]
float MinGlobalTimeDilation;//[Offset: 0x594 , Size: 4]
float MaxGlobalTimeDilation;//[Offset: 0x598 , Size: 4]
float MinUndilatedFrameTime;//[Offset: 0x59c , Size: 4]
float MaxUndilatedFrameTime;//[Offset: 0x5a0 , Size: 4]
PlayerState* Pauser;//[Offset: 0x5a8 , Size: 8]
bool bHighPriorityLoading;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x5b0 , Size: 1]
bool bHighPriorityLoadingLocal;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x5b0 , Size: 1]
NetViewer[] ReplicationViewers;//[Offset: 0x5b8 , Size: 16]
AssetUserData*[] AssetUserData;//[Offset: 0x5c8 , Size: 16]
float[] LODRelativeDistances;//[Offset: 0x5d8 , Size: 16]
bool bEnablestreamingLevelLOD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x5e8 , Size: 1]
int WorldCompositionNums;//[Offset: 0x5ec , Size: 4]
int CompositionBlockLength;//[Offset: 0x5f0 , Size: 4]
void OnRep_WorldGravityZ();// 0x515606c
--------------------------------
Class: DefaultPhysicsVolume.PhysicsVolume.Volume.Brush.Actor.Object
--------------------------------
Class: PhysicsCollisionHandler.Object
float ImpactThreshold;//[Offset: 0x28 , Size: 4]
float ImpactReFireDelay;//[Offset: 0x2c , Size: 4]
SoundBase* DefaultImpactSound;//[Offset: 0x30 , Size: 8]
float LastImpactSoundTime;//[Offset: 0x38 , Size: 4]
--------------------------------
Class: SoundBase.Object
SoundClass* SoundClassObject;//[Offset: 0x28 , Size: 8]
bool bDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30 , Size:
1]
bool bOverrideConcurrency;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x30 , Size: 1]
bool bOutputToBusOnly;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x30 , Size: 1]
bool bIgnoreFocus;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x30 ,
Size: 1]
SoundConcurrency* SoundConcurrencySettings;//[Offset: 0x38 , Size: 8]
SoundConcurrencySettings ConcurrencyOverrides;//[Offset: 0x40 , Size: 12]
byte MaxConcurrentResolutionRule;//[Offset: 0x4c , Size: 1]
int MaxConcurrentPlayCount;//[Offset: 0x50 , Size: 4]
float Duration;//[Offset: 0x54 , Size: 4]
SoundAttenuation* AttenuationSettings;//[Offset: 0x58 , Size: 8]
float Priority;//[Offset: 0x60 , Size: 4]
SoundSubmix* SoundSubmixObject;//[Offset: 0x68 , Size: 8]
SoundSubmixSendInfo[] SoundSubmixSends;//[Offset: 0x70 , Size: 16]
SoundEffectSourcePresetChain* SourceEffectChain;//[Offset: 0x80 , Size: 8]
SoundSourceBusSendInfo[] BusSends;//[Offset: 0x88 , Size: 16]
--------------------------------
Class: SoundClass.Object
SoundClassProperties Properties;//[Offset: 0x28 , Size: 40]
SoundClass*[] ChildClasses;//[Offset: 0x50 , Size: 16]
PassiveSoundMixModifier[] PassiveSoundMixModifiers;//[Offset: 0x60 , Size:
16]
SoundClass* ParentClass;//[Offset: 0x70 , Size: 8]
--------------------------------
Class: SoundClassProperties
float Volume;//[Offset: 0x0 , Size: 4]
float Pitch;//[Offset: 0x4 , Size: 4]
float StereoBleed;//[Offset: 0x8 , Size: 4]
float LFEBleed;//[Offset: 0xc , Size: 4]
float VoiceCenterChannelVolume;//[Offset: 0x10 , Size: 4]
float RadioFilterVolume;//[Offset: 0x14 , Size: 4]
float RadioFilterVolumeThreshold;//[Offset: 0x18 , Size: 4]
bool bApplyEffects;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x1c , Size: 1]
bool bAlwaysPlay;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1c ,
Size: 1]
bool bIsUISound;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1c ,
Size: 1]
bool bIsMusic;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1c ,
Size: 1]
bool bReverb;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1c ,
Size: 1]
float Default2DReverbSendAmount;//[Offset: 0x20 , Size: 4]
bool bCenterChannelOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x24 , Size: 1]
bool bApplyAmbientVolumes;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x24 , Size: 1]
byte OutputTarget;//[Offset: 0x25 , Size: 1]
--------------------------------
Class: PassiveSoundMixModifier
SoundMix* SoundMix;//[Offset: 0x0 , Size: 8]
float MinVolumeThreshold;//[Offset: 0x8 , Size: 4]
float MaxVolumeThreshold;//[Offset: 0xc , Size: 4]
--------------------------------
Class: SoundMix.Object
bool bApplyEQ;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x28 ,
Size: 1]
float EQPriority;//[Offset: 0x2c , Size: 4]
AudioEQEffect EQSettings;//[Offset: 0x30 , Size: 56]
SoundClassAdjuster[] SoundClassEffects;//[Offset: 0x68 , Size: 16]
float InitialDelay;//[Offset: 0x78 , Size: 4]
float FadeInTime;//[Offset: 0x7c , Size: 4]
float Duration;//[Offset: 0x80 , Size: 4]
float FadeOutTime;//[Offset: 0x84 , Size: 4]
--------------------------------
Class: AudioEQEffect
float FrequencyCenter0;//[Offset: 0x8 , Size: 4]
float Gain0;//[Offset: 0xc , Size: 4]
float Bandwidth0;//[Offset: 0x10 , Size: 4]
float FrequencyCenter1;//[Offset: 0x14 , Size: 4]
float Gain1;//[Offset: 0x18 , Size: 4]
float Bandwidth1;//[Offset: 0x1c , Size: 4]
float FrequencyCenter2;//[Offset: 0x20 , Size: 4]
float Gain2;//[Offset: 0x24 , Size: 4]
float Bandwidth2;//[Offset: 0x28 , Size: 4]
float FrequencyCenter3;//[Offset: 0x2c , Size: 4]
float Gain3;//[Offset: 0x30 , Size: 4]
float Bandwidth3;//[Offset: 0x34 , Size: 4]
--------------------------------
Class: SoundClassAdjuster
SoundClass* SoundClassObject;//[Offset: 0x0 , Size: 8]
float VolumeAdjuster;//[Offset: 0x8 , Size: 4]
float PitchAdjuster;//[Offset: 0xc , Size: 4]
bool bApplyToChildren;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x10 , Size: 1]
float VoiceCenterChannelVolumeAdjuster;//[Offset: 0x14 , Size: 4]
--------------------------------
Class: SoundConcurrency.Object
SoundConcurrencySettings Concurrency;//[Offset: 0x28 , Size: 12]
--------------------------------
Class: SoundConcurrencySettings
int MaxCount;//[Offset: 0x0 , Size: 4]
bool bLimitToOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4 ,
Size: 1]
byte ResolutionRule;//[Offset: 0x5 , Size: 1]
float VolumeScale;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: SoundAttenuation.Object
SoundAttenuationSettings Attenuation;//[Offset: 0x28 , Size: 696]
--------------------------------
Class: SoundAttenuationSettings.BaseAttenuationSettings
bool bAttenuate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xa4 ,
Size: 1]
bool bSpatialize;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xa4 ,
Size: 1]
bool bAttenuateWithLPF;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0xa4 , Size: 1]
bool bEnableListenerFocus;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0xa4 , Size: 1]
bool bEnableFocusInterpolation;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0xa4 , Size: 1]
bool bEnableOcclusion;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0xa4 , Size: 1]
bool bUseComplexCollisionForOcclusion;//(ByteOffset: 0, ByteMask: 64,
FieldMask: 64)[Offset: 0xa4 , Size: 1]
bool bEnableReverbSend;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0xa4 , Size: 1]
bool bApplyNormalizationToStereoSounds;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0xa5 , Size: 1]
bool bEnableLogFrequencyScaling;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0xa5 , Size: 1]
byte DistanceType;//[Offset: 0xa6 , Size: 1]
float OmniRadius;//[Offset: 0xa8 , Size: 4]
float StereoSpread;//[Offset: 0xac , Size: 4]
byte SpatializationAlgorithm;//[Offset: 0xb0 , Size: 1]
SpatializationPluginSourceSettingsBase*
SpatializationPluginSettings;//[Offset: 0xb8 , Size: 8]
float RadiusMin;//[Offset: 0xc0 , Size: 4]
float RadiusMax;//[Offset: 0xc4 , Size: 4]
float LPFRadiusMin;//[Offset: 0xc8 , Size: 4]
float LPFRadiusMax;//[Offset: 0xcc , Size: 4]
enum AbsorptionMethod;//[Offset: 0xd0 , Size: 1]
RuntimeFloatCurve CustomLowpassAirAbsorptionCurve;//[Offset: 0xd8 , Size:
120]
RuntimeFloatCurve CustomHighpassAirAbsorptionCurve;//[Offset: 0x150 , Size:
120]
float LPFFrequencyAtMin;//[Offset: 0x1c8 , Size: 4]
float LPFFrequencyAtMax;//[Offset: 0x1cc , Size: 4]
float HPFFrequencyAtMin;//[Offset: 0x1d0 , Size: 4]
float HPFFrequencyAtMax;//[Offset: 0x1d4 , Size: 4]
float FocusAzimuth;//[Offset: 0x1d8 , Size: 4]
float NonFocusAzimuth;//[Offset: 0x1dc , Size: 4]
float FocusDistanceScale;//[Offset: 0x1e0 , Size: 4]
float NonFocusDistanceScale;//[Offset: 0x1e4 , Size: 4]
float FocusPriorityScale;//[Offset: 0x1e8 , Size: 4]
float NonFocusPriorityScale;//[Offset: 0x1ec , Size: 4]
float FocusVolumeAttenuation;//[Offset: 0x1f0 , Size: 4]
float NonFocusVolumeAttenuation;//[Offset: 0x1f4 , Size: 4]
float FocusAttackInterpSpeed;//[Offset: 0x1f8 , Size: 4]
float FocusReleaseInterpSpeed;//[Offset: 0x1fc , Size: 4]
byte OcclusionTraceChannel;//[Offset: 0x200 , Size: 1]
float OcclusionLowPassFilterFrequency;//[Offset: 0x204 , Size: 4]
float OcclusionVolumeAttenuation;//[Offset: 0x208 , Size: 4]
float OcclusionInterpolationTime;//[Offset: 0x20c , Size: 4]
OcclusionPluginSourceSettingsBase* OcclusionPluginSettings;//[Offset: 0x210 ,
Size: 8]
enum ReverbSendMethod;//[Offset: 0x218 , Size: 1]
ReverbPluginSourceSettingsBase* ReverbPluginSettings;//[Offset: 0x220 , Size:
8]
float ReverbWetLevelMin;//[Offset: 0x228 , Size: 4]
float ReverbWetLevelMax;//[Offset: 0x22c , Size: 4]
float ReverbDistanceMin;//[Offset: 0x230 , Size: 4]
float ReverbDistanceMax;//[Offset: 0x234 , Size: 4]
RuntimeFloatCurve CustomReverbSendCurve;//[Offset: 0x238 , Size: 120]
float ManualReverbSendLevel;//[Offset: 0x2b0 , Size: 4]
--------------------------------
Class: BaseAttenuationSettings
enum DistanceAlgorithm;//[Offset: 0x8 , Size: 1]
RuntimeFloatCurve CustomAttenuationCurve;//[Offset: 0x10 , Size: 120]
byte AttenuationShape;//[Offset: 0x88 , Size: 1]
float dBAttenuationAtMax;//[Offset: 0x8c , Size: 4]
Vector AttenuationShapeExtents;//[Offset: 0x90 , Size: 12]
float ConeOffset;//[Offset: 0x9c , Size: 4]
float FalloffDistance;//[Offset: 0xa0 , Size: 4]
--------------------------------
Class: SpatializationPluginSourceSettingsBase.Object
--------------------------------
Class: OcclusionPluginSourceSettingsBase.Object
--------------------------------
Class: ReverbPluginSourceSettingsBase.Object
--------------------------------
Class: SoundSubmix.Object
SoundSubmix*[] ChildSubmixes;//[Offset: 0x28 , Size: 16]
SoundSubmix* ParentSubmix;//[Offset: 0x38 , Size: 8]
SoundEffectSubmixPreset*[] SubmixEffectChain;//[Offset: 0x40 , Size: 16]
--------------------------------
Class: SoundEffectSubmixPreset.SoundEffectPreset.Object
--------------------------------
Class: SoundEffectPreset.Object
--------------------------------
Class: SoundSubmixSendInfo
float SendLevel;//[Offset: 0x0 , Size: 4]
SoundSubmix* SoundSubmix;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: SoundEffectSourcePresetChain.Object
SourceEffectChainEntry[] Chain;//[Offset: 0x28 , Size: 16]
bool bPlayEffectChainTails;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x38 , Size: 1]
--------------------------------
Class: SourceEffectChainEntry
SoundEffectSourcePreset* Preset;//[Offset: 0x0 , Size: 8]
bool bBypass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x8 , Size:
1]
--------------------------------
Class: SoundEffectSourcePreset.SoundEffectPreset.Object
--------------------------------
Class: SoundSourceBusSendInfo
float SendLevel;//[Offset: 0x0 , Size: 4]
SoundSourceBus* SoundSourceBus;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: SoundSourceBus.SoundWave.SoundBase.Object
enum SourceBusChannels;//[Offset: 0x274 , Size: 1]
float SourceBusDuration;//[Offset: 0x278 , Size: 4]
bool bAutoDeactivateWhenSilent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x27c , Size: 1]
--------------------------------
Class: SoundWave.SoundBase.Object
int CompressionQuality;//[Offset: 0x9c , Size: 4]
bool bLooping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xa0 ,
Size: 1]
bool bStreaming;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xa0 ,
Size: 1]
int StreamingPriority;//[Offset: 0xa4 , Size: 4]
bool bMature;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xa8 ,
Size: 1]
bool bManualWordWrap;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0xa8 , Size: 1]
bool bSingleLine;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset:
0xa8 , Size: 1]
bool bVirtualizeWhenSilent;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0xa8 , Size: 1]
byte SoundGroup;//[Offset: 0xaa , Size: 1]
FString SpokenText;//[Offset: 0xb0 , Size: 16]
float SubtitlePriority;//[Offset: 0xc0 , Size: 4]
float Volume;//[Offset: 0xc4 , Size: 4]
float Pitch;//[Offset: 0xc8 , Size: 4]
int NumChannels;//[Offset: 0xcc , Size: 4]
int SampleRate;//[Offset: 0xd0 , Size: 4]
int RawPCMDataSize;//[Offset: 0xd4 , Size: 4]
SubtitleCue[] Subtitles;//[Offset: 0xd8 , Size: 16]
LocalizedSubtitle[] LocalizedSubtitles;//[Offset: 0xe8 , Size: 16]
CurveTable* Curves;//[Offset: 0xf8 , Size: 8]
CurveTable* InternalCurves;//[Offset: 0x100 , Size: 8]
--------------------------------
Class: SubtitleCue
FText Text;//[Offset: 0x0 , Size: 24]
float Time;//[Offset: 0x18 , Size: 4]
--------------------------------
Class: LocalizedSubtitle
FString LanguageExt;//[Offset: 0x0 , Size: 16]
SubtitleCue[] Subtitles;//[Offset: 0x10 , Size: 16]
bool bMature;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x20 ,
Size: 1]
bool bManualWordWrap;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x20 , Size: 1]
bool bSingleLine;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x20 ,
Size: 1]
--------------------------------
Class: CurveTable.Object
--------------------------------
Class: GameModeBase.Info.Actor.Object
FString OptionsString;//[Offset: 0x398 , Size: 16]
class GameSession* GameSessionClass;//[Offset: 0x3a8 , Size: 8]
class GameStateBase* GameStateClass;//[Offset: 0x3b0 , Size: 8]
class PlayerController* PlayerControllerClass;//[Offset: 0x3b8 , Size: 8]
class PlayerState* PlayerStateClass;//[Offset: 0x3c0 , Size: 8]
class HUD* HUDClass;//[Offset: 0x3c8 , Size: 8]
class Pawn* DefaultPawnClass;//[Offset: 0x3d0 , Size: 8]
class SpectatorPawn* SpectatorClass;//[Offset: 0x3d8 , Size: 8]
class PlayerController* ReplaySpectatorPlayerControllerClass;//[Offset: 0x3e0
, Size: 8]
GameSession* GameSession;//[Offset: 0x3e8 , Size: 8]
GameStateBase* GameState;//[Offset: 0x3f0 , Size: 8]
FText DefaultPlayerName;//[Offset: 0x3f8 , Size: 24]
bool bUseSeamlessTravel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x410 , Size: 1]
bool bStartPlayersAsSpectators;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x410 , Size: 1]
bool bPauseable;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x410 ,
Size: 1]
void StartPlay();// 0x50192ac
Pawn* SpawnDefaultPawnFor(Controller* NewPlayer, Actor* StartSpot);//
0x50191e0
Pawn* SpawnDefaultPawnAtTransform(Controller* NewPlayer, out const Transform
SpawnTransform);// 0x50190e8
bool ShouldReset(Actor* ActorToReset);// 0x5019050
void ReturnToMainMenuHost();// 0x5019034
void RestartPlayerAtTransform(Controller* NewPlayer, out const Transform
SpawnTransform);// 0x5018f4c
void RestartPlayerAtPlayerStart(Controller* NewPlayer, Actor* StartSpot);//
0x5018e90
void RestartPlayer(Controller* NewPlayer);// 0x5018e0c
void ResetLevel();// 0x5018df0
bool PlayerCanRestart(PlayerController* Player);// 0x5018d58
bool MustSpectate(PlayerController* NewPlayerController);// 0x5018cc0
void K2_PostLogin(PlayerController* NewPlayer);// 0x37db6c4
void K2_OnSwapPlayerControllers(PlayerController* OldPC, PlayerController*
NewPC);// 0x37db6c4
void K2_OnRestartPlayer(Controller* NewPlayer);// 0x37db6c4
void K2_OnLogout(Controller* ExitingController);// 0x37db6c4
void K2_OnChangeName(Controller* Other, FString NewName, bool bNameChange);//
0x37db6c4
Actor* K2_FindPlayerStart(Controller* Player, FString IncomingName);//
0x5018bc8
void InitStartSpot(Actor* StartSpot, Controller* NewPlayer);// 0x5018b0c
void InitializeHUDForPlayer(PlayerController* NewPlayer);// 0x5018a88
bool HasMatchStarted();// 0x5018a48
void HandleStartingNewPlayer(PlayerController* NewPlayer);// 0x50189c4
int GetNumSpectators();// 0x5018988
int GetNumPlayers();// 0x501894c
class Object GetDefaultPawnClassForController(Controller* InController);//
0x50188b8
Actor* FindPlayerStart(Controller* Player, FString IncomingName);// 0x50187b8
Actor* ChoosePlayerStart(Controller* Player);// 0x5018724
void ChangeName(Controller* Controller, FString NewName, bool bNameChange);//
0x50185f0
bool CanSpectate(PlayerController* Viewer, PlayerState* ViewTarget);//
0x5018520
--------------------------------
Class: GameSession.Info.Actor.Object
int MaxSpectators;//[Offset: 0x398 , Size: 4]
int MaxPlayers;//[Offset: 0x39c , Size: 4]
int MaxPartySize;//[Offset: 0x3a0 , Size: 4]
byte MaxSplitscreensPerConnection;//[Offset: 0x3a4 , Size: 1]
bool bRequiresPushToTalk;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3a5 , Size: 1]
FName SessionName;//[Offset: 0x3a8 , Size: 8]
--------------------------------
Class: GameStateBase.Info.Actor.Object
class GameModeBase* GameModeClass;//[Offset: 0x398 , Size: 8]
GameModeBase* AuthorityGameMode;//[Offset: 0x3a0 , Size: 8]
class SpectatorPawn* SpectatorClass;//[Offset: 0x3a8 , Size: 8]
PlayerState*[] PlayerArray;//[Offset: 0x3b0 , Size: 16]
bool bReplicatedHasBegunPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3c0 , Size: 1]
float ReplicatedWorldTimeSeconds;//[Offset: 0x3c4 , Size: 4]
float ServerWorldTimeSecondsDelta;//[Offset: 0x3c8 , Size: 4]
float ServerWorldTimeSecondsUpdateFrequency;//[Offset: 0x3cc , Size: 4]
void OnRep_SpectatorClass();// 0x50285f8
void OnRep_ReplicatedWorldTimeSeconds();// 0x50285dc
void OnRep_ReplicatedHasBegunPlay();// 0x50285c0
void OnRep_GameModeClass();// 0x50285a4
bool HasMatchStarted();// 0x5028564
bool HasBegunPlay();// 0x5028524
float GetServerWorldTimeSeconds();// 0x50284e8
float GetPlayerStartTime(Controller* Controller);// 0x5028454
float GetPlayerRespawnDelay(Controller* Controller);// 0x50283c0
--------------------------------
Class: SpectatorPawn.DefaultPawn.Pawn.Actor.Object
--------------------------------
Class: DefaultPawn.Pawn.Actor.Object
float BaseTurnRate;//[Offset: 0x3f8 , Size: 4]
float BaseLookUpRate;//[Offset: 0x3fc , Size: 4]
PawnMovementComponent* MovementComponent;//[Offset: 0x400 , Size: 8]
SphereComponent* CollisionComponent;//[Offset: 0x408 , Size: 8]
StaticMeshComponent* MeshComponent;//[Offset: 0x410 , Size: 8]
bool bAddDefaultMovementBindings;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x418 , Size: 1]
void TurnAtRate(float Rate);// 0x4ff69f8
void MoveUp_World(float Val);// 0x4ff6974
void MoveRight(float Val);// 0x4ff68f0
void MoveForward(float Val);// 0x4ff686c
void LookUpAtRate(float Rate);// 0x4ff67f0
--------------------------------
Class:
SphereComponent.ShapeComponent.PrimitiveComponent.SceneComponent.ActorComponent.Obj
ect
float SphereRadius;//[Offset: 0x690 , Size: 4]
void SetSphereRadius(float InSphereRadius, bool bUpdateOverlaps);// 0x5137a14
float GetUnscaledSphereRadius();// 0x51379f8
float GetShapeScale();// 0x5137998
float GetScaledSphereRadius();// 0x5137930
--------------------------------
Class:
StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.
Object
int ForcedLodModel;//[Offset: 0x694 , Size: 4]
int PreviousLODLevel;//[Offset: 0x698 , Size: 4]
int MinLOD;//[Offset: 0x69c , Size: 4]
StaticMesh* StaticMesh;//[Offset: 0x6a0 , Size: 8]
bool bOverrideWireframeColor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x6a8 , Size: 1]
bool bOverrideMinLOD;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x6a8 , Size: 1]
bool bOverrideNavigationExport;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x6a8 , Size: 1]
bool bForceNavigationObstacle;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x6a8 , Size: 1]
bool bDisallowMeshPaintPerInstance;//(ByteOffset: 0, ByteMask: 16, FieldMask:
16)[Offset: 0x6a8 , Size: 1]
bool bIgnoreInstanceForTextureStreaming;//(ByteOffset: 0, ByteMask: 32,
FieldMask: 32)[Offset: 0x6a8 , Size: 1]
bool bOverrideLightMapRes;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x6a8 , Size: 1]
bool bOverrideCullingScreenSize;//(ByteOffset: 0, ByteMask: 128, FieldMask:
128)[Offset: 0x6a8 , Size: 1]
bool bCastDistanceFieldIndirectShadow;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x6a9 , Size: 1]
bool bOverrideDistanceFieldSelfShadowBias;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0x6a9 , Size: 1]
bool bUseSubDivisions;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x6a9 , Size: 1]
bool bUseDefaultCollision;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x6a9 , Size: 1]
bool bUseAsOccluderIgnoreMobility;//(ByteOffset: 0, ByteMask: 16, FieldMask:
16)[Offset: 0x6a9 , Size: 1]
bool bCanBeOccludeed;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x6a9 , Size: 1]
int OverriddenLightMapRes;//[Offset: 0x6ac , Size: 4]
float StreamingDistanceMultiplier;//[Offset: 0x6b0 , Size: 4]
StaticMeshComponentLODInfo[] LODData;//[Offset: 0x6b8 , Size: 16]
StreamingTextureBuildInfo[] StreamingTextureData;//[Offset: 0x6c8 , Size: 16]
bool IsDynamicInstancingParametersEnabled;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x6d8 , Size: 1]
<FString,Vector4> DynamicInstancingParameters;//[Offset: 0x6e0 , Size: 80]
LightmassPrimitiveSettings LightmassSettings;//[Offset: 0x730 , Size: 24]
IdeaBakingPrimitiveSettings IdeaBakingSettings;//[Offset: 0x748 , Size: 20]
Actor*[] AffectPointLightBPActors;//[Offset: 0x760 , Size: 16]
StaticMeshPointLightVertexDataBuffer[]
PointLightStaticMeshLODResources;//[Offset: 0x770 , Size: 16]
bool bForceNotHzbOccluder;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x780 , Size: 1]
bool SetStaticMesh(StaticMesh* NewMesh);// 0x5143838
void SetOverrideCullingScreenSizeEnable(bool bEnable);// 0x51437b4
void SetOverrideCullingScreenSize(float ScreenSize);// 0x5143738
void SetForcedLodModel(int NewForcedLodModel);// 0x51436bc
void SetDistanceFieldSelfShadowBias(float NewValue);// 0x5143640
void SetDirty();// 0x514362c
void OnRep_StaticMesh(StaticMesh* OldStaticMesh);// 0x51435b0
void GetLocalBounds(out Vector Min, out Vector Max);// 0x51434d4
--------------------------------
Class: StaticMeshComponentLODInfo
PaintedVertex[] PaintedVertices;//[Offset: 0x20 , Size: 16]
--------------------------------
Class: PaintedVertex
Vector Position;//[Offset: 0x0 , Size: 12]
PackedNormal Normal;//[Offset: 0xc , Size: 4]
Color Color;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: PackedNormal
byte X;//[Offset: 0x0 , Size: 1]
byte Y;//[Offset: 0x1 , Size: 1]
byte Z;//[Offset: 0x2 , Size: 1]
byte W;//[Offset: 0x3 , Size: 1]
--------------------------------
Class: StreamingTextureBuildInfo
uint32 PackedRelativeBox;//[Offset: 0x0 , Size: 4]
int TextureLevelIndex;//[Offset: 0x4 , Size: 4]
float TexelFactor;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: LightmassPrimitiveSettings
bool bUseTwoSidedLighting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x0 , Size: 1]
bool bShadowIndirectOnly;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x0 , Size: 1]
bool bUseEmissiveForStaticLighting;//(ByteOffset: 0, ByteMask: 4, FieldMask:
4)[Offset: 0x0 , Size: 1]
bool bUseVertexNormalForHemisphereGather;//(ByteOffset: 0, ByteMask: 8,
FieldMask: 8)[Offset: 0x0 , Size: 1]
float EmissiveLightFalloffExponent;//[Offset: 0x4 , Size: 4]
float EmissiveLightExplicitInfluenceRadius;//[Offset: 0x8 , Size: 4]
float EmissiveBoost;//[Offset: 0xc , Size: 4]
float DiffuseBoost;//[Offset: 0x10 , Size: 4]
float FullyOccludedSamplesFraction;//[Offset: 0x14 , Size: 4]
--------------------------------
Class: IdeaBakingPrimitiveSettings
float IdeaMaterialDiffuse;//[Offset: 0x0 , Size: 4]
float LightmapBoost;//[Offset: 0x4 , Size: 4]
float DiscardPixelFrontfaceFactor;//[Offset: 0x8 , Size: 4]
float SunIntensity;//[Offset: 0xc , Size: 4]
float LocalLightsAffectMaxDistance;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: StaticMeshPointLightVertexDataBuffer
byte[] VertexData;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: GameNetworkManager.Info.Actor.Object
int AdjustedNetSpeed;//[Offset: 0x398 , Size: 4]
float LastNetSpeedUpdateTime;//[Offset: 0x39c , Size: 4]
int TotalNetBandwidth;//[Offset: 0x3a0 , Size: 4]
int MinDynamicBandwidth;//[Offset: 0x3a4 , Size: 4]
int MaxDynamicBandwidth;//[Offset: 0x3a8 , Size: 4]
bool bIsStandbyCheckingEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x3ac , Size: 1]
bool bHasStandbyCheatTriggered;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x3ac , Size: 1]
float StandbyRxCheatTime;//[Offset: 0x3b0 , Size: 4]
float StandbyTxCheatTime;//[Offset: 0x3b4 , Size: 4]
int BadPingThreshold;//[Offset: 0x3b8 , Size: 4]
float PercentMissingForRxStandby;//[Offset: 0x3bc , Size: 4]
float PercentMissingForTxStandby;//[Offset: 0x3c0 , Size: 4]
float PercentForBadPing;//[Offset: 0x3c4 , Size: 4]
float JoinInProgressStandbyWaitTime;//[Offset: 0x3c8 , Size: 4]
float MoveRepSize;//[Offset: 0x3cc , Size: 4]
float MAXPOSITIONERRORSQUARED;//[Offset: 0x3d0 , Size: 4]
float MAXNEARZEROVELOCITYSQUARED;//[Offset: 0x3d4 , Size: 4]
float CLIENTADJUSTUPDATECOST;//[Offset: 0x3d8 , Size: 4]
float MAXCLIENTUPDATEINTERVAL;//[Offset: 0x3dc , Size: 4]
float MaxMoveDeltaTime;//[Offset: 0x3e0 , Size: 4]
float ClientNetSendMoveDeltaTime;//[Offset: 0x3e4 , Size: 4]
float ClientNetSendMoveDeltaTimeThrottled;//[Offset: 0x3e8 , Size: 4]
float ClientNetSendMoveDeltaTimeStationary;//[Offset: 0x3ec , Size: 4]
int ClientNetSendMoveThrottleAtNetSpeed;//[Offset: 0x3f0 , Size: 4]
int ClientNetSendMoveThrottleOverPlayerCount;//[Offset: 0x3f4 , Size: 4]
bool ClientAuthorativePosition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3f8 , Size: 1]
float ClientErrorUpdateRateLimit;//[Offset: 0x3fc , Size: 4]
bool bMovementTimeDiscrepancyDetection;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x400 , Size: 1]
bool bMovementTimeDiscrepancyResolution;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x401 , Size: 1]
float MovementTimeDiscrepancyMaxTimeMargin;//[Offset: 0x404 , Size: 4]
float MovementTimeDiscrepancyMinTimeMargin;//[Offset: 0x408 , Size: 4]
float MovementTimeDiscrepancyResolutionRate;//[Offset: 0x40c , Size: 4]
float MovementTimeDiscrepancyDriftAllowance;//[Offset: 0x410 , Size: 4]
bool bMovementTimeDiscrepancyForceCorrectionsDuringResolution;//(ByteOffset:
0, ByteMask: 1, FieldMask: 255)[Offset: 0x414 , Size: 1]
bool bUseDistanceBasedRelevancy;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x415 , Size: 1]
--------------------------------
Class: LightmassWorldInfoSettings
float StaticLightingLevelScale;//[Offset: 0x0 , Size: 4]
int NumIndirectLightingBounces;//[Offset: 0x4 , Size: 4]
int NumSkyLightingBounces;//[Offset: 0x8 , Size: 4]
float IndirectLightingQuality;//[Offset: 0xc , Size: 4]
float IndirectLightingSmoothness;//[Offset: 0x10 , Size: 4]
Color EnvironmentColor;//[Offset: 0x14 , Size: 4]
float EnvironmentIntensity;//[Offset: 0x18 , Size: 4]
float EmissiveBoost;//[Offset: 0x1c , Size: 4]
float DiffuseBoost;//[Offset: 0x20 , Size: 4]
byte VolumeLightingMethod;//[Offset: 0x24 , Size: 1]
float VolumetricLightmapDetailCellSize;//[Offset: 0x28 , Size: 4]
float VolumetricLightmapMaximumBrickMemoryMb;//[Offset: 0x2c , Size: 4]
float VolumeLightSamplePlacementScale;//[Offset: 0x30 , Size: 4]
bool bUseAmbientOcclusion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x34 , Size: 1]
bool bGenerateAmbientOcclusionMaterialMask;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0x34 , Size: 1]
float DirectIlluminationOcclusionFraction;//[Offset: 0x38 , Size: 4]
float IndirectIlluminationOcclusionFraction;//[Offset: 0x3c , Size: 4]
float OcclusionExponent;//[Offset: 0x40 , Size: 4]
float FullyOccludedSamplesFraction;//[Offset: 0x44 , Size: 4]
float MaxOcclusionDistance;//[Offset: 0x48 , Size: 4]
bool bVisualizeMaterialDiffuse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x4c , Size: 1]
bool bVisualizeAmbientOcclusion;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x4c , Size: 1]
bool bCompressLightmaps;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x4c , Size: 1]
bool bUseSimpleLightmap;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x4c , Size: 1]
--------------------------------
Class: IdeaBakingWorldInfoSettings
enum BakingLayout;//[Offset: 0x0 , Size: 1]
int NumCoarseSamples;//[Offset: 0x4 , Size: 4]
int NumSamples;//[Offset: 0x8 , Size: 4]
int NumLightingBounces;//[Offset: 0xc , Size: 4]
float LightmapBoost;//[Offset: 0x10 , Size: 4]
float SunHardness;//[Offset: 0x14 , Size: 4]
enum BakingMode;//[Offset: 0x18 , Size: 1]
bool bUseParallelBaking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x19 , Size: 1]
bool bUseConservativeRasterization;//(ByteOffset: 0, ByteMask: 2, FieldMask:
2)[Offset: 0x19 , Size: 1]
bool bUseLocalOcclusion;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x19 , Size: 1]
float LocalOcclusionRadius;//[Offset: 0x1c , Size: 4]
float LocalOcclusionFallOff;//[Offset: 0x20 , Size: 4]
float LocalOcclusionDistribution;//[Offset: 0x24 , Size: 4]
float LocalOcclusionFadeRatio;//[Offset: 0x28 , Size: 4]
int LocalOcclusionRes;//[Offset: 0x2c , Size: 4]
int LocalOcclusionMultiple;//[Offset: 0x30 , Size: 4]
float LocalOcclusionPower;//[Offset: 0x34 , Size: 4]
int LocalOcclusionDenoising;//[Offset: 0x38 , Size: 4]
int LocalOcclusionDilation;//[Offset: 0x3c , Size: 4]
int NumDenoisingIterators;//[Offset: 0x40 , Size: 4]
int NumDilationIterators;//[Offset: 0x44 , Size: 4]
int DirectLightDenoising;//[Offset: 0x48 , Size: 4]
float RayTraceMaxDistance;//[Offset: 0x4c , Size: 4]
float RayTraceBias;//[Offset: 0x50 , Size: 4]
float RetraceDistance;//[Offset: 0x54 , Size: 4]
float SmallestTexelRadius;//[Offset: 0x58 , Size: 4]
uint32 AreaLightSampleCount;//[Offset: 0x5c , Size: 4]
bool bWithPortalDirectLighting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x60 , Size: 1]
bool bWithGrayDiffuse;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x60 , Size: 1]
--------------------------------
Class: ReverbSettings
bool bApplyReverb;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 ,
Size: 1]
byte ReverbType;//[Offset: 0x1 , Size: 1]
ReverbEffect* ReverbEffect;//[Offset: 0x8 , Size: 8]
float Volume;//[Offset: 0x10 , Size: 4]
float FadeTime;//[Offset: 0x14 , Size: 4]
--------------------------------
Class: ReverbEffect.Object
float Density;//[Offset: 0x28 , Size: 4]
float Diffusion;//[Offset: 0x2c , Size: 4]
float Gain;//[Offset: 0x30 , Size: 4]
float GainHF;//[Offset: 0x34 , Size: 4]
float DecayTime;//[Offset: 0x38 , Size: 4]
float DecayHFRatio;//[Offset: 0x3c , Size: 4]
float ReflectionsGain;//[Offset: 0x40 , Size: 4]
float ReflectionsDelay;//[Offset: 0x44 , Size: 4]
float LateGain;//[Offset: 0x48 , Size: 4]
float LateDelay;//[Offset: 0x4c , Size: 4]
float AirAbsorptionGainHF;//[Offset: 0x50 , Size: 4]
float RoomRolloffFactor;//[Offset: 0x54 , Size: 4]
--------------------------------
Class: InteriorSettings
bool bIsWorldSettings;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x0 , Size: 1]
float ExteriorVolume;//[Offset: 0x4 , Size: 4]
float ExteriorTime;//[Offset: 0x8 , Size: 4]
float ExteriorLPF;//[Offset: 0xc , Size: 4]
float ExteriorLPFTime;//[Offset: 0x10 , Size: 4]
float InteriorVolume;//[Offset: 0x14 , Size: 4]
float InteriorTime;//[Offset: 0x18 , Size: 4]
float InteriorLPF;//[Offset: 0x1c , Size: 4]
float InteriorLPFTime;//[Offset: 0x20 , Size: 4]
--------------------------------
Class: BookMark.Object
Vector Location;//[Offset: 0x28 , Size: 12]
Rotator Rotation;//[Offset: 0x34 , Size: 12]
FString[] HiddenLevels;//[Offset: 0x40 , Size: 16]
--------------------------------
Class: NetViewer
NetConnection* Connection;//[Offset: 0x0 , Size: 8]
Actor* InViewer;//[Offset: 0x8 , Size: 8]
Actor* ViewTarget;//[Offset: 0x10 , Size: 8]
Vector ViewLocation;//[Offset: 0x18 , Size: 12]
Vector ViewDir;//[Offset: 0x24 , Size: 12]
--------------------------------
Class: LineBatchComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
--------------------------------
Class: LevelStreaming.Object
FName PackageName;//[Offset: 0x28 , Size: 8]
World* WorldAsset;//[Offset: 0x30 , Size: 40]
FName PackageNameToLoad;//[Offset: 0x58 , Size: 8]
FName[] LODPackageNames;//[Offset: 0x60 , Size: 16]
Transform LevelTransform;//[Offset: 0x80 , Size: 48]
bool bShouldBeVisibleInEditor;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0xb0 , Size: 1]
bool bLocked;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xb0 ,
Size: 1]
bool bShouldBeLoaded;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0xb0 , Size: 1]
bool bShouldBeVisible;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset:
0xb0 , Size: 1]
bool bIsStatic;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xb1 ,
Size: 1]
bool bShouldBlockOnLoad;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0xb1 , Size: 1]
int LevelLODIndex;//[Offset: 0xb4 , Size: 4]
bool bDisableDistanceStreaming;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xb8 , Size: 1]
bool bDrawOnLevelStatusMap;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0xb8 , Size: 1]
Color DrawColor;//[Offset: 0xbc , Size: 4]
LinearColor LevelColor;//[Offset: 0xc0 , Size: 16]
LevelStreamingVolume*[] EditorStreamingVolumes;//[Offset: 0xd0 , Size: 16]
float MinTimeBetweenVolumeUnloadRequests;//[Offset: 0xe0 , Size: 4]
FString[] Keywords;//[Offset: 0xe8 , Size: 16]
delegate OnLevelLoaded;//[Offset: 0xf8 , Size: 16]
delegate OnLevelUnloaded;//[Offset: 0x108 , Size: 16]
delegate OnLevelShown;//[Offset: 0x118 , Size: 16]
delegate OnLevelHidden;//[Offset: 0x128 , Size: 16]
delegate OnStatusChanged;//[Offset: 0x138 , Size: 16]
Level* LoadedLevel;//[Offset: 0x148 , Size: 8]
Level* PendingUnloadLevel;//[Offset: 0x150 , Size: 8]
Level*[] UnloadingLevels;//[Offset: 0x158 , Size: 16]
bool IsStreamingStatePending();// 0x5093898
bool IsLevelVisible();// 0x5093860
bool IsLevelLoaded();// 0x509383c
FName GetWorldAssetPackageFName();// 0x5093808
LevelScriptActor* GetLevelScriptActor();// 0x50937d4
LevelStreaming* CreateInstance(FString UniqueInstanceName);// 0x5093698
--------------------------------
Class: LevelStreamingVolume.Volume.Brush.Actor.Object
FName[] StreamingLevelNames;//[Offset: 0x3d0 , Size: 16]
bool bEditorPreVisOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x3e0 , Size: 1]
bool bDisabled;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x3e0 ,
Size: 1]
byte StreamingUsage;//[Offset: 0x3e1 , Size: 1]
--------------------------------
Class: DemoNetDriver.NetDriver.Object
<FString,RollbackNetStartupActorInfo> RollbackNetStartupActors;//[Offset:
0x6a0 , Size: 80]
float CheckpointSaveMaxMSPerFrame;//[Offset: 0x9ec , Size: 4]
bool bIsLocalReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xa20 , Size: 1]
GameInstance* GameInstance;//[Offset: 0xa40 , Size: 8]
--------------------------------
Class: RollbackNetStartupActorInfo
Object* Archetype;//[Offset: 0x8 , Size: 8]
Level* Level;//[Offset: 0x28 , Size: 8]
--------------------------------
Class: GameInstance.Object
int64[] EncryptedLocalPlayers;//[Offset: 0x38 , Size: 16]
LocalPlayer*[] LocalPlayers;//[Offset: 0x48 , Size: 16]
OnlineSession* OnlineSession;//[Offset: 0x58 , Size: 8]
bool bUseEncryptLocalPlayerPtr;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x80 , Size: 1]
void ReceiveShutdown();// 0x37db6c4
void ReceiveInit();// 0x37db6c4
void HandleTravelError(byte FailureType);// 0x37db6c4
void HandleNetworkError(byte FailureType, bool bIsServer);// 0x37db6c4
int GetDeviceLevel();// 0x501702c
void DebugRemovePlayer(int ControllerId);// 0x5016fa8
void DebugCreatePlayer(int ControllerId);// 0x5016f24
--------------------------------
Class: LocalPlayer.Player.Object
GameViewportClient* ViewportClient;//[Offset: 0x58 , Size: 8]
byte AspectRatioAxisConstraint;//[Offset: 0x7c , Size: 1]
class PlayerController* PendingLevelPlayerControllerClass;//[Offset: 0x80 ,
Size: 8]
bool bSentSplitJoin;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x88
, Size: 1]
int ControllerId;//[Offset: 0x108 , Size: 4]
--------------------------------
Class: GameViewportClient.ScriptViewportClient.Object
Console* ViewportConsole;//[Offset: 0x38 , Size: 8]
DebugDisplayProperty[] DebugProperties;//[Offset: 0x40 , Size: 16]
World* World;//[Offset: 0x78 , Size: 8]
GameInstance* GameInstance;//[Offset: 0x80 , Size: 8]
void SSSwapControllers();// 0x502b498
void ShowTitleSafeArea();// 0x502b47c
void SetConsoleTarget(int PlayerIndex);// 0x502b3f8
--------------------------------
Class: ScriptViewportClient.Object
--------------------------------
Class: Console.Object
LocalPlayer* ConsoleTargetPlayer;//[Offset: 0x38 , Size: 8]
Texture2D* DefaultTexture_Black;//[Offset: 0x40 , Size: 8]
Texture2D* DefaultTexture_White;//[Offset: 0x48 , Size: 8]
FString[] HistoryBuffer;//[Offset: 0x68 , Size: 16]
--------------------------------
Class: DebugDisplayProperty
Object* Obj;//[Offset: 0x0 , Size: 8]
class Object* WithinClass;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: OnlineSession.Object
--------------------------------
Class: ParticleEventManager.Actor.Object
--------------------------------
Class: ObjectPoolManager
bool bUseGMCommand;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0
, Size: 1]
bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1 ,
Size: 1]
bool bEnabledAutoDestroy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2 , Size: 1]
bool bEnabledAutoResetData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3 , Size: 1]
<class Object,ObjectPool> Pools;//[Offset: 0x8 , Size: 80]
int iInitedClassConfigGroup;//[Offset: 0x58 , Size: 4]
<FName,ObjectPoolClassConfig> mapClassConfigs;//[Offset: 0x60 , Size: 80]
bool bInitedIgnoringProperties;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xb0 , Size: 1]
--------------------------------
Class: ObjectPool
class Object* ObjectClass;//[Offset: 0x0 , Size: 8]
enum AcceptableNetRole;//[Offset: 0x8 , Size: 1]
int ObjectLifePeriodTime;//[Offset: 0xc , Size: 4]
Object* pDefaultObject;//[Offset: 0x10 , Size: 8]
Object*[] Pool;//[Offset: 0x18 , Size: 16]
<Object*,uint32> RecycleTime;//[Offset: 0x28 , Size: 80]
int Size;//[Offset: 0x78 , Size: 4]
bool bAutoDestroy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7c
, Size: 1]
ResetObjectPoolDataInfo[] ResetInfoPool;//[Offset: 0x80 , Size: 16]
CachedBlueprintComponentTemplate[] CachedTemplates;//[Offset: 0x90 , Size:
16]
bool bAutoResetData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xf0 , Size: 1]
--------------------------------
Class: ResetObjectPoolDataInfo
Struct* pStruct;//[Offset: 0x0 , Size: 8]
--------------------------------
Class: CachedBlueprintComponentTemplate
Struct* pStruct;//[Offset: 0x0 , Size: 8]
FString ComponentName;//[Offset: 0x8 , Size: 16]
Object* ComponentTemplate;//[Offset: 0x18 , Size: 8]
--------------------------------
Class: ObjectPoolClassConfig
int GroupID;//[Offset: 0x0 , Size: 4]
FName ObjectClassName;//[Offset: 0x8 , Size: 8]
bool ObjectPoolEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x10 , Size: 1]
bool ObjectPoolEnableAutoResetData;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x11 , Size: 1]
int PoolSize;//[Offset: 0x14 , Size: 4]
int LifePeriodTime;//[Offset: 0x18 , Size: 4]
enum AcceptableNetRole;//[Offset: 0x1c , Size: 1]
--------------------------------
Class: NavigationSystem.BlueprintFunctionLibrary.Object
NavigationData* MainNavData;//[Offset: 0x28 , Size: 8]
NavigationData* AbstractNavData;//[Offset: 0x30 , Size: 8]
class CrowdManagerBase* CrowdManagerClass;//[Offset: 0x38 , Size: 8]
bool bAutoCreateNavigationData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x40 , Size: 1]
bool bAllowClientSideNavigation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x40 , Size: 1]
bool bSupportRebuilding;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x40 , Size: 1]
bool bInitialBuildingLocked;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x40 , Size: 1]
bool bSkipAgentHeightCheckWhenPickingNavData;//(ByteOffset: 0, ByteMask: 32,
FieldMask: 32)[Offset: 0x40 , Size: 1]
enum DataGatheringMode;//[Offset: 0x41 , Size: 1]
bool bGenerateNavigationOnlyAroundNavigationInvokers;//(ByteOffset: 0,
ByteMask: 1, FieldMask: 1)[Offset: 0x42 , Size: 1]
float ActiveTilesUpdateInterval;//[Offset: 0x44 , Size: 4]
NavDataConfig[] SupportedAgents;//[Offset: 0x48 , Size: 16]
float UpdateInterval;//[Offset: 0x58 , Size: 4]
float DirtyAreasUpdateFreq;//[Offset: 0x5c , Size: 4]
NavigationData*[] NavDataSet;//[Offset: 0x60 , Size: 16]
NavigationData*[] NavDataRegistrationQueue;//[Offset: 0x70 , Size: 16]
delegate OnNavDataRegisteredEvent;//[Offset: 0xe0 , Size: 16]
delegate OnNavigationGenerationFinishedDelegate;//[Offset: 0xf0 , Size: 16]
enum OperationMode;//[Offset: 0x1cc , Size: 1]
void UpdateDynamicGenerateTargetNav(bool IsAdd,
DynamicGenerateTargetNavigation GenerateTargetNav);// 0x50c19c8
void UnregisterNavigationInvoker(Actor* Invoker);// 0x50c194c
static void SimpleMoveToLocation(Controller* Controller, out const Vector
Goal);// 0x50c1890
static void SimpleMoveToActor(Controller* Controller, const Actor* Goal);//
0x50c17e4
void SetMaxSimultaneousTileGenerationJobsCount(int MaxNumberOfJobs);//
0x50c1768
void SetGeometryGatheringMode(enum NewMode);// 0x50c16ec
void ResetMaxSimultaneousTileGenerationJobsCount();// 0x50c16d8
void RegisterNavigationInvoker(Actor* Invoker, float TileGenerationRadius,
float TileRemovalRadius);// 0x50c15e8
static Vector ProjectPointToNavigation(Object* WorldContextObject, out const
Vector Point, NavigationData* NavData, class NavigationQueryFilter FilterClass,
const Vector QueryExtent);// 0x50c1464
void OnNavigationBoundsUpdated(NavMeshBoundsVolume* NavVolume);// 0x50c13e8
static bool NavigationRaycast(Object* WorldContextObject, out const Vector
RayStart, out const Vector RayEnd, out Vector HitLocation, class
NavigationQueryFilter FilterClass, Controller* Querier);// 0x50c1200
static bool K2_ProjectPointToNavigation(Object* WorldContextObject, out const
Vector Point, out Vector ProjectedLocation, NavigationData* NavData, class
NavigationQueryFilter FilterClass, const Vector QueryExtent);// 0x50c1030
static bool K2_GetRandomReachablePointInRadius(Object* WorldContextObject,
out const Vector Origin, out Vector RandomLocation, float Radius, NavigationData*
NavData, class NavigationQueryFilter FilterClass);// 0x50c0e60
static bool K2_GetRandomPointInNavigableRadius(Object* WorldContextObject,
out const Vector Origin, out Vector RandomLocation, float Radius, NavigationData*
NavData, class NavigationQueryFilter FilterClass);// 0x50c0c90
static bool IsNavigationBeingBuiltOrLocked(Object* WorldContextObject);//
0x50c0c10
static bool IsNavigationBeingBuilt(Object* WorldContextObject);// 0x50c0b90
static Vector GetRandomReachablePointInRadius(Object* WorldContextObject, out
const Vector Origin, float Radius, NavigationData* NavData, class
NavigationQueryFilter FilterClass);// 0x50c0a0c
static Vector GetRandomPointInNavigableRadius(Object* WorldContextObject, out
const Vector Origin, float Radius, NavigationData* NavData, class
NavigationQueryFilter FilterClass);// 0x50c0888
static byte GetPathLength(Object* WorldContextObject, out const Vector
PathStart, out const Vector PathEnd, out float PathLength, NavigationData* NavData,
class NavigationQueryFilter FilterClass);// 0x50c06a0
static byte GetPathCost(Object* WorldContextObject, out const Vector
PathStart, out const Vector PathEnd, out float PathCost, NavigationData* NavData,
class NavigationQueryFilter FilterClass);// 0x50c04b8
static NavigationSystem* GetNavigationSystem(Object* WorldContextObject);//
0x50c043c
static NavigationPath* FindPathToLocationSynchronously(Object*
WorldContextObject, out const Vector PathStart, out const Vector PathEnd, Actor*
PathfindingContext, class NavigationQueryFilter FilterClass);// 0x50c02ac
static NavigationPath* FindPathToActorSynchronously(Object*
WorldContextObject, out const Vector PathStart, Actor* GoalActor, float
TetherDistance, Actor* PathfindingContext, class NavigationQueryFilter
FilterClass);// 0x50c00f0
--------------------------------
Class: BlueprintFunctionLibrary.Object
--------------------------------
Class: CrowdManagerBase.Object
--------------------------------
Class: DynamicGenerateTargetNavigation
Vector TargetLocation;//[Offset: 0x0 , Size: 12]
float GenerateRadiusMin;//[Offset: 0xc , Size: 4]
float GenerateRadiusMax;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: NavigationQueryFilter.Object
NavigationFilterArea[] Areas;//[Offset: 0x28 , Size: 16]
NavigationFilterFlags IncludeFlags;//[Offset: 0x38 , Size: 4]
NavigationFilterFlags ExcludeFlags;//[Offset: 0x3c , Size: 4]
--------------------------------
Class: NavigationFilterArea
class NavArea* AreaClass;//[Offset: 0x0 , Size: 8]
float TravelCostOverride;//[Offset: 0x8 , Size: 4]
float EnteringCostOverride;//[Offset: 0xc , Size: 4]
bool bIsExcluded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x10 ,
Size: 1]
bool bOverrideTravelCost;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x10 , Size: 1]
bool bOverrideEnteringCost;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x10 , Size: 1]
--------------------------------
Class: NavigationFilterFlags
bool bNavFlag0;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 ,
Size: 1]
bool bNavFlag1;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0 ,
Size: 1]
bool bNavFlag2;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0 ,
Size: 1]
bool bNavFlag3;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0 ,
Size: 1]
bool bNavFlag4;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x0 ,
Size: 1]
bool bNavFlag5;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x0 ,
Size: 1]
bool bNavFlag6;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x0 ,
Size: 1]
bool bNavFlag7;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x0 ,
Size: 1]
bool bNavFlag8;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1 ,
Size: 1]
bool bNavFlag9;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1 ,
Size: 1]
bool bNavFlag10;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1 ,
Size: 1]
bool bNavFlag11;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1 ,
Size: 1]
bool bNavFlag12;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1 ,
Size: 1]
bool bNavFlag13;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1 ,
Size: 1]
bool bNavFlag14;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x1 ,
Size: 1]
bool bNavFlag15;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset:
0x1 , Size: 1]
--------------------------------
Class: NavMeshBoundsVolume.Volume.Brush.Actor.Object
NavAgentSelector SupportedAgents;//[Offset: 0x3d0 , Size: 4]
--------------------------------
Class: NavigationPath.Object
delegate PathUpdatedNotifier;//[Offset: 0x28 , Size: 16]
Vector[] PathPoints;//[Offset: 0x38 , Size: 16]
byte RecalculateOnInvalidation;//[Offset: 0x48 , Size: 1]
bool IsValid();// 0x50bc958
bool IsStringPulled();// 0x50bc920
bool IsPartial();// 0x50bc8e8
float GetPathLength();// 0x50bc8b4
float GetPathCost();// 0x50bc880
FString GetDebugString();// 0x50bc7dc
void EnableRecalculationOnInvalidation(byte DoRecalculation);// 0x50bc758
void EnableDebugDrawing(bool bShouldDrawDebugData, LinearColor PathColor);//
0x50bc690
--------------------------------
Class: AISystemBase.Object
SoftClassPath AISystemClassName;//[Offset: 0x28 , Size: 24]
FName AISystemModuleName;//[Offset: 0x40 , Size: 8]
bool bInstantiateAISystemOnClient;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x48 , Size: 1]
--------------------------------
Class: AvoidanceManager.Object
float DefaultTimeToLive;//[Offset: 0x30 , Size: 4]
float LockTimeAfterAvoid;//[Offset: 0x34 , Size: 4]
float LockTimeAfterClean;//[Offset: 0x38 , Size: 4]
float DeltaTimeToPredict;//[Offset: 0x3c , Size: 4]
float ArtificialRadiusExpansion;//[Offset: 0x40 , Size: 4]
float TestHeightDifference;//[Offset: 0x44 , Size: 4]
float HeightCheckMargin;//[Offset: 0x48 , Size: 4]
bool RegisterMovementComponent(MovementComponent* MovementComp, float
AvoidanceWeight);// 0x4fc7a40
int GetObjectCount();// 0x4fc7a0c
int GetNewAvoidanceUID();// 0x4fc79d8
Vector GetAvoidanceVelocityForComponent(MovementComponent* MovementComp);//
0x4fc7948
--------------------------------
Class: LevelCollection
GameStateBase* GameState;//[Offset: 0x8 , Size: 8]
NetDriver* NetDriver;//[Offset: 0x10 , Size: 8]
DemoNetDriver* DemoNetDriver;//[Offset: 0x18 , Size: 8]
Level* PersistentLevel;//[Offset: 0x20 , Size: 8]
<Level*> Levels;//[Offset: 0x28 , Size: 80]
--------------------------------
Class: MaterialParameterCollectionInstance.Object
MaterialParameterCollection* Collection;//[Offset: 0x30 , Size: 8]
World* World;//[Offset: 0x38 , Size: 8]
--------------------------------
Class: WorldComposition.Object
LevelStreaming*[] TilesStreaming;//[Offset: 0xd0 , Size: 16]
double TilesStreamingTimeThreshold;//[Offset: 0xe0 , Size: 8]
bool bLoadAllTilesDuringCinematic;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xe8 , Size: 1]
bool bRebaseOriginIn3DSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xe9 , Size: 1]
float RebaseOriginDistance;//[Offset: 0xec , Size: 4]
FString PVEBordersName;//[Offset: 0xf0 , Size: 16]
FString[] UnloadTileOnServer;//[Offset: 0x100 , Size: 16]
<FString> UnloadTileSet;//[Offset: 0x110 , Size: 80]
--------------------------------
Class: Channel.Object
NetConnection* Connection;//[Offset: 0x28 , Size: 8]
--------------------------------
Class: InputComponent.ActorComponent.Object
bool WasControllerKeyJustReleased(Key Key);// 0x50346f4
bool WasControllerKeyJustPressed(Key Key);// 0x50344a4
bool IsControllerKeyDown(Key Key);// 0x5034254
void GetTouchState(int FingerIndex, out float LocationX, out float LocationY,
out bool bIsCurrentlyPressed);// 0x50340e4
Vector GetControllerVectorKeyState(Key Key);// 0x5033e94
void GetControllerMouseDelta(out float DeltaX, out float DeltaY);// 0x5033db0
float GetControllerKeyTimeDown(Key Key);// 0x5033b64
void GetControllerAnalogStickState(byte WhichStick, out float StickX, out
float StickY);// 0x5033a44
float GetControllerAnalogKeyState(Key Key);// 0x50337f8
--------------------------------
Class: TouchInterface.Object
TouchInputControl[] Controls;//[Offset: 0x28 , Size: 16]
float ActiveOpacity;//[Offset: 0x38 , Size: 4]
float InactiveOpacity;//[Offset: 0x3c , Size: 4]
float TimeUntilDeactive;//[Offset: 0x40 , Size: 4]
float TimeUntilReset;//[Offset: 0x44 , Size: 4]
float ActivationDelay;//[Offset: 0x48 , Size: 4]
bool bPreventRecenter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4c , Size: 1]
float StartupDelay;//[Offset: 0x50 , Size: 4]
--------------------------------
Class: TouchInputControl
Texture2D* Image1;//[Offset: 0x0 , Size: 8]
Texture2D* Image2;//[Offset: 0x8 , Size: 8]
Vector2D Center;//[Offset: 0x10 , Size: 8]
Vector2D VisualSize;//[Offset: 0x18 , Size: 8]
Vector2D ThumbSize;//[Offset: 0x20 , Size: 8]
Vector2D InteractionSize;//[Offset: 0x28 , Size: 8]
Vector2D InputScale;//[Offset: 0x30 , Size: 8]
Key MainInputKey;//[Offset: 0x38 , Size: 24]
Key AltInputKey;//[Offset: 0x50 , Size: 24]
--------------------------------
Class: UserWidget.Widget.Visual.Object
LinearColor ColorAndOpacity;//[Offset: 0x108 , Size: 16]
delegate ColorAndOpacityDelegate;//[Offset: 0x118 , Size: 16]
SlateColor ForegroundColor;//[Offset: 0x128 , Size: 40]
delegate ForegroundColorDelegate;//[Offset: 0x150 , Size: 16]
Margin Padding;//[Offset: 0x160 , Size: 16]
UMGSequencePlayer*[] ActiveSequencePlayers;//[Offset: 0x170 , Size: 16]
UMGSequencePlayer*[] StoppedSequencePlayers;//[Offset: 0x180 , Size: 16]
NamedSlotBinding[] NamedSlotBindings;//[Offset: 0x190 , Size: 16]
WidgetTree* WidgetTree;//[Offset: 0x1a0 , Size: 8]
int Priority;//[Offset: 0x1a8 , Size: 4]
bool bSupportsKeyboardFocus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x1ac , Size: 1]
bool bIsFocusable;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x1ac , Size: 1]
bool bStopAction;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1ac ,
Size: 1]
bool bCanEverTick;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x1ac , Size: 1]
bool bCanEverPaint;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x1ac , Size: 1]
bool bDontPaintWhenChildEmpty;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x1ac , Size: 1]
bool bCookedWidgetTree;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x1ac , Size: 1]
bool needAutoPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1ad , Size: 1]
bool isAutoLoop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1ae , Size: 1]
FName[] autoPlayNameList;//[Offset: 0x1b0 , Size: 16]
InputComponent* InputComponent;//[Offset: 0x1c0 , Size: 8]
void UnregisterInputComponent();// 0x451b0c0
void Tick(Geometry MyGeometry, float InDeltaTime);// 0x37db6c4
void StopListeningForInputAction(FName ActionName, byte EventType);//
0x451b000
void StopListeningForAllInputActions();// 0x451afec
void StopAnimation(const WidgetAnimation* InAnimation);// 0x451af70
void SetPositionInViewport(Vector2D Position, bool bRemoveDPIScale);//
0x451aeb4
void SetPlaybackSpeed(const WidgetAnimation* InAnimation, float
PlaybackSpeed);// 0x451adfc
void SetPadding(Margin InPadding);// 0x451ad80
void SetOwningPlayer(PlayerController* LocalPlayerController);// 0x451ad04
void SetOwningLocalPlayer(LocalPlayer* LocalPlayer);// 0x451ac88
void SetNumLoopsToPlay(const WidgetAnimation* InAnimation, int
NumLoopsToPlay);// 0x451abd0
void SetInputActionPriority(int NewPriority);// 0x451ab54
void SetInputActionBlocking(bool bShouldBlock);// 0x451aad0
void SetForegroundColor(SlateColor InForegroundColor);// 0x451a878
void SetDontPaintWhenChildEmpty(bool Enable);// 0x451a7f4
void SetDesiredSizeInViewport(Vector2D Size);// 0x451a77c
void SetColorAndOpacity(LinearColor InColorAndOpacity);// 0x451a700
void SetAnchorsInViewport(Anchors Anchors);// 0x451a684
void SetAlignmentInViewport(Vector2D Alignment);// 0x451a60c
void ReverseAnimation(const WidgetAnimation* InAnimation);// 0x451a590
void RemoveFromViewport();// 0x451a57c
void RegisterInputComponent();// 0x451a568
void PreConstruct(bool IsDesignTime);// 0x37db6c4
void PlaySound(SoundBase* SoundToPlay);// 0x451a4ec
void PlayAnimationTo(WidgetAnimation* InAnimation, float StartAtTime, float
EndAtTime, int NumLoopsToPlay, byte PlayMode, float PlaybackSpeed);// 0x451a348
void PlayAnimation(WidgetAnimation* InAnimation, float StartAtTime, int
NumLoopsToPlay, byte PlayMode, float PlaybackSpeed);// 0x451a1dc
float PauseAnimation(const WidgetAnimation* InAnimation);// 0x451a150
EventReply OnTouchStarted(Geometry MyGeometry, out const PointerEvent
InTouchEvent);// 0x37db6c4
EventReply OnTouchMoved(Geometry MyGeometry, out const PointerEvent
InTouchEvent);// 0x37db6c4
EventReply OnTouchGesture(Geometry MyGeometry, out const PointerEvent
GestureEvent);// 0x37db6c4
EventReply OnTouchEnded(Geometry MyGeometry, out const PointerEvent
InTouchEvent);// 0x37db6c4
void OnRemovedFromFocusPath(FocusEvent InFocusEvent);// 0x37db6c4
EventReply OnPreviewMouseButtonDown(Geometry MyGeometry, out const
PointerEvent MouseEvent);// 0x37db6c4
EventReply OnPreviewKeyDown(Geometry MyGeometry, KeyEvent InKeyEvent);//
0x37db6c4
void OnPaint(out PaintContext Context);// 0x37db6c4
EventReply OnMouseWheel(Geometry MyGeometry, out const PointerEvent
MouseEvent);// 0x37db6c4
EventReply OnMouseMove(Geometry MyGeometry, out const PointerEvent
MouseEvent);// 0x37db6c4
void OnMouseLeave(out const PointerEvent MouseEvent);// 0x37db6c4
void OnMouseEnter(Geometry MyGeometry, out const PointerEvent MouseEvent);//
0x37db6c4
void OnMouseCaptureLost();// 0x37db6c4
EventReply OnMouseButtonUp(Geometry MyGeometry, out const PointerEvent
MouseEvent);// 0x37db6c4
EventReply OnMouseButtonDown(Geometry MyGeometry, out const PointerEvent
MouseEvent);// 0x37db6c4
EventReply OnMouseButtonDoubleClick(Geometry InMyGeometry, out const
PointerEvent InMouseEvent);// 0x37db6c4
EventReply OnMotionDetected(Geometry MyGeometry, MotionEvent
InMotionEvent);// 0x37db6c4
EventReply OnKeyUp(Geometry MyGeometry, KeyEvent InKeyEvent);// 0x37db6c4
EventReply OnKeyDown(Geometry MyGeometry, KeyEvent InKeyEvent);// 0x37db6c4
EventReply OnKeyChar(Geometry MyGeometry, CharacterEvent InCharacterEvent);//
0x37db6c4
EventReply OnFocusReceived(Geometry MyGeometry, FocusEvent InFocusEvent);//
0x37db6c4
void OnFocusLost(FocusEvent InFocusEvent);// 0x37db6c4
bool OnDrop(Geometry MyGeometry, PointerEvent PointerEvent,
DragDropOperation* Operation);// 0x37db6c4
bool OnDragOver(Geometry MyGeometry, PointerEvent PointerEvent,
DragDropOperation* Operation);// 0x37db6c4
void OnDragLeave(PointerEvent PointerEvent, DragDropOperation* Operation);//
0x37db6c4
void OnDragEnter(Geometry MyGeometry, PointerEvent PointerEvent,
DragDropOperation* Operation);// 0x37db6c4
void OnDragDetected(Geometry MyGeometry, out const PointerEvent PointerEvent,
out DragDropOperation* Operation);// 0x37db6c4
void OnDragCancelled(out const PointerEvent PointerEvent, DragDropOperation*
Operation);// 0x37db6c4
void OnAnimationStarted(const WidgetAnimation* Animation);// 0x451a0cc
void OnAnimationFinished(const WidgetAnimation* Animation);// 0x451a048
EventReply OnAnalogValueChanged(Geometry MyGeometry, AnalogInputEvent
InAnalogInputEvent);// 0x37db6c4
void OnAddedToFocusPath(FocusEvent InFocusEvent);// 0x37db6c4
void ListenForInputAction(FName ActionName, byte EventType, bool bConsume,
delegate Callback);// 0x4519ee4
bool IsPlayingAnimation();// 0x4519ec0
bool IsListeningForInputAction(FName ActionName);// 0x4519e30
bool IsInViewport();// 0x4519df8
bool IsInteractable();// 0x37db6c4
bool IsAnyAnimationPlaying();// 0x4519dc0
bool IsAnimationPlayingForward(const WidgetAnimation* InAnimation);//
0x4519d30
bool IsAnimationPlaying(const WidgetAnimation* InAnimation);// 0x4519ca0
Widget* GetWidgetFromName(out const FName Name);// 0x4519c04
Pawn* GetOwningPlayerPawn();// 0x4519bd0
PlayerController* GetOwningPlayer();// 0x4519b94
LocalPlayer* GetOwningLocalPlayer();// 0x4519b60
bool GetIsVisible();// 0x4519b28
bool GetDontPaintWhenChildEmpty();// 0x4519af0
float GetAnimationCurrentTime(const WidgetAnimation* InAnimation);//
0x4519a64
Anchors GetAnchorsInViewport();// 0x4519a2c
Vector2D GetAlignmentInViewport();// 0x45199f8
void Destruct();// 0x37db6c4
void Construct();// 0x37db6c4
void AddToViewport(int ZOrder);// 0x451997c
bool AddToPlayerScreen(int ZOrder);// 0x45198ec
--------------------------------
Class: Widget.Visual.Object
PanelSlot* Slot;//[Offset: 0x28 , Size: 8]
delegate bIsEnabledDelegate;//[Offset: 0x30 , Size: 16]
FText ToolTipText;//[Offset: 0x40 , Size: 24]
delegate ToolTipTextDelegate;//[Offset: 0x58 , Size: 16]
Widget* ToolTipWidget;//[Offset: 0x68 , Size: 8]
delegate ToolTipWidgetDelegate;//[Offset: 0x70 , Size: 16]
delegate VisibilityDelegate;//[Offset: 0x80 , Size: 16]
WidgetTransform RenderTransform;//[Offset: 0x90 , Size: 28]
Vector2D RenderTransformPivot;//[Offset: 0xac , Size: 8]
bool bIsVariable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xb4 ,
Size: 1]
bool bCreatedByConstructionScript;//(ByteOffset: 0, ByteMask: 2, FieldMask:
2)[Offset: 0xb4 , Size: 1]
bool bIsEnabled;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xb4 ,
Size: 1]
bool bOverride_Cursor;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0xb4 , Size: 1]
bool bIsVolatile;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0xb4 , Size: 1]
bool bWriteSceneZBuffer;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0xb4 , Size: 1]
byte UsedLayerPolicy;//[Offset: 0xb5 , Size: 1]
byte PreservedLayerNum;//[Offset: 0xb6 , Size: 1]
byte Cursor;//[Offset: 0xb7 , Size: 1]
enum Clipping;//[Offset: 0xb8 , Size: 1]
enum Visibility;//[Offset: 0xb9 , Size: 1]
bool bVisiblePass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xba
, Size: 1]
WidgetNavigation* Navigation;//[Offset: 0xc0 , Size: 8]
PropertyBinding*[] NativeBindings;//[Offset: 0xf0 , Size: 16]
void SetVisibility(enum InVisibility);// 0x451fe4c
void SetUserFocus(PlayerController* PlayerController);// 0x451fdd0
void SetToolTipText(out const FText InToolTipText);// 0x451fc7c
void SetToolTip(Widget* Widget);// 0x451fc00
void SetRenderTranslation(Vector2D Translation);// 0x451fb88
void SetRenderTransformPivot(Vector2D Pivot);// 0x451fb10
void SetRenderTransform(WidgetTransform InTransform);// 0x451fa64
void SetRenderShear(Vector2D Shear);// 0x451f9ec
void SetRenderScale(Vector2D Scale);// 0x451f974
void SetRenderAngle(float Angle);// 0x451f8f8
void SetNavigationRule(enum Direction, enum Rule, FName WidgetToFocus);//
0x451f804
void SetKeyboardFocus();// 0x451f7f0
void SetIsEnabled(bool bInIsEnabled);// 0x451f764
void SetCursor(byte InCursor);// 0x451f6e8
void SetClipping(enum InClipping);// 0x451f66c
void SetAllNavigationRules(enum Rule, FName WidgetToFocus);// 0x451f5b4
void ResetCursor();// 0x451f5a0
void RemoveFromParent();// 0x451f584
EventReply OnReply__DelegateSignature();// 0x37db6c4
EventReply OnPointerEvent__DelegateSignature(Geometry MyGeometry, out const
PointerEvent MouseEvent);// 0x37db6c4
bool IsVisible();// 0x451f54c
bool IsHovered();// 0x451f514
void InvalidateLayoutAndVolatility();// 0x451f500
bool HasUserFocusedDescendants(PlayerController* PlayerController);//
0x451f470
bool HasUserFocus(PlayerController* PlayerController);// 0x451f3e0
bool HasMouseCapture();// 0x451f3a8
bool HasKeyboardFocus();// 0x451f370
bool HasFocusedDescendants();// 0x451f338
bool HasAnyUserFocus();// 0x451f300
Widget* GetWidget__DelegateSignature();// 0x37db6c4
enum GetVisibility();// 0x451f2cc
Widget* GetTheTemplate();// 0x451f298
FText GetText__DelegateSignature();// 0x37db6c4
enum GetSlateVisibility__DelegateSignature();// 0x37db6c4
SlateColor GetSlateColor__DelegateSignature();// 0x37db6c4
SlateBrush GetSlateBrush__DelegateSignature();// 0x37db6c4
PanelWidget* GetParent();// 0x451f264
PlayerController* GetOwningPlayer();// 0x451f228
byte GetMouseCursor__DelegateSignature();// 0x37db6c4
LinearColor GetLinearColor__DelegateSignature();// 0x37db6c4
bool GetIsEnabled();// 0x451f1f0
int GetInt32__DelegateSignature();// 0x37db6c4
float GetFloat__DelegateSignature();// 0x37db6c4
Vector2D GetDesiredSize();// 0x451f1bc
enum GetClipping();// 0x451f188
enum GetCheckBoxState__DelegateSignature();// 0x37db6c4
Geometry GetCachedGeometry();// 0x451f150
Geometry GetCachedAllottedGeometry();// 0x451f118
bool GetBool__DelegateSignature();// 0x37db6c4
Widget* GenerateWidgetForString__DelegateSignature(FString Item);// 0x37db6c4
Widget* GenerateWidgetForObject__DelegateSignature(Object* Item);// 0x37db6c4
void ForceVolatile(bool bForce);// 0x451f094
void ForceLayoutPrepass();// 0x451f080
void AdaptationWidgetSlot(out const Margin InOffset);// 0x451eff8
--------------------------------
Class: Visual.Object
--------------------------------
Class: SlateColor
LinearColor SpecifiedColor;//[Offset: 0x0 , Size: 16]
byte ColorUseRule;//[Offset: 0x10 , Size: 1]
--------------------------------
Class: Margin
float Left;//[Offset: 0x0 , Size: 4]
float Top;//[Offset: 0x4 , Size: 4]
float Right;//[Offset: 0x8 , Size: 4]
float Bottom;//[Offset: 0xc , Size: 4]
--------------------------------
Class: UMGSequencePlayer.Object
WidgetAnimation* Animation;//[Offset: 0x370 , Size: 8]
--------------------------------
Class: WidgetAnimation.MovieSceneSequence.MovieSceneSignedObject.Object
delegate OnAnimationStarted;//[Offset: 0x2d0 , Size: 16]
delegate OnAnimationFinished;//[Offset: 0x2e0 , Size: 16]
MovieScene* MovieScene;//[Offset: 0x2f0 , Size: 8]
WidgetAnimationBinding[] AnimationBindings;//[Offset: 0x2f8 , Size: 16]
float GetStartTime();// 0x4520c14
float GetEndTime();// 0x4520be0
--------------------------------
Class: MovieSceneSequence.MovieSceneSignedObject.Object
CachedMovieSceneEvaluationTemplate EvaluationTemplate;//[Offset: 0x50 , Size:
544]
MovieSceneTrackCompilationParams TemplateParameters;//[Offset: 0x270 , Size:
2]
<Object*,CachedMovieSceneEvaluationTemplate>
InstancedSubSequenceEvaluationTemplates;//[Offset: 0x278 , Size: 80]
bool bParentContextsAreSignificant;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x2c8 , Size: 1]
--------------------------------
Class: MovieSceneSignedObject.Object
Guid Signature;//[Offset: 0x28 , Size: 16]
--------------------------------
Class: CachedMovieSceneEvaluationTemplate.MovieSceneEvaluationTemplate
--------------------------------
Class: MovieSceneEvaluationTemplate
<uint32,MovieSceneEvaluationTrack> Tracks;//[Offset: 0x0 , Size: 80]
MovieSceneEvaluationField EvaluationField;//[Offset: 0xa0 , Size: 48]
MovieSceneSequenceHierarchy Hierarchy;//[Offset: 0xd0 , Size: 160]
MovieSceneTemplateGenerationLedger TemplateLedger;//[Offset: 0x170 , Size:
168]
bool bHasLegacyTrackInstances;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x218 , Size: 1]
bool bKeepStaleTracks;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x218 , Size: 1]
--------------------------------
Class: MovieSceneEvaluationTrack
Guid ObjectBindingId;//[Offset: 0x0 , Size: 16]
uint16 EvaluationPriority;//[Offset: 0x10 , Size: 2]
enum EvaluationMethod;//[Offset: 0x12 , Size: 1]
MovieSceneSegment[] Segments;//[Offset: 0x18 , Size: 16]
MovieSceneEvalTemplatePtr[] ChildTemplates;//[Offset: 0x28 , Size: 16]
MovieSceneTrackImplementationPtr TrackTemplate;//[Offset: 0x38 , Size: 56]
FName EvaluationGroup;//[Offset: 0x70 , Size: 8]
bool bEvaluateInPreroll;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x78 , Size: 1]
bool bEvaluateInPostroll;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x78 , Size: 1]
--------------------------------
Class: MovieSceneSegment
--------------------------------
Class: MovieSceneEvalTemplatePtr
--------------------------------
Class: MovieSceneTrackImplementationPtr
--------------------------------
Class: MovieSceneEvaluationField
FloatRange[] Ranges;//[Offset: 0x0 , Size: 16]
MovieSceneEvaluationGroup[] Groups;//[Offset: 0x10 , Size: 16]
MovieSceneEvaluationMetaData[] MetaData;//[Offset: 0x20 , Size: 16]
--------------------------------
Class: FloatRange
FloatRangeBound LowerBound;//[Offset: 0x0 , Size: 8]
FloatRangeBound UpperBound;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: FloatRangeBound
byte Type;//[Offset: 0x0 , Size: 1]
float Value;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: MovieSceneEvaluationGroup
MovieSceneEvaluationGroupLUTIndex[] LUTIndices;//[Offset: 0x0 , Size: 16]
MovieSceneEvaluationFieldSegmentPtr[] SegmentPtrLUT;//[Offset: 0x10 , Size:
16]
--------------------------------
Class: MovieSceneEvaluationGroupLUTIndex
int LUTOffset;//[Offset: 0x0 , Size: 4]
int NumInitPtrs;//[Offset: 0x4 , Size: 4]
int NumEvalPtrs;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: MovieSceneEvaluationFieldSegmentPtr.MovieSceneEvaluationFieldTrackPtr
int SegmentIndex;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: MovieSceneEvaluationFieldTrackPtr
MovieSceneSequenceID SequenceID;//[Offset: 0x0 , Size: 4]
MovieSceneTrackIdentifier TrackIdentifier;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: MovieSceneSequenceID
uint32 Value;//[Offset: 0x0 , Size: 4]
--------------------------------
Class: MovieSceneTrackIdentifier
uint32 Value;//[Offset: 0x0 , Size: 4]
--------------------------------
Class: MovieSceneEvaluationMetaData
MovieSceneSequenceID[] ActiveSequences;//[Offset: 0x0 , Size: 16]
MovieSceneOrderedEvaluationKey[] ActiveEntities;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: MovieSceneOrderedEvaluationKey
MovieSceneEvaluationKey Key;//[Offset: 0x0 , Size: 12]
uint32 EvaluationIndex;//[Offset: 0xc , Size: 4]
--------------------------------
Class: MovieSceneEvaluationKey
MovieSceneSequenceID SequenceID;//[Offset: 0x0 , Size: 4]
MovieSceneTrackIdentifier TrackIdentifier;//[Offset: 0x4 , Size: 4]
uint32 SectionIdentifier;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: MovieSceneSequenceHierarchy
<uint32,MovieSceneSubSequenceData> SubSequences;//[Offset: 0x0 , Size: 80]
<uint32,MovieSceneSequenceHierarchyNode> Hierarchy;//[Offset: 0x50 , Size:
80]
--------------------------------
Class: MovieSceneSubSequenceData
MovieSceneSequence* Sequence;//[Offset: 0x0 , Size: 8]
Object* SequenceKeyObject;//[Offset: 0x8 , Size: 8]
MovieSceneSequenceTransform RootToSequenceTransform;//[Offset: 0x10 , Size:
8]
Guid SourceSequenceSignature;//[Offset: 0x18 , Size: 16]
MovieSceneSequenceID DeterministicSequenceID;//[Offset: 0x28 , Size: 4]
FloatRange PreRollRange;//[Offset: 0x2c , Size: 16]
FloatRange PostRollRange;//[Offset: 0x3c , Size: 16]
int HierarchicalBias;//[Offset: 0x4c , Size: 4]
--------------------------------
Class: MovieSceneSequenceTransform
float TimeScale;//[Offset: 0x0 , Size: 4]
float Offset;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: MovieSceneSequenceHierarchyNode
MovieSceneSequenceID ParentID;//[Offset: 0x0 , Size: 4]
MovieSceneSequenceID[] Children;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: MovieSceneTemplateGenerationLedger
MovieSceneTrackIdentifier LastTrackIdentifier;//[Offset: 0x0 , Size: 4]
<MovieSceneTrackIdentifier,int> TrackReferenceCounts;//[Offset: 0x8 , Size:
80]
<Guid,MovieSceneTrackIdentifiers> TrackSignatureToTrackIdentifier;//[Offset:
0x58 , Size: 80]
--------------------------------
Class: MovieSceneTrackIdentifiers
MovieSceneTrackIdentifier[] Data;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: MovieSceneTrackCompilationParams
bool bForEditorPreview;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x0 , Size: 1]
bool bDuringBlueprintCompile;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1 , Size: 1]
--------------------------------
Class: MovieScene.MovieSceneSignedObject.Object
MovieSceneSpawnable[] Spawnables;//[Offset: 0x50 , Size: 16]
MovieScenePossessable[] Possessables;//[Offset: 0x60 , Size: 16]
MovieSceneBinding[] ObjectBindings;//[Offset: 0x70 , Size: 16]
MovieSceneTrack*[] MasterTracks;//[Offset: 0x80 , Size: 16]
MovieSceneTrack* CameraCutTrack;//[Offset: 0x90 , Size: 8]
FloatRange SelectionRange;//[Offset: 0x98 , Size: 16]
FloatRange PlaybackRange;//[Offset: 0xa8 , Size: 16]
bool bForceFixedFrameIntervalPlayback;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xb8 , Size: 1]
float FixedFrameInterval;//[Offset: 0xbc , Size: 4]
float InTime;//[Offset: 0xc0 , Size: 4]
float OutTime;//[Offset: 0xc4 , Size: 4]
float StartTime;//[Offset: 0xc8 , Size: 4]
float EndTime;//[Offset: 0xcc , Size: 4]
--------------------------------
Class: MovieSceneSpawnable
Guid Guid;//[Offset: 0x0 , Size: 16]
FString Name;//[Offset: 0x10 , Size: 16]
Object* ObjectTemplate;//[Offset: 0x20 , Size: 8]
Guid[] ChildPossessables;//[Offset: 0x28 , Size: 16]
enum Ownership;//[Offset: 0x38 , Size: 1]
--------------------------------
Class: MovieScenePossessable
Guid Guid;//[Offset: 0x0 , Size: 16]
FString Name;//[Offset: 0x10 , Size: 16]
class Object* PossessedObjectClass;//[Offset: 0x20 , Size: 8]
Guid ParentGuid;//[Offset: 0x28 , Size: 16]
--------------------------------
Class: MovieSceneBinding
Guid ObjectGuid;//[Offset: 0x0 , Size: 16]
FString BindingName;//[Offset: 0x10 , Size: 16]
MovieSceneTrack*[] Tracks;//[Offset: 0x20 , Size: 16]
--------------------------------
Class: MovieSceneTrack.MovieSceneSignedObject.Object
MovieSceneTrackEvalOptions EvalOptions;//[Offset: 0x50 , Size: 4]
--------------------------------
Class: MovieSceneTrackEvalOptions
bool bCanEvaluateNearestSection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x0 , Size: 1]
bool bEvalNearestSection;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x0 , Size: 1]
bool bEvaluateInPreroll;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x0 , Size: 1]
bool bEvaluateInPostroll;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x0 , Size: 1]
bool bEvaluateNearestSection;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x0 , Size: 1]
--------------------------------
Class: WidgetAnimationBinding
FName WidgetName;//[Offset: 0x0 , Size: 8]
FName SlotWidgetName;//[Offset: 0x8 , Size: 8]
Guid AnimationGuid;//[Offset: 0x10 , Size: 16]
bool bIsRootWidget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x20 , Size: 1]
--------------------------------
Class: NamedSlotBinding
FName Name;//[Offset: 0x0 , Size: 8]
Widget* Content;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: WidgetTree.Object
Widget* RootWidget;//[Offset: 0x28 , Size: 8]
Widget*[] AllWidgets;//[Offset: 0x30 , Size: 16]
--------------------------------
Class: Geometry
--------------------------------
Class: Anchors
Vector2D Minimum;//[Offset: 0x0 , Size: 8]
Vector2D Maximum;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: PointerEvent.InputEvent
--------------------------------
Class: InputEvent
--------------------------------
Class: EventReply
--------------------------------
Class: FocusEvent
--------------------------------
Class: KeyEvent.InputEvent
--------------------------------
Class: PaintContext
--------------------------------
Class: MotionEvent.InputEvent
--------------------------------
Class: CharacterEvent.InputEvent
--------------------------------
Class: DragDropOperation.Object
FString Tag;//[Offset: 0x28 , Size: 16]
Object* Payload;//[Offset: 0x38 , Size: 8]
Widget* DefaultDragVisual;//[Offset: 0x40 , Size: 8]
enum Pivot;//[Offset: 0x48 , Size: 1]
Vector2D Offset;//[Offset: 0x4c , Size: 8]
delegate OnDrop;//[Offset: 0x58 , Size: 16]
delegate OnDragCancelled;//[Offset: 0x68 , Size: 16]
delegate OnDragged;//[Offset: 0x78 , Size: 16]
void Drop(out const PointerEvent PointerEvent);// 0x44fb0b0
void Dragged(out const PointerEvent PointerEvent);// 0x44faef8
void DragCancelled(out const PointerEvent PointerEvent);// 0x44fad40
--------------------------------
Class: AnalogInputEvent.KeyEvent.InputEvent
--------------------------------
Class: PanelSlot.Visual.Object
PanelWidget* Parent;//[Offset: 0x28 , Size: 8]
Widget* Content;//[Offset: 0x30 , Size: 8]
--------------------------------
Class: PanelWidget.Widget.Visual.Object
PanelSlot*[] Slots;//[Offset: 0x100 , Size: 16]
bool RemoveChildAt(int Index);// 0x450595c
bool RemoveChild(Widget* Content);// 0x45058cc
bool HasChild(Widget* Content);// 0x450583c
bool HasAnyChildren();// 0x4505804
int GetChildrenCount();// 0x45057d0
int GetChildIndex(Widget* Content);// 0x4505744
Widget* GetChildAt(int Index);// 0x45056b8
void ClearChildren();// 0x45056a4
PanelSlot* AddChild(Widget* Content);// 0x4505618
--------------------------------
Class: WidgetTransform
Vector2D Translation;//[Offset: 0x0 , Size: 8]
Vector2D Scale;//[Offset: 0x8 , Size: 8]
Vector2D Shear;//[Offset: 0x10 , Size: 8]
float Angle;//[Offset: 0x18 , Size: 4]
--------------------------------
Class: WidgetNavigation.Object
WidgetNavigationData Up;//[Offset: 0x28 , Size: 24]
WidgetNavigationData Down;//[Offset: 0x40 , Size: 24]
WidgetNavigationData Left;//[Offset: 0x58 , Size: 24]
WidgetNavigationData Right;//[Offset: 0x70 , Size: 24]
WidgetNavigationData Next;//[Offset: 0x88 , Size: 24]
WidgetNavigationData Previous;//[Offset: 0xa0 , Size: 24]
--------------------------------
Class: WidgetNavigationData
enum Rule;//[Offset: 0x0 , Size: 1]
FName WidgetToFocus;//[Offset: 0x8 , Size: 8]
Widget* Widget;//[Offset: 0x10 , Size: 8]
--------------------------------
Class: PropertyBinding.Object
Object* SourceObject;//[Offset: 0x28 , Size: 8]
DynamicPropertyPath SourcePath;//[Offset: 0x30 , Size: 16]
FName DestinationProperty;//[Offset: 0x40 , Size: 8]
--------------------------------
Class: DynamicPropertyPath
PropertyPathSegment[] Segments;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: PropertyPathSegment
FName Name;//[Offset: 0x0 , Size: 8]
int ArrayIndex;//[Offset: 0x8 , Size: 4]
Struct* Struct;//[Offset: 0x10 , Size: 8]
Field* Field;//[Offset: 0x18 , Size: 8]
--------------------------------
Class: SlateBrush
Vector2D ImageSize;//[Offset: 0x8 , Size: 8]
Margin Margin;//[Offset: 0x10 , Size: 16]
SlateColor TintColor;//[Offset: 0x20 , Size: 40]
bool bAsyncEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x48 , Size: 1]
bool bOnlySoftInEditor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x49 , Size: 1]
Object* ResourceObject;//[Offset: 0x50 , Size: 8]
Object* SoftResourceObject;//[Offset: 0x58 , Size: 40]
FName ResourceName;//[Offset: 0x80 , Size: 8]
Box2D UVRegion;//[Offset: 0x88 , Size: 20]
byte DrawAs;//[Offset: 0x9c , Size: 1]
byte Tiling;//[Offset: 0x9d , Size: 1]
byte Mirroring;//[Offset: 0x9e , Size: 1]
byte ImageType;//[Offset: 0x9f , Size: 1]
bool bIsDynamicallyLoaded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xa0 , Size: 1]
bool bHasUObject;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xa0 ,
Size: 1]
--------------------------------
Class: Box2D
Vector2D Min;//[Offset: 0x0 , Size: 8]
Vector2D Max;//[Offset: 0x8 , Size: 8]
byte bIsValid;//[Offset: 0x10 , Size: 1]
--------------------------------
Class: ViewTargetTransitionParams
float blendTime;//[Offset: 0x0 , Size: 4]
byte BlendFunction;//[Offset: 0x4 , Size: 1]
float BlendExp;//[Offset: 0x8 , Size: 4]
bool bLockOutgoing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc ,
Size: 1]
--------------------------------
Class: HapticFeedbackEffect_Base.Object
--------------------------------
Class: LatentActionInfo
int Linkage;//[Offset: 0x0 , Size: 4]
int UUID;//[Offset: 0x4 , Size: 4]
FName ExecutionFunction;//[Offset: 0x8 , Size: 8]
Object* CallbackTarget;//[Offset: 0x10 , Size: 8]
--------------------------------
Class: GeomSelection
int Type;//[Offset: 0x0 , Size: 4]
int Index;//[Offset: 0x4 , Size: 4]
int SelectionIndex;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: SimpleMemberReference
Object* MemberParent;//[Offset: 0x0 , Size: 8]
FName MemberName;//[Offset: 0x8 , Size: 8]
Guid MemberGuid;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: MatineeActor.Actor.Object
InterpData* MatineeData;//[Offset: 0x398 , Size: 8]
FName MatineeControllerName;//[Offset: 0x3a0 , Size: 8]
float PlayRate;//[Offset: 0x3a8 , Size: 4]
bool bPlayOnLevelLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x3ac , Size: 1]
bool bForceStartPos;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x3ac , Size: 1]
float ForceStartPosition;//[Offset: 0x3b0 , Size: 4]
bool bLooping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3b4 ,
Size: 1]
bool bRewindOnPlay;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x3b4
, Size: 1]
bool bNoResetOnRewind;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x3b4 , Size: 1]
bool bRewindIfAlreadyPlaying;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x3b4 , Size: 1]
bool bDisableRadioFilter;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x3b4 , Size: 1]
bool bClientSideOnly;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x3b4 , Size: 1]
bool bSkipUpdateIfNotVisible;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x3b4 , Size: 1]
bool bIsSkippable;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset:
0x3b4 , Size: 1]
int PreferredSplitScreenNum;//[Offset: 0x3b8 , Size: 4]
bool bDisableMovementInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x3bc , Size: 1]
bool bDisableLookAtInput;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x3bc , Size: 1]
bool bHidePlayer;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x3bc ,
Size: 1]
bool bHideHud;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x3bc ,
Size: 1]
InterpGroupActorInfo[] GroupActorInfos;//[Offset: 0x3c0 , Size: 16]
bool bShouldShowGore;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x3d0 , Size: 1]
InterpGroupInst*[] GroupInst;//[Offset: 0x3d8 , Size: 16]
CameraCutInfo[] CameraCuts;//[Offset: 0x3e8 , Size: 16]
bool bIsPlaying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3f8 ,
Size: 1]
bool bReversePlayback;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x3f8 , Size: 1]
bool bPaused;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x3f8 ,
Size: 1]
bool bPendingStop;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x3f8 , Size: 1]
float InterpPosition;//[Offset: 0x3fc , Size: 4]
byte ReplicationForceIsPlaying;//[Offset: 0x404 , Size: 1]
delegate OnPlay;//[Offset: 0x408 , Size: 16]
delegate OnStop;//[Offset: 0x418 , Size: 16]
delegate OnPause;//[Offset: 0x428 , Size: 16]
void Stop();// 0x50b3630
void SetPosition(float NewPosition, bool bJump);// 0x50b3570
void SetLoopingState(bool bNewLooping);// 0x50b34e4
void Reverse();// 0x50b34c8
void Play();// 0x50b34ac
void Pause();// 0x50b3490
void EnableGroupByName(FString GroupName, bool bEnable);// 0x50b3318
void ChangePlaybackDirection();// 0x50b32fc
--------------------------------
Class: InterpData.Object
float InterpLength;//[Offset: 0x28 , Size: 4]
float PathBuildTime;//[Offset: 0x2c , Size: 4]
InterpGroup*[] InterpGroups;//[Offset: 0x30 , Size: 16]
InterpCurveEdSetup* CurveEdSetup;//[Offset: 0x40 , Size: 8]
float EdSectionStart;//[Offset: 0x48 , Size: 4]
float EdSectionEnd;//[Offset: 0x4c , Size: 4]
bool bShouldBakeAndPrune;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x50 , Size: 1]
InterpGroupDirector* CachedDirectorGroup;//[Offset: 0x58 , Size: 8]
FName[] AllEventNames;//[Offset: 0x60 , Size: 16]
--------------------------------
Class: InterpGroupDirector.InterpGroup.Object
--------------------------------
Class: InterpGroupActorInfo
FName ObjectName;//[Offset: 0x0 , Size: 8]
Actor*[] Actors;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: CameraCutInfo
Vector Location;//[Offset: 0x0 , Size: 12]
float TimeStamp;//[Offset: 0xc , Size: 4]
--------------------------------
Class: ChildActorComponent.SceneComponent.ActorComponent.Object
class Actor* ChildActorClass;//[Offset: 0x2d0 , Size: 8]
Actor* ChildActor;//[Offset: 0x2d8 , Size: 8]
Actor* ChildActorTemplate;//[Offset: 0x2e0 , Size: 8]
void SetChildActorClass(class Actor InClass);// 0x4fea32c
--------------------------------
Class: AbstractNavData.NavigationData.Actor.Object
--------------------------------
Class: ActorChannel.Channel.Object
Actor* Actor;//[Offset: 0x70 , Size: 8]
--------------------------------
Class: BlendSpaceBase.AnimationAsset.Object
bool bRotationBlendInMeshSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x80 , Size: 1]
float AnimLength;//[Offset: 0x84 , Size: 4]
InterpolationParameter InterpolationParam;//[Offset: 0x88 , Size: 8]
float TargetWeightInterpolationSpeedPerSec;//[Offset: 0xa0 , Size: 4]
byte NotifyTriggerMode;//[Offset: 0xa4 , Size: 1]
PerBoneInterpolation[] PerBoneBlend;//[Offset: 0xa8 , Size: 16]
int SampleIndexWithMarkers;//[Offset: 0xb8 , Size: 4]
BlendSample[] SampleData;//[Offset: 0xc0 , Size: 16]
EditorElement[] GridSamples;//[Offset: 0xd0 , Size: 16]
BlendParameter BlendParameters;//[Offset: 0xe0 , Size: 32]
--------------------------------
Class: InterpolationParameter
float InterpolationTime;//[Offset: 0x0 , Size: 4]
byte InterpolationType;//[Offset: 0x4 , Size: 1]
--------------------------------
Class: PerBoneInterpolation
BoneReference BoneReference;//[Offset: 0x0 , Size: 24]
float InterpolationSpeedPerSec;//[Offset: 0x18 , Size: 4]
--------------------------------
Class: BlendSample
AnimSequence* Animation;//[Offset: 0x0 , Size: 8]
Vector SampleValue;//[Offset: 0x8 , Size: 12]
float RateScale;//[Offset: 0x14 , Size: 4]
--------------------------------
Class: EditorElement
int Indices;//[Offset: 0x0 , Size: 4]
float Weights;//[Offset: 0xc , Size: 4]
--------------------------------
Class: BlendParameter
FString DisplayName;//[Offset: 0x0 , Size: 16]
float Min;//[Offset: 0x10 , Size: 4]
float Max;//[Offset: 0x14 , Size: 4]
int GridNum;//[Offset: 0x18 , Size: 4]
--------------------------------
Class: BlendSpace.BlendSpaceBase.AnimationAsset.Object
byte AxisToScaleAnimation;//[Offset: 0x140 , Size: 1]
--------------------------------
Class: AimOffsetBlendSpace.BlendSpace.BlendSpaceBase.AnimationAsset.Object
--------------------------------
Class: BlendSpace1D.BlendSpaceBase.AnimationAsset.Object
bool bScaleAnimation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x140 , Size: 1]
--------------------------------
Class: AimOffsetBlendSpace1D.BlendSpace1D.BlendSpaceBase.AnimationAsset.Object
--------------------------------
Class: AmbientSound.Actor.Object
AudioComponent* AudioComponent;//[Offset: 0x398 , Size: 8]
void Stop();// 0x4fa0964
void Play(float StartTime);// 0x4fa08e8
void FadeOut(float FadeOutDuration, float FadeVolumeLevel);// 0x4fa0834
void FadeIn(float FadeInDuration, float FadeVolumeLevel);// 0x4fa0780
void AdjustVolume(float AdjustVolumeDuration, float AdjustVolumeLevel);//
0x4fa06cc
--------------------------------
Class: AudioComponent.SceneComponent.ActorComponent.Object
SoundBase* Sound;//[Offset: 0x2d0 , Size: 8]
AudioComponentParam[] InstanceParameters;//[Offset: 0x2d8 , Size: 16]
SoundClass* SoundClassOverride;//[Offset: 0x2e8 , Size: 8]
bool bAutoDestroy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x2f0 , Size: 1]
bool bStopWhenOwnerDestroyed;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x2f0 , Size: 1]
bool bShouldRemainActiveIfDropped;//(ByteOffset: 0, ByteMask: 4, FieldMask:
4)[Offset: 0x2f0 , Size: 1]
bool bAllowSpatialization;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x2f0 , Size: 1]
bool bOverrideAttenuation;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x2f0 , Size: 1]
bool bOverrideSubtitlePriority;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x2f0 , Size: 1]
bool bIsUISound;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset:
0x2f0 , Size: 1]
bool bEnableLowPassFilter;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x2f0 , Size: 1]
bool bOverridePriority;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x2f1 , Size: 1]
bool bSuppressSubtitles;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x2f1 , Size: 1]
FName AudioComponentUserID;//[Offset: 0x2f8 , Size: 8]
float PitchModulationMin;//[Offset: 0x300 , Size: 4]
float PitchModulationMax;//[Offset: 0x304 , Size: 4]
float VolumeModulationMin;//[Offset: 0x308 , Size: 4]
float VolumeModulationMax;//[Offset: 0x30c , Size: 4]
float VolumeMultiplier;//[Offset: 0x310 , Size: 4]
float Priority;//[Offset: 0x314 , Size: 4]
float SubtitlePriority;//[Offset: 0x318 , Size: 4]
float VolumeWeightedPriorityScale;//[Offset: 0x31c , Size: 4]
float PitchMultiplier;//[Offset: 0x320 , Size: 4]
float HighFrequencyGainMultiplier;//[Offset: 0x324 , Size: 4]
float LowPassFilterFrequency;//[Offset: 0x328 , Size: 4]
SoundAttenuation* AttenuationSettings;//[Offset: 0x330 , Size: 8]
SoundAttenuationSettings AttenuationOverrides;//[Offset: 0x338 , Size: 696]
SoundConcurrency* ConcurrencySettings;//[Offset: 0x5f0 , Size: 8]
delegate OnAudioFinished;//[Offset: 0x600 , Size: 16]
delegate OnAudioPlaybackPercent;//[Offset: 0x628 , Size: 16]
delegate OnQueueSubtitles;//[Offset: 0x650 , Size: 16]
void Stop();// 0x4fc1758
void SetWaveParameter(FName InName, SoundWave* InWave);// 0x4fc16a4
void SetVolumeMultiplier(float NewVolumeMultiplier);// 0x4fc1628
void SetUISound(bool bInUISound);// 0x4fc15a4
void SetSubmixSend(SoundSubmix* Submix, float SendLevel);// 0x4fc14ec
void SetSound(SoundBase* NewSound);// 0x4fc1470
void SetPitchMultiplier(float NewPitchMultiplier);// 0x4fc13f4
void SetPaused(bool bPause);// 0x4fc1370
void SetLowPassFilterFrequency(float InLowPassFilterFrequency);// 0x4fc12f4
void SetLowPassFilterEnabled(bool InLowPassFilterEnabled);// 0x4fc1270
void SetIntParameter(FName InName, int inInt);// 0x4fc11b8
void SetFloatParameter(FName InName, float InFloat);// 0x4fc1100
void SetBoolParameter(FName InName, bool InBool);// 0x4fc1040
void Play(float StartTime);// 0x4fc0fbc
bool IsPlaying();// 0x4fc0f7c
void FadeOut(float FadeOutDuration, float FadeVolumeLevel);// 0x4fc0ec0
void FadeIn(float FadeInDuration, float FadeVolumeLevel, float StartTime);//
0x4fc0dc8
bool BP_GetAttenuationSettingsToApply(out SoundAttenuationSettings
OutAttenuationSettings);// 0x4fc0d08
void AdjustVolume(float AdjustVolumeDuration, float AdjustVolumeLevel);//
0x4fc0c54
void AdjustAttenuation(out const SoundAttenuationSettings
InAttenuationSettings);// 0x4fc0ba0
--------------------------------
Class: AudioComponentParam
FName ParamName;//[Offset: 0x0 , Size: 8]
float FloatParam;//[Offset: 0x8 , Size: 4]
bool BoolParam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc ,
Size: 1]
int IntParam;//[Offset: 0x10 , Size: 4]
SoundWave* SoundWaveParam;//[Offset: 0x18 , Size: 8]
--------------------------------
Class: DeveloperSettings.Object
--------------------------------
Class: AnimationSettings.DeveloperSettings.Object
int CompressCommandletVersion;//[Offset: 0x38 , Size: 4]
FString[] KeyEndEffectorsMatchNameArray;//[Offset: 0x40 , Size: 16]
class AnimCompress* DefaultCompressionAlgorithm;//[Offset: 0x50 , Size: 8]
byte RotationCompressionFormat;//[Offset: 0x58 , Size: 1]
byte TranslationCompressionFormat;//[Offset: 0x59 , Size: 1]
float MaxCurveError;//[Offset: 0x5c , Size: 4]
float AlternativeCompressionThreshold;//[Offset: 0x60 , Size: 4]
bool ForceRecompression;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x64 , Size: 1]
bool bOnlyCheckForMissingSkeletalMeshes;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x65 , Size: 1]
bool bForceBelowThreshold;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x66 , Size: 1]
bool bFirstRecompressUsingCurrentOrDefault;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x67 , Size: 1]
bool bRaiseMaxErrorToExisting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x68 , Size: 1]
bool bTryFixedBitwiseCompression;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x69 , Size: 1]
bool bTryPerTrackBitwiseCompression;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x6a , Size: 1]
bool bTryLinearKeyRemovalCompression;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x6b , Size: 1]
bool bTryIntervalKeyRemoval;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x6c , Size: 1]
bool bTryACLCompression;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x6d , Size: 1]
bool bEnablePerformanceLog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x6e , Size: 1]
bool bStripAnimationDataOnDedicatedServer;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x6f , Size: 1]
bool bUseDefaultCompressAuto;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x70 , Size: 1]
--------------------------------
Class: AnimCompress.Object
FString Description;//[Offset: 0x28 , Size: 16]
bool bNeedsSkeleton;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x38
, Size: 1]
byte TranslationCompressionFormat;//[Offset: 0x39 , Size: 1]
byte RotationCompressionFormat;//[Offset: 0x3a , Size: 1]
byte ScaleCompressionFormat;//[Offset: 0x3b , Size: 1]
float MaxCurveError;//[Offset: 0x3c , Size: 4]
--------------------------------
Class: AnimBlueprint.Blueprint.BlueprintCore.Object
Skeleton* TargetSkeleton;//[Offset: 0xd8 , Size: 8]
AnimGroupInfo[] Groups;//[Offset: 0xe0 , Size: 16]
bool bUseMultiThreadedAnimationUpdate;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xf0 , Size: 1]
bool bWarnAboutBlueprintUsage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xf1 , Size: 1]
--------------------------------
Class: AnimGroupInfo
FName Name;//[Offset: 0x0 , Size: 8]
LinearColor Color;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: BlueprintGeneratedClass.Class.Struct.Field.Object
int NumReplicatedProperties;//[Offset: 0x1f8 , Size: 4]
bool bHasNativizedParent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x1fc , Size: 1]
DynamicBlueprintBinding*[] DynamicBindingObjects;//[Offset: 0x200 , Size: 16]
ActorComponent*[] ComponentTemplates;//[Offset: 0x210 , Size: 16]
TimelineTemplate*[] Timelines;//[Offset: 0x220 , Size: 16]
SimpleConstructionScript* SimpleConstructionScript;//[Offset: 0x230 , Size:
8]
InheritableComponentHandler* InheritableComponentHandler;//[Offset: 0x238 ,
Size: 8]
StructProperty* UberGraphFramePointerProperty;//[Offset: 0x240 , Size: 8]
Function* UberGraphFunction;//[Offset: 0x248 , Size: 8]
<FName,BlueprintCookedComponentInstancingData>
CookedComponentInstancingData;//[Offset: 0x250 , Size: 80]
--------------------------------
Class: DynamicBlueprintBinding.Object
--------------------------------
Class:
AnimBlueprintGeneratedClass.BlueprintGeneratedClass.Class.Struct.Field.Object
BakedAnimationStateMachine[] BakedStateMachines;//[Offset: 0x2e0 , Size: 16]
Skeleton* TargetSkeleton;//[Offset: 0x2f0 , Size: 8]
AnimNotifyEvent[] AnimNotifies;//[Offset: 0x2f8 , Size: 16]
int RootAnimNodeIndex;//[Offset: 0x308 , Size: 4]
int[] OrderedSavedPoseIndices;//[Offset: 0x310 , Size: 16]
FName[] SyncGroupNames;//[Offset: 0x338 , Size: 16]
--------------------------------
Class: BakedAnimationStateMachine
FName MachineName;//[Offset: 0x0 , Size: 8]
int InitialState;//[Offset: 0x8 , Size: 4]
BakedAnimationState[] States;//[Offset: 0x10 , Size: 16]
AnimationTransitionBetweenStates[] Transitions;//[Offset: 0x20 , Size: 16]
--------------------------------
Class: BakedAnimationState
FName StateName;//[Offset: 0x0 , Size: 8]
BakedStateExitTransition[] Transitions;//[Offset: 0x8 , Size: 16]
int StateRootNodeIndex;//[Offset: 0x18 , Size: 4]
int StartNotify;//[Offset: 0x1c , Size: 4]
int EndNotify;//[Offset: 0x20 , Size: 4]
int FullyBlendedNotify;//[Offset: 0x24 , Size: 4]
bool bIsAConduit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x28 , Size: 1]
int EntryRuleNodeIndex;//[Offset: 0x2c , Size: 4]
int[] PlayerNodeIndices;//[Offset: 0x30 , Size: 16]
bool bAlwaysResetOnEntry;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x40 , Size: 1]
--------------------------------
Class: BakedStateExitTransition
int CanTakeDelegateIndex;//[Offset: 0x0 , Size: 4]
int CustomResultNodeIndex;//[Offset: 0x4 , Size: 4]
int TransitionIndex;//[Offset: 0x8 , Size: 4]
bool bDesiredTransitionReturnValue;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xc , Size: 1]
bool bAutomaticRemainingTimeRule;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xd , Size: 1]
int[] PoseEvaluatorLinks;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: AnimationTransitionBetweenStates.AnimationStateBase
int PreviousState;//[Offset: 0x8 , Size: 4]
int NextState;//[Offset: 0xc , Size: 4]
float CrossfadeDuration;//[Offset: 0x10 , Size: 4]
int StartNotify;//[Offset: 0x14 , Size: 4]
int EndNotify;//[Offset: 0x18 , Size: 4]
int InterruptNotify;//[Offset: 0x1c , Size: 4]
enum BlendMode;//[Offset: 0x20 , Size: 1]
CurveFloat* CustomCurve;//[Offset: 0x28 , Size: 8]
BlendProfile* BlendProfile;//[Offset: 0x30 , Size: 8]
byte LogicType;//[Offset: 0x38 , Size: 1]
--------------------------------
Class: AnimationStateBase
FName StateName;//[Offset: 0x0 , Size: 8]
--------------------------------
Class: AnimClassData.Object
BakedAnimationStateMachine[] BakedStateMachines;//[Offset: 0x30 , Size: 16]
Skeleton* TargetSkeleton;//[Offset: 0x40 , Size: 8]
AnimNotifyEvent[] AnimNotifies;//[Offset: 0x48 , Size: 16]
int RootAnimNodeIndex;//[Offset: 0x58 , Size: 4]
int[] OrderedSavedPoseIndices;//[Offset: 0x60 , Size: 16]
StructProperty* RootAnimNodeProperty;//[Offset: 0x70 , Size: 8]
StructProperty*[] AnimNodeProperties;//[Offset: 0x78 , Size: 16]
FName[] SyncGroupNames;//[Offset: 0x88 , Size: 16]
--------------------------------
Class: AnimClassInterface.Interface.Object
--------------------------------
Class: AnimComposite.AnimCompositeBase.AnimSequenceBase.AnimationAsset.Object
AnimTrack AnimationTrack;//[Offset: 0xa0 , Size: 16]
--------------------------------
Class: AnimCompress_Automatic.AnimCompress.Object
float MaxEndEffectorError;//[Offset: 0x40 , Size: 4]
bool bTryFixedBitwiseCompression;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x44 , Size: 1]
bool bTryPerTrackBitwiseCompression;//(ByteOffset: 0, ByteMask: 2, FieldMask:
2)[Offset: 0x44 , Size: 1]
bool bTryLinearKeyRemovalCompression;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0x44 , Size: 1]
bool bTryACLCompression;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x44 , Size: 1]
bool bTryIntervalKeyRemoval;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x44 , Size: 1]
bool bRunCurrentDefaultCompressor;//(ByteOffset: 0, ByteMask: 32, FieldMask:
32)[Offset: 0x44 , Size: 1]
bool bAutoReplaceIfExistingErrorTooGreat;//(ByteOffset: 0, ByteMask: 64,
FieldMask: 64)[Offset: 0x44 , Size: 1]
bool bRaiseMaxErrorToExisting;//(ByteOffset: 0, ByteMask: 128, FieldMask:
128)[Offset: 0x44 , Size: 1]
--------------------------------
Class: AnimCompress_BitwiseCompressOnly.AnimCompress.Object
--------------------------------
Class: AnimCompress_LeastDestructive.AnimCompress.Object
--------------------------------
Class: AnimCompress_RemoveLinearKeys.AnimCompress.Object
float MaxPosDiff;//[Offset: 0x40 , Size: 4]
float MaxAngleDiff;//[Offset: 0x44 , Size: 4]
float MaxScaleDiff;//[Offset: 0x48 , Size: 4]
float MaxEffectorDiff;//[Offset: 0x4c , Size: 4]
float MinEffectorDiff;//[Offset: 0x50 , Size: 4]
float EffectorDiffSocket;//[Offset: 0x54 , Size: 4]
float ParentKeyScale;//[Offset: 0x58 , Size: 4]
bool bRetarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x5c ,
Size: 1]
bool bActuallyFilterLinearKeys;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x5c , Size: 1]
--------------------------------
Class:
AnimCompress_PerTrackCompression.AnimCompress_RemoveLinearKeys.AnimCompress.Object
float MaxZeroingThreshold;//[Offset: 0x60 , Size: 4]
float MaxPosDiffBitwise;//[Offset: 0x64 , Size: 4]
float MaxAngleDiffBitwise;//[Offset: 0x68 , Size: 4]
float MaxScaleDiffBitwise;//[Offset: 0x6c , Size: 4]
byte[] AllowedRotationFormats;//[Offset: 0x70 , Size: 16]
byte[] AllowedTranslationFormats;//[Offset: 0x80 , Size: 16]
byte[] AllowedScaleFormats;//[Offset: 0x90 , Size: 16]
bool bResampleAnimation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0xa0 , Size: 1]
float ResampledFramerate;//[Offset: 0xa4 , Size: 4]
int MinKeysForResampling;//[Offset: 0xa8 , Size: 4]
bool bUseAdaptiveError;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0xac , Size: 1]
bool bUseOverrideForEndEffectors;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0xac , Size: 1]
int TrackHeightBias;//[Offset: 0xb0 , Size: 4]
float ParentingDivisor;//[Offset: 0xb4 , Size: 4]
float ParentingDivisorExponent;//[Offset: 0xb8 , Size: 4]
bool bUseAdaptiveError2;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0xbc , Size: 1]
float RotationErrorSourceRatio;//[Offset: 0xc0 , Size: 4]
float TranslationErrorSourceRatio;//[Offset: 0xc4 , Size: 4]
float ScaleErrorSourceRatio;//[Offset: 0xc8 , Size: 4]
float MaxErrorPerTrackRatio;//[Offset: 0xcc , Size: 4]
float PerturbationProbeSize;//[Offset: 0xd0 , Size: 4]
--------------------------------
Class: AnimCompress_RemoveEverySecondKey.AnimCompress.Object
int MinKeys;//[Offset: 0x40 , Size: 4]
bool bStartAtSecondKey;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x44 , Size: 1]
--------------------------------
Class: AnimCompress_RemoveTrivialKeys.AnimCompress.Object
float MaxPosDiff;//[Offset: 0x40 , Size: 4]
float MaxAngleDiff;//[Offset: 0x44 , Size: 4]
float MaxScaleDiff;//[Offset: 0x48 , Size: 4]
--------------------------------
Class: AnimNotify_AdjustHitBox.AnimNotify.Object
Transform NewTransform;//[Offset: 0x40 , Size: 48]
--------------------------------
Class: AnimNotify_PlayParticleEffect.AnimNotify.Object
ParticleSystem* PSTemplate;//[Offset: 0x38 , Size: 8]
Vector LocationOffset;//[Offset: 0x40 , Size: 12]
Rotator RotationOffset;//[Offset: 0x4c , Size: 12]
Vector Scale;//[Offset: 0x58 , Size: 12]
bool Attached;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x88 ,
Size: 1]
FName SocketName;//[Offset: 0x90 , Size: 8]
bool LimitedAmount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x98 , Size: 1]
bool UpdateWithoutBone;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x98 , Size: 1]
void OnParticleSystemFinished(ParticleSystemComponent* FinishedComponent);//
0x4fb4340
--------------------------------
Class: AnimNotify_PlaySound.AnimNotify.Object
SoundBase* Sound;//[Offset: 0x38 , Size: 8]
float VolumeMultiplier;//[Offset: 0x40 , Size: 4]
float PitchMultiplier;//[Offset: 0x44 , Size: 4]
bool bFollow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x48 ,
Size: 1]
FName AttachName;//[Offset: 0x50 , Size: 8]
--------------------------------
Class: AnimNotify_ResetClothingSimulation.AnimNotify.Object
--------------------------------
Class: AnimNotifyState_DisableRootMotion.AnimNotifyState.Object
--------------------------------
Class: AnimNotifyState_TimedParticleEffect.AnimNotifyState.Object
ParticleSystem* PSTemplate;//[Offset: 0x30 , Size: 8]
FName SocketName;//[Offset: 0x38 , Size: 8]
Vector LocationOffset;//[Offset: 0x40 , Size: 12]
Rotator RotationOffset;//[Offset: 0x4c , Size: 12]
bool bDestroyAtEnd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x58 , Size: 1]
--------------------------------
Class: AnimNotifyState_Trail.AnimNotifyState.Object
ParticleSystem* PSTemplate;//[Offset: 0x30 , Size: 8]
FName FirstSocketName;//[Offset: 0x38 , Size: 8]
FName SecondSocketName;//[Offset: 0x40 , Size: 8]
byte WidthScaleMode;//[Offset: 0x48 , Size: 1]
FName WidthScaleCurve;//[Offset: 0x50 , Size: 8]
bool bRecycleSpawnedSystems;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x58 , Size: 1]
ParticleSystem* OverridePSTemplate(SkeletalMeshComponent* MeshComp,
AnimSequenceBase* Animation);// 0x37db6c4
--------------------------------
Class: AnimSet.Object
bool bAnimRotationOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x28 , Size: 1]
FName[] TrackBoneNames;//[Offset: 0x30 , Size: 16]
AnimSetMeshLinkup[] LinkupCache;//[Offset: 0x40 , Size: 16]
byte[] BoneUseAnimTranslation;//[Offset: 0x50 , Size: 16]
byte[] ForceUseMeshTranslation;//[Offset: 0x60 , Size: 16]
FName[] UseTranslationBoneNames;//[Offset: 0x70 , Size: 16]
FName[] ForceMeshTranslationBoneNames;//[Offset: 0x80 , Size: 16]
FName PreviewSkelMeshName;//[Offset: 0x90 , Size: 8]
FName BestRatioSkelMeshName;//[Offset: 0x98 , Size: 8]
--------------------------------
Class: AnimSetMeshLinkup
int[] BoneToTrackTable;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: AnimSingleNodeInstance.AnimInstance.Object
AnimationAsset* CurrentAsset;//[Offset: 0x3b8 , Size: 8]
delegate PostEvaluateAnimEvent;//[Offset: 0x3c0 , Size: 16]
void StopAnim();// 0x4fb6950
void SetReverse(bool bInReverse);// 0x4fb68cc
void SetPreviewCurveOverride(out const FName PoseName, float Value, bool
bRemoveIfZero);// 0x4fb67b4
void SetPositionWithPreviousTime(float InPosition, float InPreviousTime, bool
bFireNotifies);// 0x4fb66bc
void SetPosition(float InPosition, bool bFireNotifies);// 0x4fb65fc
void SetPlayRate(float InPlayRate);// 0x4fb6580
void SetPlaying(bool bIsPlaying);// 0x4fb64fc
void SetLooping(bool bIsLooping);// 0x4fb6478
void SetBlendSpaceInput(out const Vector InBlendInput);// 0x4fb63f0
void SetAnimationAsset(AnimationAsset* NewAsset, bool bIsLooping, float
InPlayRate);// 0x4fb62e4
void PlayAnim(bool bIsLooping, float InPlayRate, float InStartPosition);//
0x4fb61e4
float GetLength();// 0x4fb61b0
AnimationAsset* GetAnimationAsset();// 0x4fb6174
--------------------------------
Class: AnimStateMachineTypes.Object
--------------------------------
Class: ApplicationLifecycleComponent.ActorComponent.Object
delegate ApplicationWillDeactivateDelegate;//[Offset: 0x110 , Size: 16]
delegate ApplicationHasReactivatedDelegate;//[Offset: 0x120 , Size: 16]
delegate ApplicationWillEnterBackgroundDelegate;//[Offset: 0x130 , Size: 16]
delegate ApplicationHasEnteredForegroundDelegate;//[Offset: 0x140 , Size: 16]
delegate ApplicationWillTerminateDelegate;//[Offset: 0x150 , Size: 16]
delegate OnTemperatureChangeDelegate;//[Offset: 0x160 , Size: 16]
--------------------------------
Class: PhysicsSettings.DeveloperSettings.Object
float DefaultGravityZ;//[Offset: 0x38 , Size: 4]
float DefaultTerminalVelocity;//[Offset: 0x3c , Size: 4]
float DefaultFluidFriction;//[Offset: 0x40 , Size: 4]
int SimulateScratchMemorySize;//[Offset: 0x44 , Size: 4]
int RagdollAggregateThreshold;//[Offset: 0x48 , Size: 4]
float TriangleMeshTriangleMinAreaThreshold;//[Offset: 0x4c , Size: 4]
bool bEnableAsyncScene;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x50 , Size: 1]
bool bEnableShapeSharing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x51 , Size: 1]
bool bEnablePCM;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x52 ,
Size: 1]
bool bEnableStabilization;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x53 , Size: 1]
bool bWarnMissingLocks;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x54 , Size: 1]
bool bEnable2DPhysics;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x55 , Size: 1]
byte LockedAxis;//[Offset: 0x56 , Size: 1]
byte DefaultDegreesOfFreedom;//[Offset: 0x57 , Size: 1]
float BounceThresholdVelocity;//[Offset: 0x58 , Size: 4]
byte FrictionCombineMode;//[Offset: 0x5c , Size: 1]
byte RestitutionCombineMode;//[Offset: 0x5d , Size: 1]
float MaxAngularVelocity;//[Offset: 0x60 , Size: 4]
float MaxDepenetrationVelocity;//[Offset: 0x64 , Size: 4]
float ContactOffsetMultiplier;//[Offset: 0x68 , Size: 4]
float MinContactOffset;//[Offset: 0x6c , Size: 4]
float MaxContactOffset;//[Offset: 0x70 , Size: 4]
bool bSimulateSkeletalMeshOnDedicatedServer;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x74 , Size: 1]
byte DefaultShapeComplexity;//[Offset: 0x75 , Size: 1]
bool bDefaultHasComplexCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x76 , Size: 1]
bool bSuppressFaceRemapTable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x77 , Size: 1]
bool bSupportUVFromHitResults;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x78 , Size: 1]
bool bDisableActiveActors;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x79 , Size: 1]
bool bDisableCCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x7a , Size: 1]
bool bEnableEnhancedDeterminism;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x7b , Size: 1]
float MaxPhysicsDeltaTime;//[Offset: 0x7c , Size: 4]
bool bSubstepping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x80
, Size: 1]
bool bSubsteppingAsync;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x81 , Size: 1]
float MaxSubstepDeltaTime;//[Offset: 0x84 , Size: 4]
int MaxSubsteps;//[Offset: 0x88 , Size: 4]
float ServerMaxSubstepDeltaTime;//[Offset: 0x8c , Size: 4]
int ServerMaxSubsteps;//[Offset: 0x90 , Size: 4]
float SyncSceneSmoothingFactor;//[Offset: 0x94 , Size: 4]
float AsyncSceneSmoothingFactor;//[Offset: 0x98 , Size: 4]
float InitialAverageFrameRate;//[Offset: 0x9c , Size: 4]
int PhysXTreeRebuildRate;//[Offset: 0xa0 , Size: 4]
PhysicalSurfaceName[] PhysicalSurfaces;//[Offset: 0xa8 , Size: 16]
--------------------------------
Class: PhysicalSurfaceName
byte Type;//[Offset: 0x0 , Size: 1]
FName Name;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: CollisionProfile.DeveloperSettings.Object
CollisionResponseTemplate[] Profiles;//[Offset: 0x38 , Size: 16]
CustomChannelSetup[] DefaultChannelResponses;//[Offset: 0x48 , Size: 16]
CustomProfile[] EditProfiles;//[Offset: 0x58 , Size: 16]
Redirector[] ProfileRedirects;//[Offset: 0x68 , Size: 16]
Redirector[] CollisionChannelRedirects;//[Offset: 0x78 , Size: 16]
--------------------------------
Class: CollisionResponseTemplate
FName Name;//[Offset: 0x0 , Size: 8]
byte CollisionEnabled;//[Offset: 0x8 , Size: 1]
FName ObjectTypeName;//[Offset: 0x10 , Size: 8]
ResponseChannel[] CustomResponses;//[Offset: 0x18 , Size: 16]
FString HelpMessage;//[Offset: 0x28 , Size: 16]
bool bCanModify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38 ,
Size: 1]
--------------------------------
Class: CustomChannelSetup
byte Channel;//[Offset: 0x0 , Size: 1]
FName Name;//[Offset: 0x8 , Size: 8]
byte DefaultResponse;//[Offset: 0x10 , Size: 1]
bool bTraceType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11 ,
Size: 1]
bool bStaticObject;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x12 , Size: 1]
--------------------------------
Class: CustomProfile
FName Name;//[Offset: 0x0 , Size: 8]
ResponseChannel[] CustomResponses;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: Redirector
FName OldName;//[Offset: 0x0 , Size: 8]
FName NewName;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: ArrowComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
Color ArrowColor;//[Offset: 0x670 , Size: 4]
float ArrowSize;//[Offset: 0x674 , Size: 4]
bool bIsScreenSizeScaled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x678 , Size: 1]
float ScreenSize;//[Offset: 0x67c , Size: 4]
bool bTreatAsASprite;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x680 , Size: 1]
void SetArrowColor(LinearColor NewColor);// 0x4fb8300
--------------------------------
Class: AssetImportData.Object
--------------------------------
Class: AssetManager.Object
Object*[] ObjectReferenceList;//[Offset: 0x258 , Size: 16]
bool bIsGlobalAsyncScanEnvironment;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x268 , Size: 1]
bool bShouldGuessTypeAndName;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x269 , Size: 1]
bool bShouldUseSynchronousLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x26a , Size: 1]
bool bIsLoadingFromPakFiles;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x26b , Size: 1]
bool bShouldAcquireMissingChunksOnLoad;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x26c , Size: 1]
bool bOnlyCookProductionAssets;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x26d , Size: 1]
bool bIsBulkScanning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x26e , Size: 1]
bool bIsManagementDatabaseCurrent;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x26f , Size: 1]
bool bUpdateManagementDatabaseAfterScan;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x270 , Size: 1]
bool bIncludeOnlyOnDiskAssets;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x271 , Size: 1]
int NumberOfSpawnedNotifications;//[Offset: 0x274 , Size: 4]
--------------------------------
Class: AssetManagerSettings.DeveloperSettings.Object
PrimaryAssetTypeInfo[] PrimaryAssetTypesToScan;//[Offset: 0x38 , Size: 16]
DirectoryPath[] DirectoriesToExclude;//[Offset: 0x48 , Size: 16]
PrimaryAssetRulesOverride[] PrimaryAssetRules;//[Offset: 0x58 , Size: 16]
bool bOnlyCookProductionAssets;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x68 , Size: 1]
bool bShouldGuessTypeAndNameInEditor;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x69 , Size: 1]
bool bShouldAcquireMissingChunksOnLoad;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x6a , Size: 1]
AssetManagerRedirect[] PrimaryAssetIdRedirects;//[Offset: 0x70 , Size: 16]
AssetManagerRedirect[] PrimaryAssetTypeRedirects;//[Offset: 0x80 , Size: 16]
AssetManagerRedirect[] AssetPathRedirects;//[Offset: 0x90 , Size: 16]
--------------------------------
Class: PrimaryAssetTypeInfo
FName PrimaryAssetType;//[Offset: 0x0 , Size: 8]
class Object* AssetBaseClass;//[Offset: 0x8 , Size: 40]
class Object* AssetBaseClassLoaded;//[Offset: 0x30 , Size: 8]
bool bHasBlueprintClasses;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x38 , Size: 1]
bool bIsEditorOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x39 , Size: 1]
DirectoryPath[] Directories;//[Offset: 0x40 , Size: 16]
SoftObjectPath[] SpecificAssets;//[Offset: 0x50 , Size: 16]
PrimaryAssetRules Rules;//[Offset: 0x60 , Size: 16]
FString[] AssetScanPaths;//[Offset: 0x70 , Size: 16]
bool bIsDynamicAsset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x80 , Size: 1]
int NumberOfAssets;//[Offset: 0x84 , Size: 4]
--------------------------------
Class: DirectoryPath
FString Path;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: PrimaryAssetRules
int Priority;//[Offset: 0x0 , Size: 4]
bool bApplyRecursively;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4 , Size: 1]
int ChunkId;//[Offset: 0x8 , Size: 4]
enum CookRule;//[Offset: 0xc , Size: 1]
--------------------------------
Class: PrimaryAssetRulesOverride
PrimaryAssetId PrimaryAssetId;//[Offset: 0x0 , Size: 16]
PrimaryAssetRules Rules;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: PrimaryAssetId
PrimaryAssetType PrimaryAssetType;//[Offset: 0x0 , Size: 8]
FName PrimaryAssetName;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: PrimaryAssetType
FName Name;//[Offset: 0x0 , Size: 8]
--------------------------------
Class: AssetManagerRedirect
FString Old;//[Offset: 0x0 , Size: 16]
FString New;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: AssetMappingTable.Object
AssetMapping[] MappedAssets;//[Offset: 0x28 , Size: 16]
--------------------------------
Class: AssetMapping
AnimationAsset* SourceAsset;//[Offset: 0x0 , Size: 8]
AnimationAsset* TargetAsset;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: BlueprintAsyncActionBase.Object
void Activate();// 0x4fca144
--------------------------------
Class: AsyncActionLoadPrimaryAssetBase.BlueprintAsyncActionBase.Object
--------------------------------
Class:
AsyncActionLoadPrimaryAsset.AsyncActionLoadPrimaryAssetBase.BlueprintAsyncActionBas
e.Object
delegate Completed;//[Offset: 0x70 , Size: 16]
static AsyncActionLoadPrimaryAsset* AsyncLoadPrimaryAsset(PrimaryAssetId
PrimaryAsset, out const FName[] LoadBundles);// 0x4fbdfa8
--------------------------------
Class:
AsyncActionLoadPrimaryAssetClass.AsyncActionLoadPrimaryAssetBase.BlueprintAsyncActi
onBase.Object
delegate Completed;//[Offset: 0x70 , Size: 16]
static AsyncActionLoadPrimaryAssetClass*
AsyncLoadPrimaryAssetClass(PrimaryAssetId PrimaryAsset, out const FName[]
LoadBundles);// 0x4fbe428
--------------------------------
Class:
AsyncActionLoadPrimaryAssetList.AsyncActionLoadPrimaryAssetBase.BlueprintAsyncActio
nBase.Object
delegate Completed;//[Offset: 0x70 , Size: 16]
static AsyncActionLoadPrimaryAssetList* AsyncLoadPrimaryAssetList(out const
PrimaryAssetId[] PrimaryAssetList, out const FName[] LoadBundles);// 0x4fbe8a8
--------------------------------
Class:
AsyncActionLoadPrimaryAssetClassList.AsyncActionLoadPrimaryAssetBase.BlueprintAsync
ActionBase.Object
delegate Completed;//[Offset: 0x70 , Size: 16]
static AsyncActionLoadPrimaryAssetClassList*
AsyncLoadPrimaryAssetClassList(out const PrimaryAssetId[] PrimaryAssetList, out
const FName[] LoadBundles);// 0x4fbed68
--------------------------------
Class:
AsyncActionChangePrimaryAssetBundles.AsyncActionLoadPrimaryAssetBase.BlueprintAsync
ActionBase.Object
delegate Completed;//[Offset: 0x70 , Size: 16]
static AsyncActionChangePrimaryAssetBundles*
AsyncChangeBundleStateForPrimaryAssetList(out const PrimaryAssetId[]
PrimaryAssetList, out const FName[] AddBundles, out const FName[] RemoveBundles);//
0x4fbf364
static AsyncActionChangePrimaryAssetBundles*
AsyncChangeBundleStateForMatchingPrimaryAssets(out const FName[] NewBundles, out
const FName[] OldBundles);// 0x4fbf228
--------------------------------
Class: AtmosphericFog.Info.Actor.Object
AtmosphericFogComponent* AtmosphericFogComponent;//[Offset: 0x398 , Size: 8]
--------------------------------
Class: AtmosphericFogComponent.SceneComponent.ActorComponent.Object
float SunMultiplier;//[Offset: 0x2cc , Size: 4]
float FogMultiplier;//[Offset: 0x2d0 , Size: 4]
float DensityMultiplier;//[Offset: 0x2d4 , Size: 4]
float DensityOffset;//[Offset: 0x2d8 , Size: 4]
float DistanceScale;//[Offset: 0x2dc , Size: 4]
float AltitudeScale;//[Offset: 0x2e0 , Size: 4]
float DistanceOffset;//[Offset: 0x2e4 , Size: 4]
float GroundOffset;//[Offset: 0x2e8 , Size: 4]
float StartDistance;//[Offset: 0x2ec , Size: 4]
float SunDiscScale;//[Offset: 0x2f0 , Size: 4]
float DefaultBrightness;//[Offset: 0x2f4 , Size: 4]
Color DefaultLightColor;//[Offset: 0x2f8 , Size: 4]
bool bDisableSunDisk;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x2fc , Size: 1]
bool bDisableGroundScattering;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x2fc , Size: 1]
AtmospherePrecomputeParameters PrecomputeParams;//[Offset: 0x300 , Size: 44]
Texture2D* TransmittanceTexture;//[Offset: 0x330 , Size: 8]
Texture2D* IrradianceTexture;//[Offset: 0x338 , Size: 8]
void StartPrecompute();// 0x4fc021c
void SetSunMultiplier(float NewSunMultiplier);// 0x4fc01a0
void SetStartDistance(float NewStartDistance);// 0x4fc0124
void SetPrecomputeParams(float DensityHeight, int MaxScatteringOrder, int
InscatterAltitudeSampleNum);// 0x4fc0034
void SetFogMultiplier(float NewFogMultiplier);// 0x4fbffb8
void SetDistanceScale(float NewDistanceScale);// 0x4fbff3c
void SetDistanceOffset(float NewDistanceOffset);// 0x4fbfec0
void SetDensityOffset(float NewDensityOffset);// 0x4fbfe44
void SetDensityMultiplier(float NewDensityMultiplier);// 0x4fbfdc8
void SetDefaultLightColor(LinearColor NewLightColor);// 0x4fbfd4c
void SetDefaultBrightness(float NewBrightness);// 0x4fbfcd0
void SetAltitudeScale(float NewAltitudeScale);// 0x4fbfc54
void DisableSunDisk(bool NewSunDisk);// 0x4fbfbd0
void DisableGroundScattering(bool NewGroundScattering);// 0x4fbfb4c
--------------------------------
Class: AtmospherePrecomputeParameters
float DensityHeight;//[Offset: 0x0 , Size: 4]
float DecayHeight;//[Offset: 0x4 , Size: 4]
int MaxScatteringOrder;//[Offset: 0x8 , Size: 4]
int TransmittanceTexWidth;//[Offset: 0xc , Size: 4]
int TransmittanceTexHeight;//[Offset: 0x10 , Size: 4]
int IrradianceTexWidth;//[Offset: 0x14 , Size: 4]
int IrradianceTexHeight;//[Offset: 0x18 , Size: 4]
int InscatterAltitudeSampleNum;//[Offset: 0x1c , Size: 4]
int InscatterMuNum;//[Offset: 0x20 , Size: 4]
int InscatterMuSNum;//[Offset: 0x24 , Size: 4]
int InscatterNuNum;//[Offset: 0x28 , Size: 4]
--------------------------------
Class: AudioSettings.DeveloperSettings.Object
SoftObjectPath DefaultSoundClassName;//[Offset: 0x38 , Size: 24]
SoftObjectPath DefaultSoundConcurrencyName;//[Offset: 0x50 , Size: 24]
SoftObjectPath DefaultBaseSoundMix;//[Offset: 0x68 , Size: 24]
SoftObjectPath VoiPSoundClass;//[Offset: 0x80 , Size: 24]
float DefaultReverbSendLevel;//[Offset: 0x98 , Size: 4]
float LowPassFilterResonance;//[Offset: 0x9c , Size: 4]
int MaximumConcurrentStreams;//[Offset: 0xa0 , Size: 4]
AudioQualitySettings[] QualityLevels;//[Offset: 0xa8 , Size: 16]
bool bAllowVirtualizedSounds;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xb8 , Size: 1]
bool bDisableMasterEQ;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0xb8 , Size: 1]
bool bDisableMasterReverb;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0xb8 , Size: 1]
bool bAllowCenterChannel3DPanning;//(ByteOffset: 0, ByteMask: 8, FieldMask:
8)[Offset: 0xb8 , Size: 1]
FString DialogueFilenameFormat;//[Offset: 0xc0 , Size: 16]
--------------------------------
Class: AudioQualitySettings
FText DisplayName;//[Offset: 0x0 , Size: 24]
int MaxChannels;//[Offset: 0x18 , Size: 4]
--------------------------------
Class: AudioVolume.Volume.Brush.Actor.Object
float Priority;//[Offset: 0x3d0 , Size: 4]
bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3d4 ,
Size: 1]
ReverbSettings Settings;//[Offset: 0x3d8 , Size: 24]
InteriorSettings AmbientZoneSettings;//[Offset: 0x3f0 , Size: 36]
void SetReverbSettings(out const ReverbSettings NewReverbSettings);//
0x4fc26f0
void SetPriority(float NewPriority);// 0x4fc2674
void SetInteriorSettings(out const InteriorSettings NewInteriorSettings);//
0x4fc25e4
void SetEnabled(bool bNewEnabled);// 0x4fc2560
void OnRep_bEnabled();// 0x4fc2544
--------------------------------
Class: AutomationTestSettings.Object
FString[] EngineTestModules;//[Offset: 0x28 , Size: 16]
FString[] EditorTestModules;//[Offset: 0x38 , Size: 16]
SoftObjectPath AutomationTestmap;//[Offset: 0x48 , Size: 24]
EditorMapPerformanceTestDefinition[] EditorPerformanceTestMaps;//[Offset:
0x60 , Size: 16]
SoftObjectPath[] AssetsToOpen;//[Offset: 0x70 , Size: 16]
BuildPromotionTestSettings BuildPromotionTest;//[Offset: 0x80 , Size: 496]
MaterialEditorPromotionSettings MaterialEditorPromotionTest;//[Offset:
0x270 , Size: 48]
ParticleEditorPromotionSettings ParticleEditorPromotionTest;//[Offset:
0x2a0 , Size: 16]
BlueprintEditorPromotionSettings BlueprintEditorPromotionTest;//[Offset:
0x2b0 , Size: 48]
FString[] TestLevelFolders;//[Offset: 0x2e0 , Size: 16]
ExternalToolDefinition[] ExternalTools;//[Offset: 0x2f0 , Size: 16]
EditorImportExportTestDefinition[] ImportExportTestDefinitions;//[Offset:
0x300 , Size: 16]
LaunchOnTestSettings[] LaunchOnSettings;//[Offset: 0x310 , Size: 16]
IntPoint DefaultScreenshotResolution;//[Offset: 0x320 , Size: 8]
--------------------------------
Class: EditorMapPerformanceTestDefinition
SoftObjectPath PerformanceTestmap;//[Offset: 0x0 , Size: 24]
int TestTimer;//[Offset: 0x18 , Size: 4]
--------------------------------
Class: BuildPromotionTestSettings
FilePath DefaultStaticMeshAsset;//[Offset: 0x0 , Size: 16]
BuildPromotionImportWorkflowSettings ImportWorkflow;//[Offset: 0x10 , Size:
336]
BuildPromotionOpenAssetSettings OpenAssets;//[Offset: 0x160 , Size: 96]
BuildPromotionNewProjectSettings NewProjectSettings;//[Offset: 0x1c0 , Size:
32]
FilePath SourceControlMaterial;//[Offset: 0x1e0 , Size: 16]
--------------------------------
Class: FilePath
FString FilePath;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: BuildPromotionImportWorkflowSettings
EditorImportWorkflowDefinition Diffuse;//[Offset: 0x0 , Size: 32]
EditorImportWorkflowDefinition Normal;//[Offset: 0x20 , Size: 32]
EditorImportWorkflowDefinition StaticMesh;//[Offset: 0x40 , Size: 32]
EditorImportWorkflowDefinition ReimportStaticMesh;//[Offset: 0x60 , Size: 32]
EditorImportWorkflowDefinition BlendShapeMesh;//[Offset: 0x80 , Size: 32]
EditorImportWorkflowDefinition MorphMesh;//[Offset: 0xa0 , Size: 32]
EditorImportWorkflowDefinition SkeletalMesh;//[Offset: 0xc0 , Size: 32]
EditorImportWorkflowDefinition Animation;//[Offset: 0xe0 , Size: 32]
EditorImportWorkflowDefinition Sound;//[Offset: 0x100 , Size: 32]
EditorImportWorkflowDefinition SurroundSound;//[Offset: 0x120 , Size: 32]
EditorImportWorkflowDefinition[] OtherAssetsToImport;//[Offset: 0x140 , Size:
16]
--------------------------------
Class: EditorImportWorkflowDefinition
FilePath ImportFilePath;//[Offset: 0x0 , Size: 16]
ImportFactorySettingValues[] FactorySettings;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: ImportFactorySettingValues
FString SettingName;//[Offset: 0x0 , Size: 16]
FString Value;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: BuildPromotionOpenAssetSettings
FilePath BlueprintAsset;//[Offset: 0x0 , Size: 16]
FilePath MaterialAsset;//[Offset: 0x10 , Size: 16]
FilePath ParticleSystemAsset;//[Offset: 0x20 , Size: 16]
FilePath SkeletalMeshAsset;//[Offset: 0x30 , Size: 16]
FilePath StaticMeshAsset;//[Offset: 0x40 , Size: 16]
FilePath TextureAsset;//[Offset: 0x50 , Size: 16]
--------------------------------
Class: BuildPromotionNewProjectSettings
DirectoryPath NewProjectFolderOverride;//[Offset: 0x0 , Size: 16]
FString NewProjectNameOverride;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: MaterialEditorPromotionSettings
FilePath DefaultMaterialAsset;//[Offset: 0x0 , Size: 16]
FilePath DefaultDiffuseTexture;//[Offset: 0x10 , Size: 16]
FilePath DefaultNormalTexture;//[Offset: 0x20 , Size: 16]
--------------------------------
Class: ParticleEditorPromotionSettings
FilePath DefaultParticleAsset;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: BlueprintEditorPromotionSettings
FilePath FirstMeshPath;//[Offset: 0x0 , Size: 16]
FilePath SecondMeshPath;//[Offset: 0x10 , Size: 16]
FilePath DefaultParticleAsset;//[Offset: 0x20 , Size: 16]
--------------------------------
Class: ExternalToolDefinition
FString ToolName;//[Offset: 0x0 , Size: 16]
FilePath ExecutablePath;//[Offset: 0x10 , Size: 16]
FString CommandLineOptions;//[Offset: 0x20 , Size: 16]
DirectoryPath WorkingDirectory;//[Offset: 0x30 , Size: 16]
FString ScriptExtension;//[Offset: 0x40 , Size: 16]
DirectoryPath ScriptDirectory;//[Offset: 0x50 , Size: 16]
--------------------------------
Class: EditorImportExportTestDefinition
FilePath ImportFilePath;//[Offset: 0x0 , Size: 16]
FString ExportFileExtension;//[Offset: 0x10 , Size: 16]
bool bSkipExport;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x20 , Size: 1]
ImportFactorySettingValues[] FactorySettings;//[Offset: 0x28 , Size: 16]
--------------------------------
Class: LaunchOnTestSettings
FilePath LaunchOnTestmap;//[Offset: 0x0 , Size: 16]
FString DeviceID;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: BlendableInterface.Interface.Object
--------------------------------
Class: BlockingVolume.Volume.Brush.Actor.Object
--------------------------------
Class: BlueprintMapLibrary.BlueprintFunctionLibrary.Object
static void SetMapPropertyByName(Object* Object, FName PropertyName, out
const <int,int> Value);// 0x4fcb8f8
static void Map_Values(out const <int,int> TargetMap, out int[] Values);//
0x4fcb7b0
static bool Map_Remove(out const <int,int> TargetMap, out const int Key);//
0x4fcb5f0
static int Map_Length(out const <int,int> TargetMap);// 0x4fcb52c
static void Map_Keys(out const <int,int> TargetMap, out int[] Keys);//
0x4fcb3e4
static bool Map_Find(out const <int,int> TargetMap, out const int Key, out
int Value);// 0x4fcb140
static bool Map_Contains(out const <int,int> TargetMap, out const int Key);//
0x4fcaf7c
static void Map_Clear(out const <int,int> TargetMap);// 0x4fcaeb8
static void Map_Add(out const <int,int> TargetMap, out const int Key, out
const int Value);// 0x4fcac44
--------------------------------
Class: GameMapsSettings.Object
SoftObjectPath EditorStartupMap;//[Offset: 0x28 , Size: 24]
FString LocalMapOptions;//[Offset: 0x40 , Size: 16]
SoftObjectPath TransitionMap;//[Offset: 0x50 , Size: 24]
bool bUseSplitscreen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x68 , Size: 1]
byte TwoPlayerSplitscreenLayout;//[Offset: 0x69 , Size: 1]
byte ThreePlayerSplitscreenLayout;//[Offset: 0x6a , Size: 1]
bool bOffsetPlayerGamepadIds;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x6b , Size: 1]
SoftClassPath GameInstanceClass;//[Offset: 0x70 , Size: 24]
SoftObjectPath GameDefaultMap;//[Offset: 0x88 , Size: 24]
SoftObjectPath ServerDefaultMap;//[Offset: 0xa0 , Size: 24]
SoftClassPath GlobalDefaultGameMode;//[Offset: 0xb8 , Size: 24]
SoftClassPath GlobalDefaultServerGameMode;//[Offset: 0xd0 , Size: 24]
GameModeName[] GameModeMapPrefixes;//[Offset: 0xe8 , Size: 16]
GameModeName[] GameModeClassAliases;//[Offset: 0xf8 , Size: 16]
--------------------------------
Class: GameModeName
FString Name;//[Offset: 0x0 , Size: 16]
SoftClassPath GameMode;//[Offset: 0x10 , Size: 24]
--------------------------------
Class: PlatformGameInstance.GameInstance.Object
delegate ApplicationWillDeactivateDelegate;//[Offset: 0x1e0 , Size: 16]
delegate ApplicationHasReactivatedDelegate;//[Offset: 0x1f0 , Size: 16]
delegate ApplicationWillEnterBackgroundDelegate;//[Offset: 0x200 , Size: 16]
delegate ApplicationHasEnteredForegroundDelegate;//[Offset: 0x210 , Size: 16]
delegate ApplicationWillTerminateDelegate;//[Offset: 0x220 , Size: 16]
delegate ApplicationRegisteredForRemoteNotificationsDelegate;//[Offset: 0x230
, Size: 16]
delegate ApplicationRegisteredForUserNotificationsDelegate;//[Offset: 0x240 ,
Size: 16]
delegate ApplicationFailedToRegisterForRemoteNotificationsDelegate;//[Offset:
0x250 , Size: 16]
delegate ApplicationReceivedRemoteNotificationDelegate;//[Offset: 0x260 ,
Size: 16]
delegate ApplicationReceivedLocalNotificationDelegate;//[Offset: 0x270 ,
Size: 16]
delegate ApplicationReceivedScreenOrientationChangedNotificationDelegate;//
[Offset: 0x280 , Size: 16]
--------------------------------
Class: BlueprintPlatformLibrary.BlueprintFunctionLibrary.Object
static void ScheduleLocalNotificationFromNow(int inSecondsFromNow, out const
FText Title, out const FText Body, out const FText Action, const int
NotificationID);// 0x4fcca20
static void ScheduleLocalNotificationBadgeFromNow(int inSecondsFromNow, const
int NotificationID);// 0x4fcc974
static void ScheduleLocalNotificationBadgeAtTime(out const DateTime
FireDateTime, bool LocalTime, const int NotificationID);// 0x4fcc868
static void ScheduleLocalNotificationAtTime(out const DateTime FireDateTime,
bool LocalTime, out const FText Title, out const FText Body, out const FText
Action, const int NotificationID);// 0x4fcc414
static void GetLaunchNotification(out bool NotificationLaunchedApp, out
FString ActivationEvent, out int FireDate);// 0x4fcc2b8
static void ClearAllLocalNotifications();// 0x4fcc2a4
static void CancelLocalNotification(const int NotificationID);// 0x4fcc230
--------------------------------
Class: DateTime
--------------------------------
Class: BlueprintSetLibrary.BlueprintFunctionLibrary.Object
static void SetSetPropertyByName(Object* Object, FName PropertyName, out
const <int> Value);// 0x4fce1a0
static void Set_Union(out const <int> A, out const <int> B, out <int>
Result);// 0x4fcdfd4
static void Set_ToArray(out const <int> A, out int[] Result);// 0x4fcde8c
static void Set_RemoveItems(out const <int> TargetSet, out const int[]
Items);// 0x4fcdd44
static bool Set_Remove(out const <int> TargetSet, out const int Item);//
0x4fcdb84
static int Set_Length(out const <int> TargetSet);// 0x4fcdac0
static void Set_Intersection(out const <int> A, out const <int> B, out <int>
Result);// 0x4fcd8f4
static void Set_Difference(out const <int> A, out const <int> B, out <int>
Result);// 0x4fcd728
static bool Set_Contains(out const <int> TargetSet, out const int
ItemToFind);// 0x4fcd568
static void Set_Clear(out const <int> TargetSet);// 0x4fcd4a4
static void Set_AddItems(out const <int> TargetSet, out const int[]
NewItems);// 0x4fcd35c
static void Set_Add(out const <int> TargetSet, out const int NewItem);//
0x4fcd1b0
--------------------------------
Class: BoneMaskFilter.Object
InputBlendPose[] BlendPoses;//[Offset: 0x28 , Size: 16]
--------------------------------
Class: InputBlendPose
BranchFilter[] BranchFilters;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: BranchFilter
FName BoneName;//[Offset: 0x0 , Size: 8]
int BlendDepth;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: BookMark2D.Object
float Zoom2D;//[Offset: 0x28 , Size: 4]
IntPoint Location;//[Offset: 0x2c , Size: 8]
--------------------------------
Class:
BoxComponent.ShapeComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
Vector BoxExtent;//[Offset: 0x690 , Size: 12]
void SetBoxExtent(Vector InBoxExtent, bool bUpdateOverlaps);// 0x4fd5dbc
Vector GetUnscaledBoxExtent();// 0x4fd5d94
Vector GetScaledBoxExtent();// 0x4fd5d5c
--------------------------------
Class: ReflectionCapture.Actor.Object
ReflectionCaptureComponent* CaptureComponent;//[Offset: 0x398 , Size: 8]
--------------------------------
Class: ReflectionCaptureComponent.SceneComponent.ActorComponent.Object
BillboardComponent* CaptureOffsetComponent;//[Offset: 0x2d0 , Size: 8]
enum ReflectionSourceType;//[Offset: 0x2d8 , Size: 1]
TextureCube* Cubemap;//[Offset: 0x2e0 , Size: 8]
float SourceCubemapAngle;//[Offset: 0x2e8 , Size: 4]
float Brightness;//[Offset: 0x2ec , Size: 4]
Vector CaptureOffset;//[Offset: 0x2f0 , Size: 12]
Guid stateID;//[Offset: 0x320 , Size: 16]
--------------------------------
Class: BoxReflectionCapture.ReflectionCapture.Actor.Object
--------------------------------
Class:
BoxReflectionCaptureComponent.ReflectionCaptureComponent.SceneComponent.ActorCompon
ent.Object
float BoxTransitionDistance;//[Offset: 0x368 , Size: 4]
BoxComponent* PreviewInfluenceBox;//[Offset: 0x370 , Size: 8]
BoxComponent* PreviewCaptureBox;//[Offset: 0x378 , Size: 8]
--------------------------------
Class:
BoxReflectionCaptureSAComponent.BoxReflectionCaptureComponent.ReflectionCaptureComp
onent.SceneComponent.ActorComponent.Object
--------------------------------
Class: Breakpoint.Object
bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x28 ,
Size: 1]
EdGraphNode* Node;//[Offset: 0x30 , Size: 8]
bool bStepOnce;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x38 ,
Size: 1]
bool bStepOnce_WasPreviouslyDisabled;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0x38 , Size: 1]
bool bStepOnce_RemoveAfterHit;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x38 , Size: 1]
--------------------------------
Class: EdGraphNode.Object
EdGraphPin_Deprecated*[] DeprecatedPins;//[Offset: 0x38 , Size: 16]
int NodePosX;//[Offset: 0x48 , Size: 4]
int NodePosY;//[Offset: 0x4c , Size: 4]
int NodeWidth;//[Offset: 0x50 , Size: 4]
int NodeHeight;//[Offset: 0x54 , Size: 4]
byte AdvancedPinDisplay;//[Offset: 0x58 , Size: 1]
enum EnabledState;//[Offset: 0x59 , Size: 1]
bool bUserSetEnabledState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x5b , Size: 1]
bool bIsNodeEnabled;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x5b
, Size: 1]
bool bHasCompilerMessage;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x5b , Size: 1]
bool bCommentBubblePinned;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x5b , Size: 1]
bool bCommentBubbleVisible;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x5b , Size: 1]
bool bCommentBubbleMakeVisible;//(ByteOffset: 0, ByteMask: 128, FieldMask:
128)[Offset: 0x5b , Size: 1]
FString NodeComment;//[Offset: 0x60 , Size: 16]
int ErrorType;//[Offset: 0x70 , Size: 4]
FString errorMsg;//[Offset: 0x78 , Size: 16]
Guid NodeGuid;//[Offset: 0x88 , Size: 16]
--------------------------------
Class: EdGraphPin_Deprecated.Object
FString PinName;//[Offset: 0x28 , Size: 16]
FString PinToolTip;//[Offset: 0x38 , Size: 16]
byte Direction;//[Offset: 0x48 , Size: 1]
EdGraphPinType PinType;//[Offset: 0x50 , Size: 128]
FString DefaultValue;//[Offset: 0xd0 , Size: 16]
FString AutogeneratedDefaultValue;//[Offset: 0xe0 , Size: 16]
Object* DefaultObject;//[Offset: 0xf0 , Size: 8]
FText DefaultTextValue;//[Offset: 0xf8 , Size: 24]
EdGraphPin_Deprecated*[] LinkedTo;//[Offset: 0x110 , Size: 16]
EdGraphPin_Deprecated*[] SubPins;//[Offset: 0x120 , Size: 16]
EdGraphPin_Deprecated* ParentPin;//[Offset: 0x130 , Size: 8]
EdGraphPin_Deprecated* ReferencePassThroughConnection;//[Offset: 0x138 ,
Size: 8]
--------------------------------
Class: EdGraphPinType
FString PinCategory;//[Offset: 0x0 , Size: 16]
FString PinSubCategory;//[Offset: 0x10 , Size: 16]
Object* PinSubCategoryObject;//[Offset: 0x20 , Size: 8]
SimpleMemberReference PinSubCategoryMemberReference;//[Offset: 0x28 , Size:
32]
EdGraphTerminalType PinValueType;//[Offset: 0x48 , Size: 48]
enum ContainerType;//[Offset: 0x78 , Size: 1]
bool bIsArray;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x79 ,
Size: 1]
bool bIsReference;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x79 ,
Size: 1]
bool bIsConst;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x79 ,
Size: 1]
bool bIsWeakPointer;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x79
, Size: 1]
--------------------------------
Class: EdGraphTerminalType
FString TerminalCategory;//[Offset: 0x0 , Size: 16]
FString TerminalSubCategory;//[Offset: 0x10 , Size: 16]
Object* TerminalSubCategoryObject;//[Offset: 0x20 , Size: 8]
bool bTerminalIsConst;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x28 , Size: 1]
bool bTerminalIsWeakPointer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x29 , Size: 1]
--------------------------------
Class: BrushBuilder.Object
FString BitmapFilename;//[Offset: 0x28 , Size: 16]
FString ToolTip;//[Offset: 0x38 , Size: 16]
bool NotifyBadParams;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x48 , Size: 1]
Vector[] Vertices;//[Offset: 0x50 , Size: 16]
BuilderPoly[] Polys;//[Offset: 0x60 , Size: 16]
FName Layer;//[Offset: 0x70 , Size: 8]
bool MergeCoplanars;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x78
, Size: 1]
--------------------------------
Class: BuilderPoly
int[] VertexIndices;//[Offset: 0x0 , Size: 16]
int Direction;//[Offset: 0x10 , Size: 4]
FName ItemName;//[Offset: 0x18 , Size: 8]
int PolyFlags;//[Offset: 0x20 , Size: 4]
--------------------------------
Class: BrushShape.Brush.Actor.Object
--------------------------------
Class: ButtonStyleAsset.Object
ButtonStyle ButtonStyle;//[Offset: 0x28 , Size: 760]
--------------------------------
Class: ButtonStyle.SlateWidgetStyle
SlateBrush Normal;//[Offset: 0x8 , Size: 168]
SlateBrush Hovered;//[Offset: 0xb0 , Size: 168]
SlateBrush Pressed;//[Offset: 0x158 , Size: 168]
SlateBrush Disabled;//[Offset: 0x200 , Size: 168]
Margin NormalPadding;//[Offset: 0x2a8 , Size: 16]
Margin PressedPadding;//[Offset: 0x2b8 , Size: 16]
SlateSound PressedSlateSound;//[Offset: 0x2c8 , Size: 24]
SlateSound HoveredSlateSound;//[Offset: 0x2e0 , Size: 24]
--------------------------------
Class: SlateWidgetStyle
--------------------------------
Class: SlateSound
Object* ResourceObject;//[Offset: 0x0 , Size: 8]
--------------------------------
Class: CameraBlockingVolume.Volume.Brush.Actor.Object
--------------------------------
Class: CameraObserverActor.Actor.Object
--------------------------------
Class: DeviceProfileManager.Object
Object*[] Profiles;//[Offset: 0x28 , Size: 16]
--------------------------------
Class: DeviceProfile.TextureLODSettings.Object
FString DeviceType;//[Offset: 0x38 , Size: 16]
FString BaseProfileName;//[Offset: 0x48 , Size: 16]
Object* Parent;//[Offset: 0x58 , Size: 8]
FString[] CVars;//[Offset: 0x78 , Size: 16]
--------------------------------
Class: TextureLODSettings.Object
TextureLODGroup[] TextureLODGroups;//[Offset: 0x28 , Size: 16]
--------------------------------
Class: TextureLODGroup
byte Group;//[Offset: 0x0 , Size: 1]
int LODBias;//[Offset: 0xc , Size: 4]
int NumStreamedMips;//[Offset: 0x14 , Size: 4]
byte MipGenSettings;//[Offset: 0x18 , Size: 1]
int MinLODSize;//[Offset: 0x1c , Size: 4]
int MaxLODSize;//[Offset: 0x20 , Size: 4]
FName MinMagFilter;//[Offset: 0x28 , Size: 8]
FName MipFilter;//[Offset: 0x30 , Size: 8]
--------------------------------
Class: TextureRenderTarget.Texture.Object
float TargetGamma;//[Offset: 0xd0 , Size: 4]
--------------------------------
Class: TextureRenderTarget2D.TextureRenderTarget.Texture.Object
int SizeX;//[Offset: 0xd8 , Size: 4]
int SizeY;//[Offset: 0xdc , Size: 4]
LinearColor ClearColor;//[Offset: 0xe0 , Size: 16]
byte AddressX;//[Offset: 0xf0 , Size: 1]
byte AddressY;//[Offset: 0xf1 , Size: 1]
bool bForceLinearGamma;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0xf2 , Size: 1]
bool bHDR;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xf2 , Size:
1]
byte RenderTargetFormat;//[Offset: 0xf3 , Size: 1]
bool bGPUSharedFlag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xf4
, Size: 1]
bool bAutoGenerateMips;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0xf4 , Size: 1]
byte OverrideFormat;//[Offset: 0xf5 , Size: 1]
--------------------------------
Class:
CanvasRenderTarget2D.TextureRenderTarget2D.TextureRenderTarget.Texture.Object
delegate OnCanvasRenderTargetUpdate;//[Offset: 0x100 , Size: 16]
World* World;//[Offset: 0x110 , Size: 8]
bool bShouldClearRenderTargetOnReceiveUpdate;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x118 , Size: 1]
void UpdateResource();// 0x4fdf6a8
void ReceiveUpdate(Canvas* Canvas, int Width, int Height);// 0x37db6c4
void GetSize(out int Width, out int Height);// 0x4fdf5c4
static CanvasRenderTarget2D* CreateCanvasRenderTarget2D(Object*
WorldContextObject, class CanvasRenderTarget2D CanvasRenderTarget2DClass, int
Width, int Height);// 0x4fdf49c
--------------------------------
Class: Engine.Object
Font* TinyFont;//[Offset: 0x30 , Size: 8]
SoftObjectPath TinyFontName;//[Offset: 0x38 , Size: 24]
Font* SmallFont;//[Offset: 0x70 , Size: 8]
SoftObjectPath SmallFontName;//[Offset: 0x78 , Size: 24]
Font* MediumFont;//[Offset: 0x90 , Size: 8]
SoftObjectPath MediumFontName;//[Offset: 0x98 , Size: 24]
Font* LargeFont;//[Offset: 0xb0 , Size: 8]
SoftObjectPath LargeFontName;//[Offset: 0xb8 , Size: 24]
Font* SubtitleFont;//[Offset: 0xd0 , Size: 8]
SoftObjectPath SubtitleFontName;//[Offset: 0xd8 , Size: 24]
Font*[] AdditionalFonts;//[Offset: 0xf0 , Size: 16]
FString[] AdditionalFontNames;//[Offset: 0x108 , Size: 16]
class Console* ConsoleClass;//[Offset: 0x118 , Size: 8]
SoftClassPath ConsoleClassName;//[Offset: 0x120 , Size: 24]
class GameViewportClient* GameViewportClientClass;//[Offset: 0x138 , Size: 8]
SoftClassPath GameViewportClientClassName;//[Offset: 0x140 , Size: 24]
class LocalPlayer* LocalPlayerClass;//[Offset: 0x158 , Size: 8]
SoftClassPath LocalPlayerClassName;//[Offset: 0x160 , Size: 24]
class WorldSettings* WorldSettingsClass;//[Offset: 0x178 , Size: 8]
SoftClassPath WorldSettingsClassName;//[Offset: 0x180 , Size: 24]
SoftClassPath NavigationSystemClassName;//[Offset: 0x198 , Size: 24]
class NavigationSystem* NavigationSystemClass;//[Offset: 0x1b0 , Size: 8]
SoftClassPath AvoidanceManagerClassName;//[Offset: 0x1b8 , Size: 24]
class AvoidanceManager* AvoidanceManagerClass;//[Offset: 0x1d0 , Size: 8]
class PhysicsCollisionHandler* PhysicsCollisionHandlerClass;//[Offset:
0x1d8 , Size: 8]
SoftClassPath PhysicsCollisionHandlerClassName;//[Offset: 0x1e0 , Size: 24]
SoftClassPath GameUserSettingsClassName;//[Offset: 0x1f8 , Size: 24]
class GameUserSettings* GameUserSettingsClass;//[Offset: 0x210 , Size: 8]
SoftClassPath AIControllerClassName;//[Offset: 0x218 , Size: 24]
GameUserSettings* GameUserSettings;//[Offset: 0x230 , Size: 8]
class LevelScriptActor* LevelScriptActorClass;//[Offset: 0x238 , Size: 8]
SoftClassPath LevelScriptActorClassName;//[Offset: 0x240 , Size: 24]
SoftClassPath DefaultBlueprintBaseClassName;//[Offset: 0x258 , Size: 24]
SoftClassPath GameSingletonClassName;//[Offset: 0x270 , Size: 24]
Object* GameSingleton;//[Offset: 0x288 , Size: 8]
SoftClassPath AssetManagerClassName;//[Offset: 0x290 , Size: 24]
AssetManager* AssetManager;//[Offset: 0x2a8 , Size: 8]
Texture2D* DefaultTexture;//[Offset: 0x2b0 , Size: 8]
SoftObjectPath DefaultTextureName;//[Offset: 0x2b8 , Size: 24]
Texture* DefaultDiffuseTexture;//[Offset: 0x2d0 , Size: 8]
SoftObjectPath DefaultDiffuseTextureName;//[Offset: 0x2d8 , Size: 24]
Texture2D* DefaultBSPVertexTexture;//[Offset: 0x2f0 , Size: 8]
SoftObjectPath DefaultBSPVertexTextureName;//[Offset: 0x2f8 , Size: 24]
Texture2D* HighFrequencyNoiseTexture;//[Offset: 0x310 , Size: 8]
SoftObjectPath HighFrequencyNoiseTextureName;//[Offset: 0x318 , Size: 24]
Texture2D* DefaultBokehTexture;//[Offset: 0x330 , Size: 8]
SoftObjectPath DefaultBokehTextureName;//[Offset: 0x338 , Size: 24]
Texture2D* DefaultBloomKernelTexture;//[Offset: 0x350 , Size: 8]
SoftObjectPath DefaultBloomKernelTextureName;//[Offset: 0x358 , Size: 24]
Material* WireframeMaterial;//[Offset: 0x370 , Size: 8]
FString WireframeMaterialName;//[Offset: 0x378 , Size: 16]
Material* DebugMeshMaterial;//[Offset: 0x388 , Size: 8]
SoftObjectPath DebugMeshMaterialName;//[Offset: 0x390 , Size: 24]
Material* LevelColorationLitMaterial;//[Offset: 0x3a8 , Size: 8]
FString LevelColorationLitMaterialName;//[Offset: 0x3b0 , Size: 16]
Material* LevelColorationUnlitMaterial;//[Offset: 0x3c0 , Size: 8]
FString LevelColorationUnlitMaterialName;//[Offset: 0x3c8 , Size: 16]
Material* LightingTexelDensityMaterial;//[Offset: 0x3d8 , Size: 8]
FString LightingTexelDensityName;//[Offset: 0x3e0 , Size: 16]
Material* ShadedLevelColorationLitMaterial;//[Offset: 0x3f0 , Size: 8]
FString ShadedLevelColorationLitMaterialName;//[Offset: 0x3f8 , Size: 16]
Material* ShadedLevelColorationUnlitMaterial;//[Offset: 0x408 , Size: 8]
FString ShadedLevelColorationUnlitMaterialName;//[Offset: 0x410 , Size: 16]
Material* RemoveSurfaceMaterial;//[Offset: 0x420 , Size: 8]
SoftObjectPath RemoveSurfaceMaterialName;//[Offset: 0x428 , Size: 24]
Material* VertexColorMaterial;//[Offset: 0x440 , Size: 8]
FString VertexColorMaterialName;//[Offset: 0x448 , Size: 16]
Material* VertexColorViewModeMaterial_ColorOnly;//[Offset: 0x458 , Size: 8]
FString VertexColorViewModeMaterialName_ColorOnly;//[Offset: 0x460 , Size:
16]
Material* VertexColorViewModeMaterial_AlphaAsColor;//[Offset: 0x470 , Size:
8]
FString VertexColorViewModeMaterialName_AlphaAsColor;//[Offset: 0x478 , Size:
16]
Material* VertexColorViewModeMaterial_RedOnly;//[Offset: 0x488 , Size: 8]
FString VertexColorViewModeMaterialName_RedOnly;//[Offset: 0x490 , Size: 16]
Material* VertexColorViewModeMaterial_GreenOnly;//[Offset: 0x4a0 , Size: 8]
FString VertexColorViewModeMaterialName_GreenOnly;//[Offset: 0x4a8 , Size:
16]
Material* VertexColorViewModeMaterial_BlueOnly;//[Offset: 0x4b8 , Size: 8]
FString VertexColorViewModeMaterialName_BlueOnly;//[Offset: 0x4c0 , Size: 16]
SoftObjectPath DebugEditorMaterialName;//[Offset: 0x4d0 , Size: 24]
Material* ConstraintLimitMaterial;//[Offset: 0x4e8 , Size: 8]
MaterialInstanceDynamic* ConstraintLimitMaterialX;//[Offset: 0x4f0 , Size: 8]
MaterialInstanceDynamic* ConstraintLimitMaterialXAxis;//[Offset: 0x4f8 ,
Size: 8]
MaterialInstanceDynamic* ConstraintLimitMaterialY;//[Offset: 0x500 , Size: 8]
MaterialInstanceDynamic* ConstraintLimitMaterialYAxis;//[Offset: 0x508 ,
Size: 8]
MaterialInstanceDynamic* ConstraintLimitMaterialZ;//[Offset: 0x510 , Size: 8]
MaterialInstanceDynamic* ConstraintLimitMaterialZAxis;//[Offset: 0x518 ,
Size: 8]
MaterialInstanceDynamic* ConstraintLimitMaterialPrismatic;//[Offset: 0x520 ,
Size: 8]
Material* InvalidLightmapSettingsMaterial;//[Offset: 0x528 , Size: 8]
SoftObjectPath InvalidLightmapSettingsMaterialName;//[Offset: 0x530 , Size:
24]
Material* PreviewShadowsIndicatorMaterial;//[Offset: 0x548 , Size: 8]
SoftObjectPath PreviewShadowsIndicatorMaterialName;//[Offset: 0x550 , Size:
24]
Material* ArrowMaterial;//[Offset: 0x568 , Size: 8]
SoftObjectPath ArrowMaterialName;//[Offset: 0x570 , Size: 24]
Material* OutlineMaterial;//[Offset: 0x588 , Size: 8]
SoftObjectPath OutlineMaterialName;//[Offset: 0x590 , Size: 24]
Material* DyeingColorMaterial;//[Offset: 0x5a8 , Size: 8]
SoftObjectPath DyeingColorMaterialName;//[Offset: 0x5b0 , Size: 24]
LinearColor LightingOnlyBrightness;//[Offset: 0x5c8 , Size: 16]
LinearColor[] ShaderComplexityColors;//[Offset: 0x5d8 , Size: 16]
LinearColor[] QuadComplexityColors;//[Offset: 0x5e8 , Size: 16]
LinearColor[] LightComplexityColors;//[Offset: 0x5f8 , Size: 16]
LinearColor[] StationaryLightOverlapColors;//[Offset: 0x608 , Size: 16]
LinearColor[] LODColorationColors;//[Offset: 0x618 , Size: 16]
LinearColor[] HLODColorationColors;//[Offset: 0x628 , Size: 16]
LinearColor[] StreamingAccuracyColors;//[Offset: 0x638 , Size: 16]
float MaxPixelShaderAdditiveComplexityCount;//[Offset: 0x648 , Size: 4]
float MaxES2PixelShaderAdditiveComplexityCount;//[Offset: 0x64c , Size: 4]
float MinLightMapDensity;//[Offset: 0x650 , Size: 4]
float IdealLightMapDensity;//[Offset: 0x654 , Size: 4]
float MaxLightMapDensity;//[Offset: 0x658 , Size: 4]
bool bRenderLightMapDensityGrayscale;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x65c , Size: 1]
float RenderLightMapDensityGrayscaleScale;//[Offset: 0x660 , Size: 4]
float RenderLightMapDensityColorScale;//[Offset: 0x664 , Size: 4]
LinearColor LightMapDensityVertexMappedColor;//[Offset: 0x668 , Size: 16]
LinearColor LightMapDensitySelectedColor;//[Offset: 0x678 , Size: 16]
StatColorMapping[] StatColorMappings;//[Offset: 0x688 , Size: 16]
PhysicalMaterial* DefaultPhysMaterial;//[Offset: 0x698 , Size: 8]
SoftObjectPath DefaultPhysMaterialName;//[Offset: 0x6a0 , Size: 24]
GameNameRedirect[] ActiveGameNameRedirects;//[Offset: 0x6b8 , Size: 16]
ClassRedirect[] ActiveClassRedirects;//[Offset: 0x6c8 , Size: 16]
PluginRedirect[] ActivePluginRedirects;//[Offset: 0x6d8 , Size: 16]
StructRedirect[] ActiveStructRedirects;//[Offset: 0x6e8 , Size: 16]
Texture2D* PreIntegratedSkinBRDFTexture;//[Offset: 0x6f8 , Size: 8]
SoftObjectPath PreIntegratedSkinBRDFTextureName;//[Offset: 0x700 , Size: 24]
Texture2D* MiniFontTexture;//[Offset: 0x718 , Size: 8]
SoftObjectPath MiniFontTextureName;//[Offset: 0x720 , Size: 24]
Texture* WeightMapPlaceholderTexture;//[Offset: 0x738 , Size: 8]
SoftObjectPath WeightMapPlaceholderTextureName;//[Offset: 0x740 , Size: 24]
Texture2D* LightMapDensityTexture;//[Offset: 0x758 , Size: 8]
SoftObjectPath LightMapDensityTextureName;//[Offset: 0x760 , Size: 24]
GameViewportClient* GameViewport;//[Offset: 0x780 , Size: 8]
FString[] DeferredCommands;//[Offset: 0x788 , Size: 16]
int TickCycles;//[Offset: 0x798 , Size: 4]
int GameCycles;//[Offset: 0x79c , Size: 4]
int ClientCycles;//[Offset: 0x7a0 , Size: 4]
float NearClipPlane;//[Offset: 0x7a4 , Size: 4]
bool bHardwareSurveyEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x7a8 , Size: 1]
bool bSubtitlesEnabled;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x7a8 , Size: 1]
bool bSubtitlesForcedOff;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x7a8 , Size: 1]
int MaximumLoopIterationCount;//[Offset: 0x7ac , Size: 4]
bool bCanBlueprintsTickByDefault;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x7b0 , Size: 1]
bool bOptimizeAnimBlueprintMemberVariableAccess;//(ByteOffset: 0, ByteMask:
2, FieldMask: 2)[Offset: 0x7b0 , Size: 1]
bool bAllowMultiThreadedAnimationUpdate;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0x7b0 , Size: 1]
bool bEnableEditorPSysRealtimeLOD;//(ByteOffset: 0, ByteMask: 8, FieldMask:
8)[Offset: 0x7b0 , Size: 1]
bool bSmoothFrameRate;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x7b0 , Size: 1]
bool bUseFixedFrameRate;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x7b0 , Size: 1]
float FixedFrameRate;//[Offset: 0x7b4 , Size: 4]
FloatRange SmoothedFrameRateRange;//[Offset: 0x7b8 , Size: 16]
bool bCheckForMultiplePawnsSpawnedInAFrame;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x7c8 , Size: 1]
int NumPawnsAllowedToBeSpawnedInAFrame;//[Offset: 0x7cc , Size: 4]
bool bShouldGenerateLowQualityLightmaps;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x7d0 , Size: 1]
Color C_WorldBox;//[Offset: 0x7d4 , Size: 4]
Color C_BrushWire;//[Offset: 0x7d8 , Size: 4]
Color C_AddWire;//[Offset: 0x7dc , Size: 4]
Color C_SubtractWire;//[Offset: 0x7e0 , Size: 4]
Color C_SemiSolidWire;//[Offset: 0x7e4 , Size: 4]
Color C_NonSolidWire;//[Offset: 0x7e8 , Size: 4]
Color C_WireBackground;//[Offset: 0x7ec , Size: 4]
Color C_ScaleBoxHi;//[Offset: 0x7f0 , Size: 4]
Color C_VolumeCollision;//[Offset: 0x7f4 , Size: 4]
Color C_BSPCollision;//[Offset: 0x7f8 , Size: 4]
Color C_OrthoBackground;//[Offset: 0x7fc , Size: 4]
Color C_Volume;//[Offset: 0x800 , Size: 4]
Color C_BrushShape;//[Offset: 0x804 , Size: 4]
float StreamingDistanceFactor;//[Offset: 0x808 , Size: 4]
DirectoryPath GameScreenshotSaveDirectory;//[Offset: 0x810 , Size: 16]
byte TransitionType;//[Offset: 0x820 , Size: 1]
FString TransitionDescription;//[Offset: 0x828 , Size: 16]
FString TransitionGameMode;//[Offset: 0x838 , Size: 16]
float MeshLODRange;//[Offset: 0x848 , Size: 4]
bool bAllowMatureLanguage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x84c , Size: 1]
float CameraRotationThreshold;//[Offset: 0x850 , Size: 4]
float CameraTranslationThreshold;//[Offset: 0x854 , Size: 4]
float PrimitiveProbablyVisibleTime;//[Offset: 0x858 , Size: 4]
float MaxOcclusionPixelsFraction;//[Offset: 0x85c , Size: 4]
bool bPauseOnLossOfFocus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x860 , Size: 1]
int MaxParticleResize;//[Offset: 0x864 , Size: 4]
int MaxParticleResizeWarn;//[Offset: 0x868 , Size: 4]
DropNoteInfo[] PendingDroppedNotes;//[Offset: 0x870 , Size: 16]
RigidBodyErrorCorrection PhysicErrorCorrection;//[Offset: 0x880 , Size: 28]
float NetClientTicksPerSecond;//[Offset: 0x89c , Size: 4]
float DisplayGamma;//[Offset: 0x8a0 , Size: 4]
float MinDesiredFrameRate;//[Offset: 0x8a4 , Size: 4]
int ShaderPrecompileProgress;//[Offset: 0x8a8 , Size: 4]
LinearColor DefaultSelectedMaterialColor;//[Offset: 0x8ac , Size: 16]
LinearColor SelectedMaterialColor;//[Offset: 0x8bc , Size: 16]
LinearColor SelectionOutlineColor;//[Offset: 0x8cc , Size: 16]
LinearColor SubduedSelectionOutlineColor;//[Offset: 0x8dc , Size: 16]
LinearColor SelectedMaterialColorOverride;//[Offset: 0x8ec , Size: 16]
bool bIsOverridingSelectedColor;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x8fc , Size: 1]
bool bEnableOnScreenDebugMessages;//(ByteOffset: 0, ByteMask: 1, FieldMask:
1)[Offset: 0x8fd , Size: 1]
bool bEnableOnScreenDebugMessagesDisplay;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0x8fd , Size: 1]
bool bSuppressMapWarnings;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x8fd , Size: 1]
bool bDisableAILogging;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x8fd , Size: 1]
uint32 bEnableVisualLogRecordingOnStart;//[Offset: 0x900 , Size: 4]
int ScreenSaverInhibitorSemaphore;//[Offset: 0x908 , Size: 4]
bool bLockReadOnlyLevels;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x90c , Size: 1]
FString ParticleEventManagerClassPath;//[Offset: 0x910 , Size: 16]
float SelectionHighlightIntensity;//[Offset: 0x930 , Size: 4]
float SelectionMeshSectionHighlightIntensity;//[Offset: 0x934 , Size: 4]
float BSPSelectionHighlightIntensity;//[Offset: 0x938 , Size: 4]
float HoverHighlightIntensity;//[Offset: 0x93c , Size: 4]
float SelectionHighlightIntensityBillboards;//[Offset: 0x940 , Size: 4]
NetDriverDefinition[] NetDriverDefinitions;//[Offset: 0xb30 , Size: 16]
FString[] ServerActors;//[Offset: 0xb40 , Size: 16]
FString[] RuntimeServerActors;//[Offset: 0xb50 , Size: 16]
bool bStartedLoadMapMovie;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xb84 , Size: 1]
int NextWorldContextHandle;//[Offset: 0xb98 , Size: 4]
--------------------------------
Class: GameUserSettings.Object
bool bUseVSync;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28 ,
Size: 1]
uint32 ResolutionSizeX;//[Offset: 0x78 , Size: 4]
uint32 ResolutionSizeY;//[Offset: 0x7c , Size: 4]
uint32 LastUserConfirmedResolutionSizeX;//[Offset: 0x80 , Size: 4]
uint32 LastUserConfirmedResolutionSizeY;//[Offset: 0x84 , Size: 4]
int WindowPosX;//[Offset: 0x88 , Size: 4]
int WindowPosY;//[Offset: 0x8c , Size: 4]
int FullscreenMode;//[Offset: 0x90 , Size: 4]
int LastConfirmedFullscreenMode;//[Offset: 0x94 , Size: 4]
int PreferredFullscreenMode;//[Offset: 0x98 , Size: 4]
uint32 Version;//[Offset: 0x9c , Size: 4]
int AudioQualityLevel;//[Offset: 0xa0 , Size: 4]
float FrameRateLimit;//[Offset: 0xa4 , Size: 4]
int DesiredScreenWidth;//[Offset: 0xac , Size: 4]
bool bUseDesiredScreenHeight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xb0 , Size: 1]
int DesiredScreenHeight;//[Offset: 0xb4 , Size: 4]
float LastRecommendedScreenWidth;//[Offset: 0xb8 , Size: 4]
float LastRecommendedScreenHeight;//[Offset: 0xbc , Size: 4]
float LastCPUBenchmarkResult;//[Offset: 0xc0 , Size: 4]
float LastGPUBenchmarkResult;//[Offset: 0xc4 , Size: 4]
float[] LastCPUBenchmarkSteps;//[Offset: 0xc8 , Size: 16]
float[] LastGPUBenchmarkSteps;//[Offset: 0xd8 , Size: 16]
float LastGPUBenchmarkMultiplier;//[Offset: 0xe8 , Size: 4]
bool bUseHDRDisplayOutput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xec , Size: 1]
int HDRDisplayOutputNits;//[Offset: 0xf0 , Size: 4]
delegate OnGameUserSettingsUINeedsUpdate;//[Offset: 0xf8 , Size: 16]
void ValidateSettings();// 0x502a150
bool SupportsHDRDisplayOutput();// 0x502a110
void SetVSyncEnabled(bool bEnable);// 0x502a08c
void SetVisualEffectQuality(int Value);// 0x502a010
void SetViewDistanceQuality(int Value);// 0x5029f94
void SetToDefaults();// 0x5029f78
void SetTextureQuality(int Value);// 0x5029efc
void SetShadowQuality(int Value);// 0x5029e80
void SetScreenResolution(IntPoint Resolution);// 0x5029e08
void SetResolutionScaleValueEx(float NewScaleValue);// 0x5029d8c
void SetResolutionScaleValue(int NewScaleValue);// 0x5029d10
void SetResolutionScaleNormalized(float NewScaleNormalized);// 0x5029c94
void SetPostProcessingQuality(int Value);// 0x5029c18
void SetOverallScalabilityLevel(int Value);// 0x5029b94
void SetFullscreenMode(byte InFullscreenMode);// 0x5029b18
void SetFrameRateLimit(float NewLimit);// 0x5029a9c
void SetFoliageQuality(int Value);// 0x5029a20
void SetBenchmarkFallbackValues();// 0x5029a0c
void SetAudioQualityLevel(int QualityLevel);// 0x5029990
void SetAntiAliasingQuality(int Value);// 0x5029914
void SaveSettings();// 0x50298f8
void RunHardwareBenchmark(int WorkScale, float CPUMultiplier, float
GPUMultiplier);// 0x5029800
void RevertVideoMode();// 0x50297ec
void ResetToCurrentSettings();// 0x50297d0
void LoadSettings(bool bForceReload);// 0x5029744
bool IsVSyncEnabled();// 0x502970c
bool IsVSyncDirty();// 0x50296d4
bool IsScreenResolutionDirty();// 0x502969c
bool IsHDREnabled();// 0x5029664
bool IsFullscreenModeDirty();// 0x502962c
bool IsDirty();// 0x50295ec
int GetVisualEffectQuality();// 0x50295b8
int GetViewDistanceQuality();// 0x5029584
int GetTextureQuality();// 0x5029550
int GetShadowQuality();// 0x502951c
IntPoint GetScreenResolution();// 0x50294e4
void GetResolutionScaleInformationEx(out float CurrentScaleNormalized, out
float CurrentScaleValue, out float MinScaleValue, out float MaxScaleValue);//
0x5029358
void GetResolutionScaleInformation(out float CurrentScaleNormalized, out int
CurrentScaleValue, out int MinScaleValue, out int MaxScaleValue);// 0x50291cc
float GetRecommendedResolutionScale();// 0x5029190
byte GetPreferredFullscreenMode();// 0x502915c
int GetPostProcessingQuality();// 0x5029128
int GetOverallScalabilityLevel();// 0x50290f4
IntPoint GetLastConfirmedScreenResolution();// 0x50290bc
byte GetLastConfirmedFullscreenMode();// 0x5029088
static GameUserSettings* GetGameUserSettings();// 0x5029054
byte GetFullscreenMode();// 0x5029020
float GetFrameRateLimit();// 0x5028fec
int GetFoliageQuality();// 0x5028fb8
IntPoint GetDesktopResolution();// 0x5028f80
static IntPoint GetDefaultWindowPosition();// 0x5028f48
static byte GetDefaultWindowMode();// 0x5028f14
float GetDefaultResolutionScale();// 0x5028ed8
static IntPoint GetDefaultResolution();// 0x5028ea0
int GetCurrentHDRDisplayNits();// 0x5028e6c
int GetAudioQualityLevel();// 0x5028e50
int GetAntiAliasingQuality();// 0x5028e1c
void EnableHDRDisplayOutput(bool bEnable, int DisplayNits);// 0x5028d54
void ConfirmVideoMode();// 0x5028d40
void ApplySettings(bool bCheckForCommandLineOverrides);// 0x5028cb4
void ApplyResolutionSettings(bool bCheckForCommandLineOverrides);// 0x5028c30
void ApplyNonResolutionSettings();// 0x5028c14
void ApplyHardwareBenchmarkResults();// 0x5028bf8
--------------------------------
Class: StatColorMapping
FString StatName;//[Offset: 0x0 , Size: 16]
StatColorMapEntry[] colorMap;//[Offset: 0x10 , Size: 16]
bool DisableBlend;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x20 ,
Size: 1]
--------------------------------
Class: StatColorMapEntry
float In;//[Offset: 0x0 , Size: 4]
Color Out;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: GameNameRedirect
FName OldGameName;//[Offset: 0x0 , Size: 8]
FName NewGameName;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: ClassRedirect
FName ObjectName;//[Offset: 0x0 , Size: 8]
FName OldClassName;//[Offset: 0x8 , Size: 8]
FName NewClassName;//[Offset: 0x10 , Size: 8]
FName OldSubobjName;//[Offset: 0x18 , Size: 8]
FName NewSubobjName;//[Offset: 0x20 , Size: 8]
FName NewClassClass;//[Offset: 0x28 , Size: 8]
FName NewClassPackage;//[Offset: 0x30 , Size: 8]
bool InstanceOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38
, Size: 1]
--------------------------------
Class: PluginRedirect
FString OldPluginName;//[Offset: 0x0 , Size: 16]
FString NewPluginName;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: StructRedirect
FName OldStructName;//[Offset: 0x0 , Size: 8]
FName NewStructName;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: DropNoteInfo
Vector Location;//[Offset: 0x0 , Size: 12]
Rotator Rotation;//[Offset: 0xc , Size: 12]
FString Comment;//[Offset: 0x18 , Size: 16]
--------------------------------
Class: RigidBodyErrorCorrection
float LinearDeltaThresholdSq;//[Offset: 0x0 , Size: 4]
float LinearInterpAlpha;//[Offset: 0x4 , Size: 4]
float LinearRecipFixTime;//[Offset: 0x8 , Size: 4]
float AngularDeltaThreshold;//[Offset: 0xc , Size: 4]
float AngularInterpAlpha;//[Offset: 0x10 , Size: 4]
float AngularRecipFixTime;//[Offset: 0x14 , Size: 4]
float BodySpeedThresholdSq;//[Offset: 0x18 , Size: 4]
--------------------------------
Class: NetDriverDefinition
FName DefName;//[Offset: 0x0 , Size: 8]
FName DriverClassName;//[Offset: 0x8 , Size: 8]
FName DriverClassNameFallback;//[Offset: 0x10 , Size: 8]
--------------------------------
Class: CheckBoxStyleAsset.Object
CheckBoxStyle CheckBoxStyle;//[Offset: 0x28 , Size: 1696]
--------------------------------
Class: CheckBoxStyle.SlateWidgetStyle
byte CheckBoxType;//[Offset: 0x8 , Size: 1]
SlateBrush UncheckedImage;//[Offset: 0x10 , Size: 168]
SlateBrush UncheckedHoveredImage;//[Offset: 0xb8 , Size: 168]
SlateBrush UncheckedPressedImage;//[Offset: 0x160 , Size: 168]
SlateBrush CheckedImage;//[Offset: 0x208 , Size: 168]
SlateBrush CheckedHoveredImage;//[Offset: 0x2b0 , Size: 168]
SlateBrush CheckedPressedImage;//[Offset: 0x358 , Size: 168]
SlateBrush UndeterminedImage;//[Offset: 0x400 , Size: 168]
SlateBrush UndeterminedHoveredImage;//[Offset: 0x4a8 , Size: 168]
SlateBrush UndeterminedPressedImage;//[Offset: 0x550 , Size: 168]
Margin Padding;//[Offset: 0x5f8 , Size: 16]
SlateColor ForegroundColor;//[Offset: 0x608 , Size: 40]
SlateColor BorderBackgroundColor;//[Offset: 0x630 , Size: 40]
SlateSound CheckedSlateSound;//[Offset: 0x658 , Size: 24]
SlateSound UncheckedSlateSound;//[Offset: 0x670 , Size: 24]
SlateSound HoveredSlateSound;//[Offset: 0x688 , Size: 24]
--------------------------------
Class: PlatformInterfaceBase.Object
DelegateArray[] AllDelegates;//[Offset: 0x28 , Size: 16]
--------------------------------
Class: DelegateArray
delegate[] Delegates;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: CloudStorageBase.PlatformInterfaceBase.Object
FString[] LocalCloudFiles;//[Offset: 0x38 , Size: 16]
bool bSuppressDelegateCalls;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x48 , Size: 1]
--------------------------------
Class: Commandlet.Object
FString HelpDescription;//[Offset: 0x28 , Size: 16]
FString HelpUsage;//[Offset: 0x38 , Size: 16]
FString HelpWebLink;//[Offset: 0x48 , Size: 16]
FString[] HelpParamNames;//[Offset: 0x58 , Size: 16]
FString[] HelpParamDescriptions;//[Offset: 0x68 , Size: 16]
bool IsServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x78 ,
Size: 1]
bool IsClient;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x78 ,
Size: 1]
bool IsEditor;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x78 ,
Size: 1]
bool LogToConsole;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x78 ,
Size: 1]
bool ShowErrorCount;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x78 , Size: 1]
--------------------------------
Class: ComponentDelegateBinding.DynamicBlueprintBinding.Object
BlueprintComponentDelegateBinding[] ComponentDelegateBindings;//[Offset: 0x28
, Size: 16]
--------------------------------
Class: BlueprintComponentDelegateBinding
FName ComponentPropertyName;//[Offset: 0x0 , Size: 8]
FName DelegatePropertyName;//[Offset: 0x8 , Size: 8]
FName FunctionNameToBind;//[Offset: 0x10 , Size: 8]
--------------------------------
Class: ConsoleSettings.Object
int MaxScrollbackSize;//[Offset: 0x28 , Size: 4]
AutoCompleteCommand[] ManualAutoCompleteList;//[Offset: 0x30 , Size: 16]
FString[] AutoCompleteMapPaths;//[Offset: 0x40 , Size: 16]
float BackgroundOpacityPercentage;//[Offset: 0x50 , Size: 4]
bool bOrderTopToBottom;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x54 , Size: 1]
Color InputColor;//[Offset: 0x58 , Size: 4]
Color HistoryColor;//[Offset: 0x5c , Size: 4]
Color AutoCompleteCommandColor;//[Offset: 0x60 , Size: 4]
Color AutoCompleteCVarColor;//[Offset: 0x64 , Size: 4]
Color AutoCompleteFadedColor;//[Offset: 0x68 , Size: 4]
--------------------------------
Class: AutoCompleteCommand
FString Command;//[Offset: 0x0 , Size: 16]
FString Desc;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: ControlChannel.Channel.Object
--------------------------------
Class: ControlRigInterface.Interface.Object
--------------------------------
Class: StreamingSettings.DeveloperSettings.Object
bool AsyncLoadingThreadEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x38 , Size: 1]
bool WarnIfTimeLimitExceeded;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x38 , Size: 1]
float TimeLimitExceededMultiplier;//[Offset: 0x3c , Size: 4]
float TimeLimitExceededMinTime;//[Offset: 0x40 , Size: 4]
int MinBulkDataSizeForAsyncLoading;//[Offset: 0x44 , Size: 4]
bool UseBackgroundLevelStreaming;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x48 , Size: 1]
bool AsyncLoadingUseFullTimeLimit;//(ByteOffset: 0, ByteMask: 2, FieldMask:
2)[Offset: 0x48 , Size: 1]
float AsyncLoadingTimeLimit;//[Offset: 0x4c , Size: 4]
float PriorityAsyncLoadingExtraTime;//[Offset: 0x50 , Size: 4]
float LevelStreamingActorsUpdateTimeLimit;//[Offset: 0x54 , Size: 4]
int LevelStreamingComponentsRegistrationGranularity;//[Offset: 0x58 , Size:
4]
float LevelStreamingUnregisterComponentsTimeLimit;//[Offset: 0x5c , Size: 4]
int LevelStreamingComponentsUnregistrationGranularity;//[Offset: 0x60 , Size:
4]
bool EventDrivenLoaderEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x64 , Size: 1]
--------------------------------
Class: GarbageCollectionSettings.DeveloperSettings.Object
float TimeBetweenPurgingPendingKillObjects;//[Offset: 0x38 , Size: 4]
bool FlushStreamingOnGC;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x3c , Size: 1]
bool AllowParallelGC;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x3c , Size: 1]
bool IncrementalBeginDestroyEnabled;//(ByteOffset: 0, ByteMask: 4, FieldMask:
4)[Offset: 0x3c , Size: 1]
bool CreateGCClusters;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x3c , Size: 1]
bool MergeGCClusters;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x3c , Size: 1]
bool ActorClusteringEnabled;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x3c , Size: 1]
bool BlueprintClusteringEnabled;//(ByteOffset: 0, ByteMask: 64, FieldMask:
64)[Offset: 0x3c , Size: 1]
bool UseDisregardForGCOnDedicatedServers;//(ByteOffset: 0, ByteMask: 128,
FieldMask: 128)[Offset: 0x3c , Size: 1]
int NumRetriesBeforeForcingGC;//[Offset: 0x40 , Size: 4]
int MinActorNumForCluster;//[Offset: 0x44 , Size: 4]
int MaxObjectsNotConsideredByGC;//[Offset: 0x48 , Size: 4]
int SizeOfPermanentObjectPool;//[Offset: 0x4c , Size: 4]
int MaxObjectsInGame;//[Offset: 0x50 , Size: 4]
int MaxObjectsInEditor;//[Offset: 0x54 , Size: 4]
--------------------------------
Class: CullDistanceVolume.Volume.Brush.Actor.Object
CullDistanceSizePair[] CullDistances;//[Offset: 0x3d0 , Size: 16]
bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3e0 ,
Size: 1]
bool bEnabledDeviceScale;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x3e0 , Size: 1]
float VeryLowScale;//[Offset: 0x3e4 , Size: 4]
float LowScale;//[Offset: 0x3e8 , Size: 4]
float MidScale;//[Offset: 0x3ec , Size: 4]
float HighScale;//[Offset: 0x3f0 , Size: 4]
bool bEnableStaticMeshMovable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3f4 , Size: 1]
bool bEnableCullDistanceOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3f5 , Size: 1]
--------------------------------
Class: CullDistanceSizePair
float Size;//[Offset: 0x0 , Size: 4]
float CullDistance;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: CurveEdPresetCurve.Object
--------------------------------
Class: CurveSourceInterface.Interface.Object
float GetCurveValue(FName CurveName);// 0x4ff1938
void GetCurves(out NamedCurveValue[] OutValues);// 0x4ff1878
FName GetBindingName();// 0x4ff183c
--------------------------------
Class: NamedCurveValue
FName Name;//[Offset: 0x0 , Size: 8]
float Value;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: DamageableInterfaceBase.Interface.Object
--------------------------------
Class: PrimaryDataAsset.DataAsset.Object
--------------------------------
Class: DataTable.Object
ScriptStruct* RowStruct;//[Offset: 0x28 , Size: 8]
--------------------------------
Class: DataTableFunctionLibrary.BlueprintFunctionLibrary.Object
static void GetDataTableRowNames(DataTable* Table, out FName[]
OutRowNames);// 0x4ff397c
static bool GetDataTableRowFromName(DataTable* Table, FName RowName, out
TableRowBase OutRow);// 0x4ff32e0
static void EvaluateCurveTableRow(CurveTable* CurveTable, FName RowName,
float InXY, out byte OutResult, out float OutXY, FString ContextString);//
0x4ff30e4
--------------------------------
Class: TableRowBase
--------------------------------
Class: DebugCameraHUD.HUD.Actor.Object
--------------------------------
Class: DebugDrawService.BlueprintFunctionLibrary.Object
--------------------------------
Class: DecalActor.Actor.Object
DecalComponent* Decal;//[Offset: 0x398 , Size: 8]
void SetDecalMaterial(MaterialInterface* NewDecalMaterial);// 0x4ff4924
MaterialInterface* GetDecalMaterial();// 0x4ff48f0
MaterialInstanceDynamic* CreateDynamicMaterialInstance();// 0x4ff48b4
--------------------------------
Class: DecalComponent.SceneComponent.ActorComponent.Object
MaterialInterface* DecalMaterial;//[Offset: 0x2d0 , Size: 8]
int SortOrder;//[Offset: 0x2d8 , Size: 4]
float FadeScreenSize;//[Offset: 0x2dc , Size: 4]
float FadeStartDelay;//[Offset: 0x2e0 , Size: 4]
float FadeDuration;//[Offset: 0x2e4 , Size: 4]
bool bDestroyOwnerAfterFade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x2e8 , Size: 1]
Vector DecalSize;//[Offset: 0x2ec , Size: 12]
void SetSortOrder(int Value);// 0x4ff62fc
void SetFadeScreenSize(float NewFadeScreenSize);// 0x4ff6280
void SetFadeOut(float StartDelay, float Duration, bool
DestroyOwnerAfterFade);// 0x4ff6188
void SetDecalMaterial(MaterialInterface* NewDecalMaterial);// 0x4ff610c
float GetFadeStartDelay();// 0x4ff60d8
float GetFadeDuration();// 0x4ff60a4
MaterialInterface* GetDecalMaterial();// 0x4ff6070
MaterialInstanceDynamic* CreateDynamicMaterialInstance();// 0x4ff6034
--------------------------------
Class: DecalBakingActor.Actor.Object
uint32 MaxDecalProcessPerFame;//[Offset: 0x398 , Size: 4]
DecalBakingRequest[] DecalBakeRequests;//[Offset: 0x3a0 , Size: 16]
void SetMaxDecalProcessPerFame(int InValue);// 0x4ff53d0
int GetMaxDecalProcessPerFame();// 0x4ff53b4
int FindDecalBakingRequestID(TextureRenderTarget2D* RenderTarget);//
0x4ff5328
void EndDecalBakingCache(TextureRenderTarget2D* RenderTarget);// 0x4ff52ac
void CancelDecalBakingRequest(int RequestID);// 0x4ff5230
void BeginDecalBakingCache(TextureRenderTarget2D* RenderTarget);// 0x4ff51b4
int BakeDecalForStaticMesh(TextureRenderTarget2D* RenderTarget, StaticMesh*
StaticMesh, int UVIndex, out const DecalParameter[] InDecalParams, bool
bIntermidiate, int CachedDecalIndex);// 0x4ff4fac
int BakeDecalForSkeletalMesh(TextureRenderTarget2D* RenderTarget,
SkeletalMesh* SkeletalMesh, int UVIndex, out const DecalParameter[] InDecalParams,
bool bIntermidiate, int CachedDecalIndex);// 0x4ff4da4
--------------------------------
Class: DecalBakingRequest
Object* Mesh;//[Offset: 0x8 , Size: 8]
DecalParameter[] DecalParams;//[Offset: 0x18 , Size: 16]
TextureRenderTarget2D* RenderTarget;//[Offset: 0x28 , Size: 8]
--------------------------------
Class: DecalParameter
Texture2D* DecalTexture;//[Offset: 0x0 , Size: 8]
--------------------------------
Class: DecalBakingParameterActor.Actor.Object
DecalBakingParameterComponent* DecalBakingParam;//[Offset: 0x398 , Size: 8]
--------------------------------
Class: DecalBakingParameterComponent.SceneComponent.ActorComponent.Object
Texture2D* DecalTexture;//[Offset: 0x2d0 , Size: 8]
Vector DecalSize;//[Offset: 0x2d8 , Size: 12]
Vector4 UVScaleBias;//[Offset: 0x2f0 , Size: 16]
LinearColor TintColor;//[Offset: 0x300 , Size: 16]
Vector4 CropUVScaleBias;//[Offset: 0x310 , Size: 16]
float CropRotation;//[Offset: 0x320 , Size: 4]
bool bEnableDepthCompare;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x324 , Size: 1]
LinearColor GetUVScaleBias();// 0x4ff5cdc
BoxSphereBounds GetDecalBounds();// 0x4ff5c90
LinearColor GetCropUVScaleBias();// 0x4ff5c60
--------------------------------
Class:
FloatingPawnMovement.PawnMovementComponent.NavMovementComponent.MovementComponent.A
ctorComponent.Object
float MaxSpeed;//[Offset: 0x190 , Size: 4]
float Acceleration;//[Offset: 0x194 , Size: 4]
float Deceleration;//[Offset: 0x198 , Size: 4]
float TurningBoost;//[Offset: 0x19c , Size: 4]
bool bPositionCorrected;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x1a0 , Size: 1]
--------------------------------
Class: DelayObserveNetConnection.NetConnection.Player.Object
float DelayTime;//[Offset: 0x336c8 , Size: 4]
float SaveCheckPointTime;//[Offset: 0x336cc , Size: 4]
int FirstChannelIndex;//[Offset: 0x336dc , Size: 4]
--------------------------------
Class: DelayObserverPCChannel.ActorChannel.Channel.Object
--------------------------------
Class: DemoNetConnection.NetConnection.Player.Object
--------------------------------
Class: PendingNetGame.Object
NetDriver* NetDriver;//[Offset: 0x30 , Size: 8]
DemoNetDriver* DemoNetDriver;//[Offset: 0x38 , Size: 8]
--------------------------------
Class: DemoPendingNetGame.PendingNetGame.Object
--------------------------------
Class: DestructibleInterface.Interface.Object
--------------------------------
Class: MaterialShaderQualitySettings.Object
<FName,ShaderPlatformQualitySettings*> ForwardSettingMap;//[Offset: 0x28 ,
Size: 80]
--------------------------------
Class: ShaderPlatformQualitySettings.Object
MaterialQualityOverrides QualityOverrides;//[Offset: 0x28 , Size: 7]
--------------------------------
Class: MaterialQualityOverrides
bool bEnableOverride;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x0 , Size: 1]
bool bForceFullyRough;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1 , Size: 1]
bool bForceNonMetal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2 , Size: 1]
bool bForceDisableLMDirectionality;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x3 , Size: 1]
bool bForceLQReflections;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4 , Size: 1]
enum MobileCSMQuality;//[Offset: 0x5 , Size: 1]
enum MobilePointLightShadowQuality;//[Offset: 0x6 , Size: 1]
--------------------------------
Class: DialogueSoundWaveProxy.SoundBase.Object
--------------------------------
Class: DialogueVoice.Object
byte gender;//[Offset: 0x28 , Size: 1]
byte Plurality;//[Offset: 0x29 , Size: 1]
Guid LocalizationGUID;//[Offset: 0x2c , Size: 16]
--------------------------------
Class: DialogueWave.Object
bool bMature;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x28 ,
Size: 1]
bool bOverride_SubtitleOverride;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x28 , Size: 1]
FString SpokenText;//[Offset: 0x30 , Size: 16]
FString SubtitleOverride;//[Offset: 0x40 , Size: 16]
DialogueContextMapping[] ContextMappings;//[Offset: 0x50 , Size: 16]
Guid LocalizationGUID;//[Offset: 0x60 , Size: 16]
--------------------------------
Class: DialogueContextMapping
DialogueContext Context;//[Offset: 0x0 , Size: 24]
SoundWave* SoundWave;//[Offset: 0x18 , Size: 8]
FString LocalizationKeyFormat;//[Offset: 0x20 , Size: 16]
DialogueSoundWaveProxy* Proxy;//[Offset: 0x30 , Size: 8]
--------------------------------
Class: DialogueContext
DialogueVoice* Speaker;//[Offset: 0x0 , Size: 8]
DialogueVoice*[] Targets;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: Light.Actor.Object
LightComponent* LightComponent;//[Offset: 0x398 , Size: 8]
bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3a0 ,
Size: 1]
void ToggleEnabled();// 0x5094c60
void SetLightFunctionScale(Vector NewLightFunctionScale);// 0x5094be4
void SetLightFunctionMaterial(MaterialInterface* NewLightFunctionMaterial);//
0x5094b68
void SetLightFunctionFadeDistance(float NewLightFunctionFadeDistance);//
0x5094aec
void SetLightColor(LinearColor NewLightColor);// 0x5094a70
void SetEnabled(bool bSetEnabled);// 0x50949ec
void SetCastShadows(bool bNewValue);// 0x5094968
void SetBrightness(float NewBrightness);// 0x50948ec
void SetAffectTranslucentLighting(bool bNewValue);// 0x5094868
void OnRep_bEnabled();// 0x509484c
bool IsEnabled();// 0x5094814
LinearColor GetLightColor();// 0x50947dc
float GetBrightness();// 0x50947a8
--------------------------------
Class: LightComponent.LightComponentBase.SceneComponent.ActorComponent.Object
float Temperature;//[Offset: 0x2f4 , Size: 4]
float MaxDrawDistance;//[Offset: 0x2f8 , Size: 4]
float MaxDistanceFadeRange;//[Offset: 0x2fc , Size: 4]
bool bUseTemperature;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x300 , Size: 1]
int ShadowMapChannel;//[Offset: 0x304 , Size: 4]
float MinRoughness;//[Offset: 0x30c , Size: 4]
float ShadowResolutionScale;//[Offset: 0x310 , Size: 4]
int LightPriority;//[Offset: 0x314 , Size: 4]
float ShadowBias;//[Offset: 0x318 , Size: 4]
float ShadowSharpen;//[Offset: 0x31c , Size: 4]
float ContactShadowLength;//[Offset: 0x320 , Size: 4]
bool InverseSquaredFalloff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x324 , Size: 1]
bool bCacheStaticShadows;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x324 , Size: 1]
bool CastTranslucentShadows;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x324 , Size: 1]
bool bCastShadowsFromCinematicObjectsOnly;//(ByteOffset: 0, ByteMask: 8,
FieldMask: 8)[Offset: 0x324 , Size: 1]
bool bAffectDynamicIndirectLighting;//(ByteOffset: 0, ByteMask: 16,
FieldMask: 16)[Offset: 0x324 , Size: 1]
LightingChannels LightingChannels;//[Offset: 0x325 , Size: 1]
MaterialInterface* LightFunctionMaterial;//[Offset: 0x328 , Size: 8]
Vector LightFunctionScale;//[Offset: 0x330 , Size: 12]
TextureLightProfile* IESTexture;//[Offset: 0x340 , Size: 8]
bool bUseIESBrightness;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x348 , Size: 1]
float IESBrightnessScale;//[Offset: 0x34c , Size: 4]
float LightFunctionFadeDistance;//[Offset: 0x350 , Size: 4]
float DisabledBrightness;//[Offset: 0x354 , Size: 4]
bool bEnableLightShaftBloom;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x358 , Size: 1]
float BloomScale;//[Offset: 0x35c , Size: 4]
float BloomThreshold;//[Offset: 0x360 , Size: 4]
Color BloomTint;//[Offset: 0x364 , Size: 4]
bool bUseRayTracedDistanceFieldShadows;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x368 , Size: 1]
float RayStartOffsetDepthScale;//[Offset: 0x36c , Size: 4]
void SetVolumetricScatteringIntensity(float NewIntensity);// 0x5095b04
void SetTemperature(float NewTemperature);// 0x5095a88
void SetShadowBias(float NewValue);// 0x5095a0c
void SetLightPriority(int Priority);// 0x5095990
void SetLightFunctionScale(Vector NewLightFunctionScale);// 0x5095914
void SetLightFunctionMaterial(MaterialInterface* NewLightFunctionMaterial);//
0x5095898
void SetLightFunctionFadeDistance(float NewLightFunctionFadeDistance);//
0x509581c
void SetLightFunctionDisabledBrightness(float NewValue);// 0x50957a0
void SetLightColor(LinearColor NewLightColor, bool bSRGB);// 0x50956e0
void SetIntensity(float NewIntensity);// 0x5095664
void SetIndirectLightingIntensity(float NewIntensity);// 0x50955e8
void SetIESTexture(TextureLightProfile* NewValue);// 0x509556c
void SetEnableLightShaftBloom(bool bNewValue);// 0x50954e8
void SetBloomTint(Color NewValue);// 0x5095470
void SetBloomThreshold(float NewValue);// 0x50953f4
void SetBloomScale(float NewValue);// 0x5095378
void SetAffectTranslucentLighting(bool bNewValue);// 0x50952f4
void SetAffectDynamicIndirectLighting(bool bNewValue);// 0x5095270
void ForceUpdateShadowState();// 0x509525c
--------------------------------
Class: LightComponentBase.SceneComponent.ActorComponent.Object
Guid LightGuid;//[Offset: 0x2cc , Size: 16]
float Brightness;//[Offset: 0x2dc , Size: 4]
float Intensity;//[Offset: 0x2e0 , Size: 4]
Color LightColor;//[Offset: 0x2e4 , Size: 4]
bool bAffectsWorld;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2e8
, Size: 1]
bool CastShadows;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2e8 ,
Size: 1]
bool CastStaticShadows;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x2e8 , Size: 1]
bool CastDynamicShadows;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x2e8 , Size: 1]
bool bAffectTranslucentLighting;//(ByteOffset: 0, ByteMask: 16, FieldMask:
16)[Offset: 0x2e8 , Size: 1]
bool bCastVolumetricShadow;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x2e8 , Size: 1]
float IndirectLightingIntensity;//[Offset: 0x2ec , Size: 4]
float VolumetricScatteringIntensity;//[Offset: 0x2f0 , Size: 4]
void SetCastVolumetricShadow(bool bNewValue);// 0x5098314
void SetCastShadows(bool bNewValue);// 0x5098290
LinearColor GetLightColor();// 0x5098258
--------------------------------
Class: TextureLightProfile.Texture2D.Texture.Object
float Brightness;//[Offset: 0x114 , Size: 4]
float TextureMultiplier;//[Offset: 0x118 , Size: 4]
--------------------------------
Class: DirectionalLight.Light.Actor.Object
--------------------------------
Class:
DirectionalLightComponent.LightComponent.LightComponentBase.SceneComponent.ActorCom
ponent.Object
bool bEnableLightShaftOcclusion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x3f9 , Size: 1]
float OcclusionMaskDarkness;//[Offset: 0x3fc , Size: 4]
float OcclusionDepthRange;//[Offset: 0x400 , Size: 4]
Vector LightShaftOverrideDirection;//[Offset: 0x404 , Size: 12]
float WholeSceneDynamicShadowRadius;//[Offset: 0x410 , Size: 4]
float DynamicShadowDistanceMovableLight;//[Offset: 0x414 , Size: 4]
float DynamicShadowDistanceStationaryLight;//[Offset: 0x418 , Size: 4]
int DynamicShadowCascades;//[Offset: 0x41c , Size: 4]
float CascadeDistributionExponent;//[Offset: 0x420 , Size: 4]
float CascadeTransitionFraction;//[Offset: 0x424 , Size: 4]
float ShadowDistanceFadeoutFraction;//[Offset: 0x428 , Size: 4]
bool bUseIndependentShadowBound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x42c , Size: 1]
float ShadowCenterOffset;//[Offset: 0x430 , Size: 4]
float ShadowIndependentRadius;//[Offset: 0x434 , Size: 4]
bool bUseInsetShadowsForMovableObjects;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x438 , Size: 1]
int FarShadowCascadeCount;//[Offset: 0x43c , Size: 4]
float FarShadowDistance;//[Offset: 0x440 , Size: 4]
float DistanceFieldShadowDistance;//[Offset: 0x444 , Size: 4]
float LightSourceAngle;//[Offset: 0x448 , Size: 4]
float TraceDistance;//[Offset: 0x44c , Size: 4]
LightmassDirectionalLightSettings LightmassSettings;//[Offset: 0x450 , Size:
16]
bool bCastModulatedShadows;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x460 , Size: 1]
Color ModulatedShadowColor;//[Offset: 0x464 , Size: 4]
ACESParameter[] ACESParameters;//[Offset: 0x468 , Size: 16]
bool bUsedAsAtmosphereSunLight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x478 , Size: 1]
bool bCastsCloudShadow;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x478 , Size: 1]
Texture* CloudShadowTexture;//[Offset: 0x480 , Size: 8]
float CloudShadowTileSize;//[Offset: 0x488 , Size: 4]
float CloudShadowDensity;//[Offset: 0x48c , Size: 4]
Vector2D CloudShadowWinSpeed;//[Offset: 0x490 , Size: 8]
void SetShadowDistanceFadeoutFraction(float NewValue);// 0x4ffd34c
void SetOcclusionMaskDarkness(float NewValue);// 0x4ffd2d0
void SetLightShaftOverrideDirection(Vector NewValue);// 0x4ffd254
void SetEnableLightShaftOcclusion(bool bNewValue);// 0x4ffd1d0
void SetDynamicShadowDistanceStationaryLight(float NewValue);// 0x4ffd154
void SetDynamicShadowDistanceMovableLight(float NewValue);// 0x4ffd0d8
void SetDynamicShadowCascades(int NewValue);// 0x4ffd05c
void SetCloudShadowWinSpeed(out const Vector2D InWinSpeed);// 0x4ffcfd4
void SetCloudShadowTileSize(float InValue);// 0x4ffcf58
void SetCloudShadowTexture(Texture* InTexture);// 0x4ffcedc
void SetCloudShadowDensity(float InDensity);// 0x4ffce60
void SetCastsCloudShadow(bool InValue);// 0x4ffcddc
void SetCascadeTransitionFraction(float NewValue);// 0x4ffcd60
void SetCascadeDistributionExponent(float NewValue);// 0x4ffcce4
--------------------------------
Class: LightmassDirectionalLightSettings.LightmassLightSettings
float LightSourceAngle;//[Offset: 0xc , Size: 4]
--------------------------------
Class: LightmassLightSettings
float IndirectLightingSaturation;//[Offset: 0x0 , Size: 4]
float ShadowExponent;//[Offset: 0x4 , Size: 4]
bool bUseAreaShadowsForStationaryLight;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x8 , Size: 1]
--------------------------------
Class: ACESParameter
LinearColor TintColor;//[Offset: 0x0 , Size: 16]
float Bright;//[Offset: 0x10 , Size: 4]
float Gray;//[Offset: 0x14 , Size: 4]
float ShoulderStrength;//[Offset: 0x18 , Size: 4]
float ToeStrength;//[Offset: 0x1c , Size: 4]
float LinearStrength;//[Offset: 0x20 , Size: 4]
float LinearAngle;//[Offset: 0x24 , Size: 4]
--------------------------------
Class: DistributionFloatConstant.DistributionFloat.Distribution.Object
float Constant;//[Offset: 0x34 , Size: 4]
--------------------------------
Class: DistributionFloatConstantCurve.DistributionFloat.Distribution.Object
InterpCurveFloat ConstantCurve;//[Offset: 0x38 , Size: 24]
--------------------------------
Class: InterpCurveFloat
InterpCurvePointFloat[] Points;//[Offset: 0x0 , Size: 16]
bool bIsLooped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 ,
Size: 1]
float LoopKeyOffset;//[Offset: 0x14 , Size: 4]
--------------------------------
Class: InterpCurvePointFloat
float InVal;//[Offset: 0x0 , Size: 4]
float OutVal;//[Offset: 0x4 , Size: 4]
float ArriveTangent;//[Offset: 0x8 , Size: 4]
float LeaveTangent;//[Offset: 0xc , Size: 4]
byte InterpMode;//[Offset: 0x10 , Size: 1]
--------------------------------
Class:
DistributionFloatParameterBase.DistributionFloatConstant.DistributionFloat.Distribu
tion.Object
FName ParameterName;//[Offset: 0x38 , Size: 8]
float MinInput;//[Offset: 0x40 , Size: 4]
float MaxInput;//[Offset: 0x44 , Size: 4]
float MinOutput;//[Offset: 0x48 , Size: 4]
float MaxOutput;//[Offset: 0x4c , Size: 4]
byte ParamMode;//[Offset: 0x50 , Size: 1]
--------------------------------
Class:
DistributionFloatParticleParameter.DistributionFloatParameterBase.DistributionFloat
Constant.DistributionFloat.Distribution.Object
--------------------------------
Class: DistributionFloatUniform.DistributionFloat.Distribution.Object
float Min;//[Offset: 0x34 , Size: 4]
float Max;//[Offset: 0x38 , Size: 4]
--------------------------------
Class: DistributionFloatUniformCurve.DistributionFloat.Distribution.Object
InterpCurveVector2D ConstantCurve;//[Offset: 0x38 , Size: 24]
--------------------------------
Class: InterpCurveVector2D
InterpCurvePointVector2D[] Points;//[Offset: 0x0 , Size: 16]
bool bIsLooped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 ,
Size: 1]
float LoopKeyOffset;//[Offset: 0x14 , Size: 4]
--------------------------------
Class: InterpCurvePointVector2D
float InVal;//[Offset: 0x0 , Size: 4]
Vector2D OutVal;//[Offset: 0x4 , Size: 8]
Vector2D ArriveTangent;//[Offset: 0xc , Size: 8]
Vector2D LeaveTangent;//[Offset: 0x14 , Size: 8]
byte InterpMode;//[Offset: 0x1c , Size: 1]
--------------------------------
Class: DistributionVectorConstant.DistributionVector.Distribution.Object
Vector Constant;//[Offset: 0x34 , Size: 12]
bool bLockAxes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x40 ,
Size: 1]
byte LockedAxes;//[Offset: 0x41 , Size: 1]
--------------------------------
Class: DistributionVectorConstantCurve.DistributionVector.Distribution.Object
InterpCurveVector ConstantCurve;//[Offset: 0x38 , Size: 24]
bool bLockAxes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x50 ,
Size: 1]
byte LockedAxes;//[Offset: 0x51 , Size: 1]
--------------------------------
Class:
DistributionVectorParameterBase.DistributionVectorConstant.DistributionVector.Distr
ibution.Object
FName ParameterName;//[Offset: 0x48 , Size: 8]
Vector MinInput;//[Offset: 0x50 , Size: 12]
Vector MaxInput;//[Offset: 0x5c , Size: 12]
Vector MinOutput;//[Offset: 0x68 , Size: 12]
Vector MaxOutput;//[Offset: 0x74 , Size: 12]
byte ParamModes;//[Offset: 0x80 , Size: 1]
--------------------------------
Class:
DistributionVectorParticleParameter.DistributionVectorParameterBase.DistributionVec
torConstant.DistributionVector.Distribution.Object
--------------------------------
Class: DistributionVectorUniform.DistributionVector.Distribution.Object
Vector Max;//[Offset: 0x34 , Size: 12]
Vector Min;//[Offset: 0x40 , Size: 12]
bool bLockAxes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4c ,
Size: 1]
byte LockedAxes;//[Offset: 0x4d , Size: 1]
byte MirrorFlags;//[Offset: 0x4e , Size: 1]
bool bUseExtremes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x51 ,
Size: 1]
--------------------------------
Class: DistributionVectorUniformCurve.DistributionVector.Distribution.Object
InterpCurveTwoVectors ConstantCurve;//[Offset: 0x38 , Size: 24]
bool bLockAxes1;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x50 ,
Size: 1]
bool bLockAxes2;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x50 ,
Size: 1]
byte LockedAxes;//[Offset: 0x51 , Size: 1]
byte MirrorFlags;//[Offset: 0x53 , Size: 1]
bool bUseExtremes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x56 ,
Size: 1]
--------------------------------
Class: InterpCurveTwoVectors
InterpCurvePointTwoVectors[] Points;//[Offset: 0x0 , Size: 16]
bool bIsLooped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 ,
Size: 1]
float LoopKeyOffset;//[Offset: 0x14 , Size: 4]
--------------------------------
Class: InterpCurvePointTwoVectors
float InVal;//[Offset: 0x0 , Size: 4]
TwoVectors OutVal;//[Offset: 0x4 , Size: 24]
TwoVectors ArriveTangent;//[Offset: 0x1c , Size: 24]
TwoVectors LeaveTangent;//[Offset: 0x34 , Size: 24]
byte InterpMode;//[Offset: 0x4c , Size: 1]
--------------------------------
Class: TwoVectors
Vector v1;//[Offset: 0x0 , Size: 12]
Vector v2;//[Offset: 0xc , Size: 12]
--------------------------------
Class: DocumentationActor.Actor.Object
--------------------------------
Class: DPICustomScalingRule.Object
--------------------------------
Class: DracoConfig.Object
FString[] ExcludeList;//[Offset: 0x28 , Size: 16]
--------------------------------
Class:
DrawSphereComponent.SphereComponent.ShapeComponent.PrimitiveComponent.SceneComponen
t.ActorComponent.Object
--------------------------------
Class: DynamicAtlasTexture2D.Texture2D.Texture.Object
--------------------------------
Class: EdGraph.Object
class EdGraphSchema* Schema;//[Offset: 0x28 , Size: 8]
EdGraphNode*[] Nodes;//[Offset: 0x30 , Size: 16]
bool bEditable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x40 ,
Size: 1]
bool bAllowDeletion;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x40
, Size: 1]
bool bAllowRenaming;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x40
, Size: 1]
--------------------------------
Class: EdGraphSchema.Object
--------------------------------
Class: EdGraphNode_Documentation.EdGraphNode.Object
FString link;//[Offset: 0x98 , Size: 16]
FString Excerpt;//[Offset: 0xa8 , Size: 16]
--------------------------------
Class: EndUserSettings.Object
bool bSendAnonymousUsageDataToEpic;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x30 , Size: 1]
bool bSendMeanTimeBetweenFailureDataToEpic;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x31 , Size: 1]
bool bAllowUserIdInUsageData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x32 , Size: 1]
--------------------------------
Class: EngineBaseTypes.Object
--------------------------------
Class: HandlerComponentFactory.Object
--------------------------------
Class: EngineHandlerComponentFactory.HandlerComponentFactory.Object
--------------------------------
Class: EngineMessage.LocalMessage.Object
FString FailedPlaceMessage;//[Offset: 0x28 , Size: 16]
FString MaxedOutMessage;//[Offset: 0x38 , Size: 16]
FString EnteredMessage;//[Offset: 0x48 , Size: 16]
FString LeftMessage;//[Offset: 0x58 , Size: 16]
FString GlobalNameChange;//[Offset: 0x68 , Size: 16]
FString SpecEnteredMessage;//[Offset: 0x78 , Size: 16]
FString NewPlayerMessage;//[Offset: 0x88 , Size: 16]
FString NewSpecMessage;//[Offset: 0x98 , Size: 16]
--------------------------------
Class: EngineTypes.Object
--------------------------------
Class: ExponentialHeightFog.Info.Actor.Object
ExponentialHeightFogComponent* Component;//[Offset: 0x398 , Size: 8]
bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3a0 ,
Size: 1]
void OnRep_bEnabled();// 0x50136e0
--------------------------------
Class: ExponentialHeightFogComponent.SceneComponent.ActorComponent.Object
float FogDensity;//[Offset: 0x2cc , Size: 4]
CustomHeightFog[] CustomHightFogDensity;//[Offset: 0x2d0 , Size: 16]
bool bUseCustomFog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2e0 , Size: 1]
float CustomFogLow_Height;//[Offset: 0x2e4 , Size: 4]
float CustomFogLow_DensityCoefficient;//[Offset: 0x2e8 , Size: 4]
LinearColor CustomFogLow_Color;//[Offset: 0x2ec , Size: 16]
float CustomFogHigh_Height;//[Offset: 0x2fc , Size: 4]
float CustomFogHigh_DensityCoefficient;//[Offset: 0x300 , Size: 4]
LinearColor CustomFogHigh_Color;//[Offset: 0x304 , Size: 16]
LinearColor FogInscatteringColor;//[Offset: 0x314 , Size: 16]
TextureCube* InscatteringColorCubemap;//[Offset: 0x328 , Size: 8]
float InscatteringColorCubemapAngle;//[Offset: 0x330 , Size: 4]
LinearColor InscatteringTextureTint;//[Offset: 0x334 , Size: 16]
float FullyDirectionalInscatteringColorDistance;//[Offset: 0x344 , Size: 4]
float NonDirectionalInscatteringColorDistance;//[Offset: 0x348 , Size: 4]
float DirectionalInscatteringExponent;//[Offset: 0x34c , Size: 4]
float DirectionalInscatteringStartDistance;//[Offset: 0x350 , Size: 4]
LinearColor DirectionalInscatteringColor;//[Offset: 0x354 , Size: 16]
float FogHeightFalloff;//[Offset: 0x364 , Size: 4]
float FogMaxOpacity;//[Offset: 0x368 , Size: 4]
float StartDistance;//[Offset: 0x36c , Size: 4]
float FogCutoffDistance;//[Offset: 0x370 , Size: 4]
bool bEnableVolumetricFog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x374 , Size: 1]
float VolumetricFogScatteringDistribution;//[Offset: 0x378 , Size: 4]
Color VolumetricFogAlbedo;//[Offset: 0x37c , Size: 4]
LinearColor VolumetricFogEmissive;//[Offset: 0x380 , Size: 16]
float VolumetricFogExtinctionScale;//[Offset: 0x390 , Size: 4]
float VolumetricFogDistance;//[Offset: 0x394 , Size: 4]
float VolumetricFogStaticLightingScatteringIntensity;//[Offset: 0x398 , Size:
4]
bool bOverrideLightColorsWithFogInscatteringColors;//(ByteOffset: 0,
ByteMask: 1, FieldMask: 255)[Offset: 0x39c , Size: 1]
float VolumetricFogStartDistance;//[Offset: 0x3a0 , Size: 4]
Texture2D* VolumetricFogNoiseTexture;//[Offset: 0x3a8 , Size: 8]
Transform VolumetricFogNoiseTransform;//[Offset: 0x3b0 , Size: 48]
void SetVolumetricFogStartDistance(float NewValue);// 0x5014800
void SetVolumetricFogScatteringDistribution(float NewValue);// 0x5014784
void SetVolumetricFogNoiseTransform(Transform Transform);// 0x50146e0
void SetVolumetricFogNoiseTexture(Texture2D* NewValue);// 0x5014664
void SetVolumetricFogExtinctionScale(float NewValue);// 0x50145e8
void SetVolumetricFogEmissive(LinearColor NewValue);// 0x501456c
void SetVolumetricFogDistance(float NewValue);// 0x50144f0
void SetVolumetricFogAlbedo(Color NewValue);// 0x5014478
void SetVolumetricFog(bool bNewValue);// 0x50143f4
void SetStartDistance(float Value);// 0x5014378
void SetNonDirectionalInscatteringColorDistance(float Value);// 0x50142fc
void SetInscatteringTextureTint(LinearColor Value);// 0x5014280
void SetInscatteringColorCubemapAngle(float Value);// 0x5014204
void SetInscatteringColorCubemap(TextureCube* Value);// 0x5014188
void SetFullyDirectionalInscatteringColorDistance(float Value);// 0x501410c
void SetFogMaxOpacity(float Value);// 0x5014090
void SetFogInscatteringColor(LinearColor Value);// 0x5014014
void SetFogHeightFalloff(float Value);// 0x5013f98
void SetFogDensity(float Value);// 0x5013f1c
void SetFogCutoffDistance(float Value);// 0x5013ea0
void SetDirectionalInscatteringStartDistance(float Value);// 0x5013e24
void SetDirectionalInscatteringExponent(float Value);// 0x5013da8
void SetDirectionalInscatteringColor(LinearColor Value);// 0x5013d2c
void SetCustomFogInscatteringColor(LinearColor Value, int Index);// 0x5013c74
void SetCustomFogDensityCoefficient(float Value, int Index);// 0x5013bbc
--------------------------------
Class: CustomHeightFog
float Height;//[Offset: 0x0 , Size: 4]
float DensityCoefficient;//[Offset: 0x4 , Size: 4]
LinearColor CustomFogInscatteringColor;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: Exporter.Object
class Object* SupportedClass;//[Offset: 0x28 , Size: 8]
Object* ExportRootScope;//[Offset: 0x30 , Size: 8]
FString[] FormatExtension;//[Offset: 0x38 , Size: 16]
FString[] FormatDescription;//[Offset: 0x48 , Size: 16]
int PreferredFormatIndex;//[Offset: 0x58 , Size: 4]
int TextIndent;//[Offset: 0x5c , Size: 4]
bool bText;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x60 , Size:
1]
bool bSelectedOnly;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x60 , Size: 1]
bool bForceFileOperations;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x60 , Size: 1]
--------------------------------
Class: FastMergeableActor.Actor.Object
--------------------------------
Class: FontFace.Object
FString SourceFilename;//[Offset: 0x30 , Size: 16]
enum Hinting;//[Offset: 0x40 , Size: 1]
enum LoadingPolicy;//[Offset: 0x41 , Size: 1]
enum LayoutMethod;//[Offset: 0x42 , Size: 1]
--------------------------------
Class: FontImportOptions.Object
FontImportOptionsData Data;//[Offset: 0x28 , Size: 168]
--------------------------------
Class: ForceFeedbackAttenuation.Object
ForceFeedbackAttenuationSettings Attenuation;//[Offset: 0x28 , Size: 168]
--------------------------------
Class: ForceFeedbackAttenuationSettings.BaseAttenuationSettings
--------------------------------
Class: ForceFeedbackComponent.SceneComponent.ActorComponent.Object
ForceFeedbackEffect* ForceFeedbackEffect;//[Offset: 0x2d0 , Size: 8]
bool bAutoDestroy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x2d8 , Size: 1]
bool bStopWhenOwnerDestroyed;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x2d8 , Size: 1]
bool bLooping;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2d8 ,
Size: 1]
bool bIgnoreTimeDilation;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x2d8 , Size: 1]
bool bOverrideAttenuation;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x2d8 , Size: 1]
float IntensityMultiplier;//[Offset: 0x2dc , Size: 4]
ForceFeedbackAttenuation* AttenuationSettings;//[Offset: 0x2e0 , Size: 8]
ForceFeedbackAttenuationSettings AttenuationOverrides;//[Offset: 0x2e8 ,
Size: 168]
delegate OnForceFeedbackFinished;//[Offset: 0x390 , Size: 16]
void Stop();// 0x5016520
void SetIntensityMultiplier(float NewIntensityMultiplier);// 0x50164a4
void SetForceFeedbackEffect(ForceFeedbackEffect* NewForceFeedbackEffect);//
0x5016428
void Play(float StartTime);// 0x50163a4
bool BP_GetAttenuationSettingsToApply(out ForceFeedbackAttenuationSettings
OutAttenuationSettings);// 0x5016200
void AdjustAttenuation(out const ForceFeedbackAttenuationSettings
InAttenuationSettings);// 0x5016068
--------------------------------
Class: GameEngine.Engine.Object
float MaxDeltaTime;//[Offset: 0xc68 , Size: 4]
float ServerFlushLogInterval;//[Offset: 0xc6c , Size: 4]
GameInstance* GameInstance;//[Offset: 0xc70 , Size: 8]
--------------------------------
Class: GameMode.GameModeBase.Info.Actor.Object
FName MatchState;//[Offset: 0x428 , Size: 8]
bool bDelayedStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x430
, Size: 1]
int NumSpectators;//[Offset: 0x434 , Size: 4]
int NumPlayers;//[Offset: 0x438 , Size: 4]
int NumBots;//[Offset: 0x43c , Size: 4]
float MinRespawnDelay;//[Offset: 0x440 , Size: 4]
int NumTravellingPlayers;//[Offset: 0x444 , Size: 4]
class LocalMessage* EngineMessageClass;//[Offset: 0x448 , Size: 8]
PlayerState*[] InactivePlayerArray;//[Offset: 0x450 , Size: 16]
float InactivePlayerStateLifeSpan;//[Offset: 0x460 , Size: 4]
bool bHandleDedicatedServerReplays;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x464 , Size: 1]
void StartMatch();// 0x5017790
void SetBandwidthLimit(float AsyncIOBandwidthLimit);// 0x501770c
void Say(FString Msg);// 0x501765c
void RestartGame();// 0x5017640
bool ReadyToStartMatch();// 0x5017600
bool ReadyToEndMatch();// 0x50175c0
void K2_OnSetMatchState(FName NewState);// 0x37db6c4
bool IsMatchInProgress();// 0x5017580
bool HasMatchEnded();// 0x5017540
FName GetMatchState();// 0x5017524
void EndMatch();// 0x5017508
void AbortMatch();// 0x50174ec
--------------------------------
Class: GameplayStatics.BlueprintFunctionLibrary.Object
static void UnloadStreamLevel(const Object* WorldContextObject, FName
levelName, LatentActionInfo LatentInfo);// 0x50256d0
static void UnloadAllStreamLevel(const Object* WorldContextObject);//
0x502565c
static bool SuggestProjectileVelocity_CustomArc(const Object*
WorldContextObject, out Vector OutLaunchVelocity, Vector StartPos, Vector EndPos,
float OverrideGravityZ, float ArcParam);// 0x502549c
static AudioComponent* SpawnSoundAttached(SoundBase* Sound, SceneComponent*
AttachToComponent, FName AttachPointName, Vector Location, Rotator Rotation, byte
LocationType, bool bStopWhenAttachedToDestroyed, float VolumeMultiplier, float
PitchMultiplier, float StartTime, SoundAttenuation* AttenuationSettings,
SoundConcurrency* ConcurrencySettings, bool bAutoDestroy);// 0x5025140
static AudioComponent* SpawnSoundAtLocation(const Object* WorldContextObject,
SoundBase* Sound, Vector Location, Rotator Rotation, float VolumeMultiplier, float
PitchMultiplier, float StartTime, SoundAttenuation* AttenuationSettings,
SoundConcurrency* ConcurrencySettings, bool bAutoDestroy);// 0x5024ea8
static AudioComponent* SpawnSound2D(const Object* WorldContextObject,
SoundBase* Sound, float VolumeMultiplier, float PitchMultiplier, float StartTime,
SoundConcurrency* ConcurrencySettings, bool bPersistAcrossLevelTransition, bool
bAutoDestroy);// 0x5024c78
static Object* SpawnObject(class Object ObjectClass, Object* Outer);//
0x5024bc4
static ForceFeedbackComponent*
SpawnForceFeedbackAttached(ForceFeedbackEffect* ForceFeedbackEffect,
SceneComponent* AttachToComponent, FName AttachPointName, Vector Location, Rotator
Rotation, byte LocationType, bool bStopWhenAttachedToDestroyed, bool bLooping,
float IntensityMultiplier, float StartTime, ForceFeedbackAttenuation*
AttenuationSettings, bool bAutoDestroy);// 0x502489c
static ForceFeedbackComponent* SpawnForceFeedbackAtLocation(const Object*
WorldContextObject, ForceFeedbackEffect* ForceFeedbackEffect, Vector Location,
Rotator Rotation, bool bLooping, float IntensityMultiplier, float StartTime,
ForceFeedbackAttenuation* AttenuationSettings, bool bAutoDestroy);// 0x5024630
static ParticleSystemComponent* SpawnEmitterAttachedToActor(ParticleSystem*
EmitterTemplate, SceneComponent* AttachToComponent, FName AttachPointName, Vector
Location, Rotator Rotation, Vector Scale, byte LocationType, bool bAutoDestroy);//
0x5024404
static ParticleSystemComponent* SpawnEmitterAttached(ParticleSystem*
EmitterTemplate, SceneComponent* AttachToComponent, FName AttachPointName, Vector
Location, Rotator Rotation, Vector Scale, byte LocationType, bool bAutoDestroy);//
0x50241d8
static ParticleSystemComponent* SpawnEmitterAtLocation(const Object*
WorldContextObject, ParticleSystem* EmitterTemplate, Vector Location, Rotator
Rotation, Vector Scale, bool bAutoDestroy);// 0x5024024
static AudioComponent* SpawnDialogueAttached(DialogueWave* Dialogue, out
const DialogueContext Context, SceneComponent* AttachToComponent, FName
AttachPointName, Vector Location, Rotator Rotation, byte LocationType, bool
bStopWhenAttachedToDestroyed, float VolumeMultiplier, float PitchMultiplier, float
StartTime, SoundAttenuation* AttenuationSettings, bool bAutoDestroy);// 0x5023c78
static AudioComponent* SpawnDialogueAtLocation(const Object*
WorldContextObject, DialogueWave* Dialogue, out const DialogueContext Context,
Vector Location, Rotator Rotation, float VolumeMultiplier, float PitchMultiplier,
float StartTime, SoundAttenuation* AttenuationSettings, bool bAutoDestroy);//
0x502398c
static AudioComponent* SpawnDialogue2D(const Object* WorldContextObject,
DialogueWave* Dialogue, out const DialogueContext Context, float VolumeMultiplier,
float PitchMultiplier, float StartTime, bool bAutoDestroy);// 0x5023754
static DecalComponent* SpawnDecalAttached(MaterialInterface* DecalMaterial,
Vector DecalSize, SceneComponent* AttachToComponent, FName AttachPointName, Vector
Location, Rotator Rotation, byte LocationType, float LifeSpan);// 0x502352c
static DecalComponent* SpawnDecalAtLocation(const Object* WorldContextObject,
MaterialInterface* DecalMaterial, Vector DecalSize, Vector Location, Rotator
Rotation, float LifeSpan);// 0x502337c
static void SetWorldOriginLocation(const Object* WorldContextObject,
IntVector NewLocation);// 0x50232cc
static void SetSubtitlesEnabled(bool bEnabled);// 0x5023250
static void SetSoundMixClassOverride(const Object* WorldContextObject,
SoundMix* InSoundMixModifier, SoundClass* InSoundClass, float Volume, float Pitch,
float FadeInTime, bool bApplyToChildren);// 0x5023074
static void SetPlayerControllerID(PlayerController* Player, int
ControllerId);// 0x5022fc4
static void SetGlobalTimeDilation(const Object* WorldContextObject, float
TimeDilation);// 0x5022f14
static void SetGlobalPitchModulation(const Object* WorldContextObject, float
PitchModulation, float TimeSec);// 0x5022e2c
static void SetGlobalListenerFocusParameters(const Object*
WorldContextObject, float FocusAzimuthScale, float NonFocusAzimuthScale, float
FocusDistanceScale, float NonFocusDistanceScale, float FocusVolumeScale, float
NonFocusVolumeScale, float FocusPriorityScale, float NonFocusPriorityScale);//
0x5022be4
static bool SetGamePaused(const Object* WorldContextObject, bool bPaused);//
0x5022b20
static void SetBaseSoundMix(const Object* WorldContextObject, SoundMix*
InSoundMix);// 0x5022a74
static bool SaveGameToSlot(SaveGame* SaveGameObject, FString SlotName, const
int UserIndex);// 0x502294c
static void RemovePlayer(PlayerController* Player, bool bDestroyPawn);//
0x5022894
static Vector RebaseZeroOriginOntoLocal(Object* WorldContextObject, Vector
WorldLocation);// 0x50227d8
static Vector RebaseLocalOriginOntoZero(Object* WorldContextObject, Vector
WorldLocation);// 0x502271c
static void PushSoundMixModifier(const Object* WorldContextObject, SoundMix*
InSoundMixModifier);// 0x5022670
static bool ProjectWorldToScreen(PlayerController* Player, out const Vector
WorldPosition, out Vector2D ScreenPosition, bool bPlayerViewportRelative);//
0x502250c
static void PopSoundMixModifier(const Object* WorldContextObject, SoundMix*
InSoundMixModifier);// 0x5022460
static void PlayWorldCameraShake(const Object* WorldContextObject, class
CameraShake Shake, Vector Epicenter, float InnerRadius, float OuterRadius, float
Falloff, bool bOrientShakeTowardsEpicenter);// 0x5022280
static void PlaySoundAtLocation(const Object* WorldContextObject, SoundBase*
Sound, Vector Location, Rotator Rotation, float VolumeMultiplier, float
PitchMultiplier, float StartTime, SoundAttenuation* AttenuationSettings,
SoundConcurrency* ConcurrencySettings, Actor* OwningActor);// 0x5021ff8
static void PlaySound2D(const Object* WorldContextObject, SoundBase* Sound,
float VolumeMultiplier, float PitchMultiplier, float StartTime, SoundConcurrency*
ConcurrencySettings, Actor* OwningActor);// 0x5021e24
static void PlayDialogueAtLocation(const Object* WorldContextObject,
DialogueWave* Dialogue, out const DialogueContext Context, Vector Location, Rotator
Rotation, float VolumeMultiplier, float PitchMultiplier, float StartTime,
SoundAttenuation* AttenuationSettings);// 0x5021b8c
static void PlayDialogue2D(const Object* WorldContextObject, DialogueWave*
Dialogue, out const DialogueContext Context, float VolumeMultiplier, float
PitchMultiplier, float StartTime);// 0x50219ac
static FString ParseOption(FString Options, FString Key);// 0x50217b4
static void OpenShaderCodeLibrary(FString Path, FString VersionNum);//
0x502162c
static void OpenLevel(const Object* WorldContextObject, FName levelName, bool
bAbsolute, FString Options);// 0x5021438
static HitResult MakeHitResult(bool bBlockingHit, bool bInitialOverlap, float
Time, float Distance, Vector Location, Vector ImpactPoint, Vector Normal, Vector
ImpactNormal, PhysicalMaterial* PhysMat, Actor* HitActor, PrimitiveComponent*
HitComponent, FName HitBoneName, int HitItem, int FaceIndex, Vector TraceStart,
Vector TraceEnd);// 0x5020fd0
static void LoadStreamLevel(const Object* WorldContextObject, FName
levelName, bool bMakeVisibleAfterLoad, bool bShouldBlockOnLoad, LatentActionInfo
LatentInfo);// 0x5020e3c
static SaveGame* LoadGameFromSlot(FString SlotName, const int UserIndex);//
0x5020d54
static bool IsGamePaused(const Object* WorldContextObject);// 0x5020cd4
static bool HasOption(FString Options, FString InKey);// 0x5020b38
static bool HasLaunchOption(FString OptionToCheck);// 0x5020a8c
static int GrassOverlappingSphereCount(const Object* WorldContextObject,
const StaticMesh* StaticMesh, Vector CenterPosition, float Radius);// 0x502095c
static IntVector GetWorldOriginLocation(const Object* WorldContextObject);//
0x50208d8
static float GetWorldDeltaSeconds(const Object* WorldContextObject);//
0x502085c
static float GetUnpausedTimeSeconds(const Object* WorldContextObject);//
0x50207e0
static float GetTimeSeconds(const Object* WorldContextObject);// 0x5020764
static byte GetSurfaceType(out const HitResult Hit);// 0x50206c4
static LevelStreaming* GetStreamingLevel(const Object* WorldContextObject,
FName PackageName);// 0x5020610
static float GetRealTimeSeconds(const Object* WorldContextObject);//
0x5020594
static Pawn* GetPlayerPawn(const Object* WorldContextObject, int
PlayerIndex);// 0x50204dc
static int GetPlayerControllerID(PlayerController* Player);// 0x5020460
static PlayerController* GetPlayerController(const Object*
WorldContextObject, int PlayerIndex);// 0x50203a8
static Character* GetPlayerCharacter(const Object* WorldContextObject, int
PlayerIndex);// 0x50202f0
static PlayerCameraManager* GetPlayerCameraManager(const Object*
WorldContextObject, int PlayerIndex);// 0x5020238
static FString GetPlatformName();// 0x5020194
static int GetPlatformInt();// 0x5020160
static class Object GetObjectClass(const Object* Object);// 0x50200e4
static void GetKeyValue(FString Pair, out FString Key, out FString Value);//
0x501ff54
static int GetIntOption(FString Options, FString Key, int DefaultValue);//
0x501fe08
static float GetGlobalTimeDilation(const Object* WorldContextObject);//
0x501fd8c
static GameStateBase* GetGameState(const Object* WorldContextObject);//
0x501fd10
static GameModeBase* GetGameMode(const Object* WorldContextObject);//
0x501fc94
static GameInstance* GetGameInstance(const Object* WorldContextObject);//
0x501fc18
static ReverbEffect* GetCurrentReverbEffect(const Object*
WorldContextObject);// 0x501fb9c
static FString GetCurrentLevelName(const Object* WorldContextObject, bool
bRemovePrefixString);// 0x501fa74
static float GetAudioTimeSeconds(const Object* WorldContextObject);//
0x501f9f8
static void GetAllActorsWithTag(const Object* WorldContextObject, FName Tag,
out Actor*[] OutActors);// 0x501f8d0
static void GetAllActorsWithInterface(const Object* WorldContextObject, class
Interface Interface, out Actor*[] OutActors);// 0x501f7a8
static void GetAllActorsOfClass(const Object* WorldContextObject, class Actor
ActorClass, out Actor*[] OutActors);// 0x501f680
static void GetActorArrayBounds(out const Actor*[] Actors, bool
bOnlyCollidingComponents, out Vector Center, out Vector BoxExtent);// 0x501f4e8
static Vector GetActorArrayAverageLocation(out const Actor*[] Actors);//
0x501f42c
static void GetAccurateRealTime(const Object* WorldContextObject, out int
Seconds, out float PartialSeconds);// 0x501f31c
static void FlushLevelStreaming(const Object* WorldContextObject);//
0x501f2a8
static Actor* FinishSpawningActor(Actor* Actor, out const Transform
SpawnTransform);// 0x501f1c8
static bool FindCollisionUV(out const HitResult Hit, int UVChannel, out
Vector2D UV);// 0x501f094
static void EnableLiveStreaming(bool Enable);// 0x501f018
static bool DoesSaveGameExist(FString SlotName, const int UserIndex);//
0x501ef2c
static bool DeprojectScreenToWorld(PlayerController* Player, out const
Vector2D ScreenPosition, out Vector WorldPosition, out Vector WorldDirection);//
0x501edc4
static bool DeleteGameInSlot(FString SlotName, const int UserIndex);//
0x501ecd8
static void DeactivateReverbEffect(const Object* WorldContextObject, FName
TagName);// 0x501ec2c
static AudioComponent* CreateSound2D(const Object* WorldContextObject,
SoundBase* Sound, float VolumeMultiplier, float PitchMultiplier, float StartTime,
SoundConcurrency* ConcurrencySettings, bool bPersistAcrossLevelTransition, bool
bAutoDestroy);// 0x501e9fc
static SaveGame* CreateSaveGameObjectFromBlueprint(Blueprint*
SaveGameBlueprint);// 0x501e980
static SaveGame* CreateSaveGameObject(class SaveGame SaveGameClass);//
0x501e904
static PlayerController* CreatePlayer(const Object* WorldContextObject, int
ControllerId, bool bSpawnPawn);// 0x501e808
static void ClearSoundMixModifiers(const Object* WorldContextObject);//
0x501e794
static void ClearSoundMixClassOverride(const Object* WorldContextObject,
SoundMix* InSoundMixModifier, SoundClass* InSoundClass, float FadeOutTime);//
0x501e670
static void CancelAsyncLoading();// 0x501e65c
static void BreakHitResult(out const HitResult Hit, out bool bBlockingHit,
out bool bInitialOverlap, out float Time, out float Distance, out Vector Location,
out Vector ImpactPoint, out Vector Normal, out Vector ImpactNormal, out
PhysicalMaterial* PhysMat, out Actor* HitActor, out PrimitiveComponent*
HitComponent, out FName HitBoneName, out int HitItem, out int FaceIndex, out Vector
TraceStart, out Vector TraceEnd);// 0x501e0b8
static bool BlueprintSuggestProjectileVelocity(const Object*
WorldContextObject, out Vector TossVelocity, Vector StartLocation, Vector
EndLocation, float LaunchSpeed, float OverrideGravityZ, byte TraceOption, float
CollisionRadius, bool bFavorHighArc, bool bDrawDebug);// 0x501ddf4
static bool Blueprint_PredictProjectilePath_ByTraceChannel(const Object*
WorldContextObject, out HitResult OutHit, out Vector[] OutPathPositions, out Vector
OutLastTraceDestination, Vector StartPos, Vector LaunchVelocity, bool bTracePath,
float ProjectileRadius, byte TraceChannel, bool bTraceComplex, out const Actor*[]
ActorsToIgnore, byte DrawDebugType, float DrawDebugTime, float SimFrequency, float
MaxSimTime, float OverrideGravityZ, float GravityScale, float IgnoreGravityDis);//
0x501d87c
static bool Blueprint_PredictProjectilePath_ByObjectType(const Object*
WorldContextObject, out HitResult OutHit, out Vector[] OutPathPositions, out Vector
OutLastTraceDestination, Vector StartPos, Vector LaunchVelocity, bool bTracePath,
float ProjectileRadius, out const byte[] ObjectTypes, bool bTraceComplex, out const
Actor*[] ActorsToIgnore, byte DrawDebugType, float DrawDebugTime, float
SimFrequency, float MaxSimTime, float OverrideGravityZ);// 0x501d348
static bool Blueprint_PredictProjectilePath_Advanced(const Object*
WorldContextObject, out const PredictProjectilePathParams PredictParams, out
PredictProjectilePathResult PredictResult);// 0x501d128
static bool Blueprint_PredictBulletPath_ByTraceChannel(const Object*
WorldContextObject, out HitResult OutHit, out Vector[] OutPathPositions, out Vector
OutLastTraceDestination, Vector StartPos, Vector LaunchVelocity, bool bTracePath,
float BulletRadius, byte TraceChannel, bool bTraceComplex, out const Actor*[]
ActorsToIgnore, byte DrawDebugType, float DrawDebugTime, float SimFrequency, float
MaxSimTime, float GravityScale, float IgnoreGravityDis);// 0x501cbec
static Actor* BeginSpawningActorFromClass(const Object* WorldContextObject,
class Actor ActorClass, out const Transform SpawnTransform, bool bNoCollisionFail,
Actor* Owner);// 0x501ca48
static Actor* BeginSpawningActorFromBlueprint(const Object*
WorldContextObject, const Blueprint* Blueprint, out const Transform SpawnTransform,
bool bNoCollisionFail);// 0x501c8e0
static Actor* BeginDeferredActorSpawnFromClass(const Object*
WorldContextObject, class Actor ActorClass, out const Transform SpawnTransform,
enum CollisionHandlingOverride, Actor* Owner);// 0x501c744
static bool AreSubtitlesEnabled();// 0x501c70c
static bool AreAnyListenersWithinRange(const Object* WorldContextObject,
Vector Location, float MaximumRange);// 0x501c614
static bool ApplyRadialDamageWithFalloff(const Object* WorldContextObject,
float BaseDamage, float MinimumDamage, out const Vector Origin, float
DamageInnerRadius, float DamageOuterRadius, float DamageFalloff, class DamageType
DamageTypeClass, out const Actor*[] IgnoreActors, Actor* DamageCauser, Controller*
InstigatedByController, byte DamagePreventionChannel);// 0x501c2b0
static bool ApplyRadialDamage(const Object* WorldContextObject, float
BaseDamage, out const Vector Origin, float DamageRadius, class DamageType
DamageTypeClass, out const Actor*[] IgnoreActors, Actor* DamageCauser, Controller*
InstigatedByController, bool bDoFullDamage, byte DamagePreventionChannel);//
0x501bfac
static float ApplyPointDamage(Actor* DamagedActor, float BaseDamage, out
const Vector HitFromDirection, out const HitResult HitInfo, Controller*
EventInstigator, Actor* DamageCauser, class DamageType DamageTypeClass);//
0x501bd8c
static float ApplyDamage(Actor* DamagedActor, float BaseDamage, Controller*
EventInstigator, Actor* DamageCauser, class DamageType DamageTypeClass);//
0x501bc24
static void ActivateReverbEffect(const Object* WorldContextObject,
ReverbEffect* ReverbEffect, FName TagName, float Priority, float Volume, float
FadeTime);// 0x501ba8c
--------------------------------
Class: SaveGame.Object
--------------------------------
Class: PredictProjectilePathParams
Vector StartLocation;//[Offset: 0x0 , Size: 12]
Vector LaunchVelocity;//[Offset: 0xc , Size: 12]
bool bTraceWithCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x18 , Size: 1]
float ProjectileRadius;//[Offset: 0x1c , Size: 4]
float MaxSimTime;//[Offset: 0x20 , Size: 4]
bool bTraceWithChannel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x24 , Size: 1]
byte TraceChannel;//[Offset: 0x25 , Size: 1]
byte[] ObjectTypes;//[Offset: 0x28 , Size: 16]
Actor*[] ActorsToIgnore;//[Offset: 0x38 , Size: 16]
float SimFrequency;//[Offset: 0x48 , Size: 4]
float OverrideGravityZ;//[Offset: 0x4c , Size: 4]
float GravityScale;//[Offset: 0x50 , Size: 4]
float IgnoreGravityDis;//[Offset: 0x54 , Size: 4]
byte DrawDebugType;//[Offset: 0x58 , Size: 1]
float DrawDebugTime;//[Offset: 0x5c , Size: 4]
bool bTraceComplex;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x60 , Size: 1]
--------------------------------
Class: PredictProjectilePathResult
PredictProjectilePathPointData[] PathData;//[Offset: 0x0 , Size: 16]
PredictProjectilePathPointData LastTraceDestination;//[Offset: 0x10 , Size:
28]
HitResult HitResult;//[Offset: 0x30 , Size: 136]
--------------------------------
Class: PredictProjectilePathPointData
Vector Location;//[Offset: 0x0 , Size: 12]
Vector Velocity;//[Offset: 0xc , Size: 12]
float Time;//[Offset: 0x18 , Size: 4]
--------------------------------
Class: GameState.GameStateBase.Info.Actor.Object
FName MatchState;//[Offset: 0x3d8 , Size: 8]
FName PreviousMatchState;//[Offset: 0x3e0 , Size: 8]
int ElapsedTime;//[Offset: 0x3e8 , Size: 4]
void OnRep_MatchState();// 0x5027fe0
void OnRep_ElapsedTime();// 0x5027fc4
--------------------------------
Class: SpotLight.Light.Actor.Object
SpotLightComponent* SpotLightComponent;//[Offset: 0x3a8 , Size: 8]
void SetOuterConeAngle(float NewOuterConeAngle);// 0x5141358
void SetInnerConeAngle(float NewInnerConeAngle);// 0x51412dc
--------------------------------
Class:
SpotLightComponent.PointLightComponent.LightComponent.LightComponentBase.SceneCompo
nent.ActorComponent.Object
float InnerConeAngle;//[Offset: 0x434 , Size: 4]
float OuterConeAngle;//[Offset: 0x438 , Size: 4]
float LightShaftConeAngle;//[Offset: 0x43c , Size: 4]
void SetOuterConeAngle(float NewOuterConeAngle);// 0x51417d4
void SetInnerConeAngle(float NewInnerConeAngle);// 0x5141758
--------------------------------
Class:
PointLightComponent.LightComponent.LightComponentBase.SceneComponent.ActorComponent
.Object
float Radius;//[Offset: 0x3fc , Size: 4]
float AttenuationRadius;//[Offset: 0x400 , Size: 4]
bool bUseInverseSquaredFalloff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x404 , Size: 1]
float LightFalloffExponent;//[Offset: 0x408 , Size: 4]
float SourceRadius;//[Offset: 0x40c , Size: 4]
float SoftSourceRadius;//[Offset: 0x410 , Size: 4]
float SourceLength;//[Offset: 0x414 , Size: 4]
bool bSimulateRectLight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x418 , Size: 1]
bool bSimulatePortalLight;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x418 , Size: 1]
float RectLightSourceWidth;//[Offset: 0x41c , Size: 4]
float RectLightSourceHeight;//[Offset: 0x420 , Size: 4]
bool bEnableForVertexPointLight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x424 , Size: 1]
LightmassPointLightSettings LightmassSettings;//[Offset: 0x428 , Size: 12]
void SetSourceRadius(float bNewValue);// 0x5101ee4
void SetSourceLength(float NewValue);// 0x5101e68
void SetSoftSourceRadius(float bNewValue);// 0x5101dec
void SetSimulateRectLight(bool NewValue);// 0x5101d68
void SetSimulatePortalLight(bool NewValue);// 0x5101ce4
void SetRectLightSourceWidth(float NewValue);// 0x5101c68
void SetRectLightSourceHeight(float NewValue);// 0x5101bec
void SetLightFalloffExponent(float NewLightFalloffExponent);// 0x5101b70
void SetAttenuationRadius(float NewRadius);// 0x5101af4
--------------------------------
Class: LightmassPointLightSettings.LightmassLightSettings
--------------------------------
Class: GeneratedMeshAreaLight.SpotLight.Light.Actor.Object
--------------------------------
Class: HapticFeedbackEffect_Buffer.HapticFeedbackEffect_Base.Object
byte[] Amplitudes;//[Offset: 0x28 , Size: 16]
int SampleRate;//[Offset: 0x38 , Size: 4]
--------------------------------
Class: HapticFeedbackEffect_Curve.HapticFeedbackEffect_Base.Object
HapticFeedbackDetails_Curve HapticDetails;//[Offset: 0x28 , Size: 240]
--------------------------------
Class: HapticFeedbackDetails_Curve
RuntimeFloatCurve Frequency;//[Offset: 0x0 , Size: 120]
RuntimeFloatCurve Amplitude;//[Offset: 0x78 , Size: 120]
--------------------------------
Class: HapticFeedbackEffect_SoundWave.HapticFeedbackEffect_Base.Object
SoundWave* SoundWave;//[Offset: 0x28 , Size: 8]
--------------------------------
Class:
InstancedStaticMeshComponent.StaticMeshComponent.MeshComponent.PrimitiveComponent.S
ceneComponent.ActorComponent.Object
InstancedStaticMeshInstanceData[] PerInstanceSMData;//[Offset: 0x788 , Size:
16]
int InstancingRandomSeed;//[Offset: 0x798 , Size: 4]
int InstanceStartCullDistance;//[Offset: 0x79c , Size: 4]
int InstanceEndCullDistance;//[Offset: 0x7a0 , Size: 4]
int[] InstanceReorderTable;//[Offset: 0x7a8 , Size: 16]
int[] RemovedInstances;//[Offset: 0x7b8 , Size: 16]
bool UseDynamicInstanceBuffer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x7c8 , Size: 1]
bool KeepInstanceBufferCPUAccess;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x7c9 , Size: 1]
PhysicsSerializer* PhysicsSerializer;//[Offset: 0x858 , Size: 8]
<int,Matrix> StashInstanceTransform;//[Offset: 0x860 , Size: 80]
int NumPendingLightmaps;//[Offset: 0x8b8 , Size: 4]
InstancedStaticMeshMappingInfo[] CachedMappings;//[Offset: 0x8c0 , Size: 16]
bool UpdateInstanceTransform(int InstanceIndex, out const Transform
NewInstanceTransform, bool bWorldSpace, bool bMarkRenderStateDirty, bool
bTeleport);// 0x5037518
void SetCullDistances(int StartCullDistance, int EndCullDistance);//
0x5037464
bool RemoveInstance(int InstanceIndex);// 0x50373cc
bool HideInstance(out const int[] InstanceIndices);// 0x50372f8
bool GetInstanceTransform(int InstanceIndex, out Transform
OutInstanceTransform, bool bWorldSpace);// 0x50371bc
int[] GetInstancesOverlappingSphere(out const Vector Center, float Radius,
bool bSphereInWorldSpace);// 0x5037030
int[] GetInstancesOverlappingBox(out const Box Box, bool bBoxInWorldSpace);//
0x5036eb8
int GetInstanceCount();// 0x5036e84
void ClearInstances();// 0x5036e68
int AddInstanceWorldSpace(out const Transform WorldTransform);// 0x5036db8
int AddInstance(out const Transform InstanceTransform);// 0x5036d00
--------------------------------
Class: InstancedStaticMeshInstanceData
Matrix Transform;//[Offset: 0x0 , Size: 64]
--------------------------------
Class: PhysicsSerializer.Object
--------------------------------
Class: InstancedStaticMeshMappingInfo
--------------------------------
Class:
HierarchicalInstancedStaticMeshComponent.InstancedStaticMeshComponent.StaticMeshCom
ponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
int[] SortedInstances;//[Offset: 0x8e0 , Size: 16]
int NumBuiltInstances;//[Offset: 0x8f0 , Size: 4]
Box BuiltInstanceBounds;//[Offset: 0x8f8 , Size: 28]
Box UnbuiltInstanceBounds;//[Offset: 0x914 , Size: 28]
Box[] UnbuiltInstanceBoundsList;//[Offset: 0x930 , Size: 16]
int[] UnbuiltInstanceIndexList;//[Offset: 0x940 , Size: 16]
bool bEnableDensityScaling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x950 , Size: 1]
int OcclusionLayerNumNodes;//[Offset: 0x978 , Size: 4]
BoxSphereBounds CacheMeshExtendedBounds;//[Offset: 0x97c , Size: 28]
bool bDisableCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x99d , Size: 1]
int MinInstancesToSplitNode;//[Offset: 0x9a0 , Size: 4]
bool RemoveInstances(out const int[] InstancesToRemove);// 0x502bfd8
--------------------------------
Class: ImportanceSamplingLibrary.BlueprintFunctionLibrary.Object
static float RandomSobolFloat(int Index, int Dimension, float Seed);//
0x5031e8c
static Vector RandomSobolCell3D(int Index, int NumCells, Vector Cell, Vector
Seed);// 0x5031d5c
static Vector2D RandomSobolCell2D(int Index, int NumCells, Vector2D Cell,
Vector2D Seed);// 0x5031c34
static float NextSobolFloat(int Index, int Dimension, float PreviousValue);//
0x5031b44
static Vector NextSobolCell3D(int Index, int NumCells, Vector
PreviousValue);// 0x5031a4c
static Vector2D NextSobolCell2D(int Index, int NumCells, Vector2D
PreviousValue);// 0x5031960
static ImportanceTexture MakeImportanceTexture(Texture2D* Texture, byte
WeightingFunc);// 0x5031774
static void ImportanceSample(out const ImportanceTexture Texture, out const
Vector2D Rand, int Samples, float Intensity, out Vector2D SamplePosition, out
LinearColor SampleColor, out float SampleIntensity, out float SampleSize);//
0x5031470
static void BreakImportanceTexture(out const ImportanceTexture
ImportanceTexture, out Texture2D* Texture, out byte WeightingFunc);// 0x50312d0
--------------------------------
Class: ImportanceTexture
IntPoint Size;//[Offset: 0x0 , Size: 8]
int NumMips;//[Offset: 0x8 , Size: 4]
float[] MarginalCDF;//[Offset: 0x10 , Size: 16]
float[] ConditionalCDF;//[Offset: 0x20 , Size: 16]
Color[] TextureData;//[Offset: 0x30 , Size: 16]
Texture2D* Texture;//[Offset: 0x40 , Size: 8]
byte Weighting;//[Offset: 0x48 , Size: 1]
--------------------------------
Class: ImportantToggleSettingInterface.Interface.Object
--------------------------------
Class: InGameAdManager.PlatformInterfaceBase.Object
bool bShouldPauseWhileAdOpen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x38 , Size: 1]
delegate[] ClickedBannerDelegates;//[Offset: 0x40 , Size: 16]
delegate[] ClosedAdDelegates;//[Offset: 0x50 , Size: 16]
--------------------------------
Class: InputDelegateBinding.DynamicBlueprintBinding.Object
--------------------------------
Class:
InputActionDelegateBinding.InputDelegateBinding.DynamicBlueprintBinding.Object
BlueprintInputActionDelegateBinding[] InputActionDelegateBindings;//[Offset:
0x28 , Size: 16]
--------------------------------
Class: BlueprintInputActionDelegateBinding.BlueprintInputDelegateBinding
FName InputActionName;//[Offset: 0x8 , Size: 8]
byte InputKeyEvent;//[Offset: 0x10 , Size: 1]
FName FunctionNameToBind;//[Offset: 0x18 , Size: 8]
--------------------------------
Class: BlueprintInputDelegateBinding
bool bConsumeInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 ,
Size: 1]
bool bExecuteWhenPaused;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x0 , Size: 1]
bool bOverrideParentBinding;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x0 , Size: 1]
--------------------------------
Class: InputAxisDelegateBinding.InputDelegateBinding.DynamicBlueprintBinding.Object
BlueprintInputAxisDelegateBinding[] InputAxisDelegateBindings;//[Offset: 0x28
, Size: 16]
--------------------------------
Class: BlueprintInputAxisDelegateBinding.BlueprintInputDelegateBinding
FName InputAxisName;//[Offset: 0x8 , Size: 8]
FName FunctionNameToBind;//[Offset: 0x10 , Size: 8]
--------------------------------
Class:
InputAxisKeyDelegateBinding.InputDelegateBinding.DynamicBlueprintBinding.Object
BlueprintInputAxisKeyDelegateBinding[]
InputAxisKeyDelegateBindings;//[Offset: 0x28 , Size: 16]
--------------------------------
Class: BlueprintInputAxisKeyDelegateBinding.BlueprintInputDelegateBinding
Key AxisKey;//[Offset: 0x8 , Size: 24]
FName FunctionNameToBind;//[Offset: 0x20 , Size: 8]
--------------------------------
Class: InputKeyDelegateBinding.InputDelegateBinding.DynamicBlueprintBinding.Object
BlueprintInputKeyDelegateBinding[] InputKeyDelegateBindings;//[Offset: 0x28 ,
Size: 16]
--------------------------------
Class: BlueprintInputKeyDelegateBinding.BlueprintInputDelegateBinding
InputChord InputChord;//[Offset: 0x8 , Size: 32]
byte InputKeyEvent;//[Offset: 0x28 , Size: 1]
FName FunctionNameToBind;//[Offset: 0x30 , Size: 8]
--------------------------------
Class: InputChord
Key Key;//[Offset: 0x0 , Size: 24]
bool bShift;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x18 , Size:
1]
bool bCtrl;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x18 , Size:
1]
bool bAlt;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x18 , Size:
1]
bool bCmd;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x18 , Size:
1]
--------------------------------
Class: InputSettings.Object
InputAxisConfigEntry[] AxisConfig;//[Offset: 0x28 , Size: 16]
bool bAltEnterTogglesFullscreen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x38 , Size: 1]
bool bF11TogglesFullscreen;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x38 , Size: 1]
bool bUseMouseForTouch;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x38 , Size: 1]
bool bEnableMouseSmoothing;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x38 , Size: 1]
bool bEnableFOVScaling;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x38 , Size: 1]
float FOVScale;//[Offset: 0x3c , Size: 4]
float DoubleClickTime;//[Offset: 0x40 , Size: 4]
bool bCaptureMouseOnLaunch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x44 , Size: 1]
enum DefaultViewportMouseCaptureMode;//[Offset: 0x45 , Size: 1]
bool bDefaultViewportMouseLock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x46 , Size: 1]
enum DefaultViewportMouseLockMode;//[Offset: 0x47 , Size: 1]
InputActionKeyMapping[] ActionMappings;//[Offset: 0x48 , Size: 16]
InputAxisKeyMapping[] AxisMappings;//[Offset: 0x58 , Size: 16]
bool bAlwaysShowTouchInterface;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x68 , Size: 1]
bool bShowConsoleOnFourFingerTap;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x69 , Size: 1]
SoftObjectPath DefaultTouchInterface;//[Offset: 0x70 , Size: 24]
Key ConsoleKey;//[Offset: 0x88 , Size: 24]
Key[] ConsoleKeys;//[Offset: 0xa0 , Size: 16]
void SaveKeyMappings();// 0x5036178
void RemoveAxisMapping(out const InputAxisKeyMapping KeyMapping, bool
bForceRebuildKeymaps);// 0x5035f30
void RemoveActionMapping(out const InputActionKeyMapping KeyMapping, bool
bForceRebuildKeymaps);// 0x5035ce0
static InputSettings* GetInputSettings();// 0x5035cac
void GetAxisNames(out FName[] AxisNames);// 0x5035bf4
void GetAxisMappingByName(const FName InAxisName, out InputAxisKeyMapping[]
OutMappings);// 0x5035a08
void GetActionNames(out FName[] ActionNames);// 0x5035950
void GetActionMappingByName(const FName InActionName, out
InputActionKeyMapping[] OutMappings);// 0x5035764
void ForceRebuildKeymaps();// 0x5035750
void AddAxisMapping(out const InputAxisKeyMapping KeyMapping, bool
bForceRebuildKeymaps);// 0x5035508
void AddActionMapping(out const InputActionKeyMapping KeyMapping, bool
bForceRebuildKeymaps);// 0x50352b8
--------------------------------
Class: InputAxisConfigEntry
FName AxisKeyName;//[Offset: 0x0 , Size: 8]
InputAxisProperties AxisProperties;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: InputAxisProperties
float DeadZone;//[Offset: 0x0 , Size: 4]
float Sensitivity;//[Offset: 0x4 , Size: 4]
float Exponent;//[Offset: 0x8 , Size: 4]
bool bInvert;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc , Size:
1]
--------------------------------
Class: InputActionKeyMapping
FName ActionName;//[Offset: 0x0 , Size: 8]
Key Key;//[Offset: 0x8 , Size: 24]
bool bShift;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x20 , Size:
1]
bool bCtrl;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x20 , Size:
1]
bool bAlt;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x20 , Size:
1]
bool bCmd;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x20 , Size:
1]
--------------------------------
Class: InputAxisKeyMapping
FName AxisName;//[Offset: 0x0 , Size: 8]
Key Key;//[Offset: 0x8 , Size: 24]
float Scale;//[Offset: 0x20 , Size: 4]
--------------------------------
Class:
InputTouchDelegateBinding.InputDelegateBinding.DynamicBlueprintBinding.Object
BlueprintInputTouchDelegateBinding[] InputTouchDelegateBindings;//[Offset:
0x28 , Size: 16]
--------------------------------
Class: BlueprintInputTouchDelegateBinding.BlueprintInputDelegateBinding
byte InputKeyEvent;//[Offset: 0x1 , Size: 1]
FName FunctionNameToBind;//[Offset: 0x8 , Size: 8]
--------------------------------
Class:
InputVectorAxisDelegateBinding.InputAxisKeyDelegateBinding.InputDelegateBinding.Dyn
amicBlueprintBinding.Object
--------------------------------
Class: Interface_AssetUserData.Interface.Object
--------------------------------
Class: Interface_CollisionDataProvider.Interface.Object
--------------------------------
Class: Interface_PostProcessVolume.Interface.Object
--------------------------------
Class: InterpFilter.Object
FString Caption;//[Offset: 0x28 , Size: 16]
--------------------------------
Class: InterpFilter_Classes.InterpFilter.Object
--------------------------------
Class: InterpFilter_Custom.InterpFilter.Object
--------------------------------
Class: InterpGroupCamera.InterpGroup.Object
CameraAnim* CameraAnimInst;//[Offset: 0x50 , Size: 8]
float CompressTolerance;//[Offset: 0x58 , Size: 4]
--------------------------------
Class: InterpGroupInstCamera.InterpGroupInst.Object
--------------------------------
Class: InterpGroupInstDirector.InterpGroupInst.Object
--------------------------------
Class: InterpToMovementComponent.MovementComponent.ActorComponent.Object
float Duration;//[Offset: 0x150 , Size: 4]
bool bPauseOnImpact;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x154 , Size: 1]
enum BehaviourType;//[Offset: 0x155 , Size: 1]
bool bForceSubStepping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x156 , Size: 1]
delegate OnInterpToReverse;//[Offset: 0x158 , Size: 16]
delegate OnInterpToStop;//[Offset: 0x168 , Size: 16]
delegate OnWaitBeginDelegate;//[Offset: 0x178 , Size: 16]
delegate OnWaitEndDelegate;//[Offset: 0x188 , Size: 16]
delegate OnResetDelegate;//[Offset: 0x198 , Size: 16]
float MaxSimulationTimeStep;//[Offset: 0x1a8 , Size: 4]
int MaxSimulationIterations;//[Offset: 0x1ac , Size: 4]
InterpControlPoint[] ControlPoints;//[Offset: 0x1b0 , Size: 16]
void StopSimulating(out const HitResult HitResult);// 0x503d0d0
void RestartMovement(float InitialDirection);// 0x503d054
void OnInterpToWaitEndDelegate__DelegateSignature(out const HitResult
ImpactResult, float Time);// 0x37db6c4
void OnInterpToWaitBeginDelegate__DelegateSignature(out const HitResult
ImpactResult, float Time);// 0x37db6c4
void OnInterpToStopDelegate__DelegateSignature(out const HitResult
ImpactResult, float Time);// 0x37db6c4
void OnInterpToReverseDelegate__DelegateSignature(out const HitResult
ImpactResult, float Time);// 0x37db6c4
void OnInterpToResetDelegate__DelegateSignature(out const HitResult
ImpactResult, float Time);// 0x37db6c4
void FinaliseControlPoints();// 0x503d040
--------------------------------
Class: InterpControlPoint
Vector PositionControlPoint;//[Offset: 0x0 , Size: 12]
bool bPositionIsRelative;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xc , Size: 1]
--------------------------------
Class: InterpTrackFloatBase.InterpTrack.Object
InterpCurveFloat FloatTrack;//[Offset: 0x70 , Size: 24]
float CurveTension;//[Offset: 0x88 , Size: 4]
--------------------------------
Class: InterpTrackAnimControl.InterpTrackFloatBase.InterpTrack.Object
FName SlotName;//[Offset: 0x90 , Size: 8]
AnimControlTrackKey[] AnimSeqs;//[Offset: 0x98 , Size: 16]
bool bSkipAnimNotifiers;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0xa8 , Size: 1]
--------------------------------
Class: AnimControlTrackKey
float StartTime;//[Offset: 0x0 , Size: 4]
AnimSequence* AnimSeq;//[Offset: 0x8 , Size: 8]
float AnimStartOffset;//[Offset: 0x10 , Size: 4]
float AnimEndOffset;//[Offset: 0x14 , Size: 4]
float AnimPlayRate;//[Offset: 0x18 , Size: 4]
bool bLooping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1c ,
Size: 1]
bool bReverse;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1c ,
Size: 1]
--------------------------------
Class: InterpTrackVectorBase.InterpTrack.Object
InterpCurveVector VectorTrack;//[Offset: 0x70 , Size: 24]
float CurveTension;//[Offset: 0x88 , Size: 4]
--------------------------------
Class: InterpTrackAudioMaster.InterpTrackVectorBase.InterpTrack.Object
--------------------------------
Class: InterpTrackBoolProp.InterpTrack.Object
BoolTrackKey[] BoolTrack;//[Offset: 0x70 , Size: 16]
FName PropertyName;//[Offset: 0x80 , Size: 8]
--------------------------------
Class: BoolTrackKey
float Time;//[Offset: 0x0 , Size: 4]
bool Value;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4 , Size:
1]
--------------------------------
Class: InterpTrackColorProp.InterpTrackVectorBase.InterpTrack.Object
FName PropertyName;//[Offset: 0x90 , Size: 8]
--------------------------------
Class: InterpTrackColorScale.InterpTrackVectorBase.InterpTrack.Object
--------------------------------
Class: InterpTrackDirector.InterpTrack.Object
DirectorTrackCut[] CutTrack;//[Offset: 0x70 , Size: 16]
bool bSimulateCameraCutsOnClients;//(ByteOffset: 0, ByteMask: 1, FieldMask:
1)[Offset: 0x80 , Size: 1]
--------------------------------
Class: DirectorTrackCut
float Time;//[Offset: 0x0 , Size: 4]
float TransitionTime;//[Offset: 0x4 , Size: 4]
FName TargetCamGroup;//[Offset: 0x8 , Size: 8]
int ShotNumber;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: InterpTrackEvent.InterpTrack.Object
EventTrackKey[] EventTrack;//[Offset: 0x70 , Size: 16]
bool bFireEventsWhenForwards;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x80 , Size: 1]
bool bFireEventsWhenBackwards;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x80 , Size: 1]
bool bFireEventsWhenJumpingForwards;//(ByteOffset: 0, ByteMask: 4, FieldMask:
4)[Offset: 0x80 , Size: 1]
bool bUseCustomEventName;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x80 , Size: 1]
--------------------------------
Class: EventTrackKey
float Time;//[Offset: 0x0 , Size: 4]
FName EventName;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: InterpTrackFade.InterpTrackFloatBase.InterpTrack.Object
bool bPersistFade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x8c ,
Size: 1]
bool bFadeAudio;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x8c ,
Size: 1]
LinearColor FadeColor;//[Offset: 0x90 , Size: 16]
--------------------------------
Class: InterpTrackFloatAnimBPParam.InterpTrackFloatBase.InterpTrack.Object
class Object* AnimBlueprintClass;//[Offset: 0x90 , Size: 8]
class AnimInstance* AnimClass;//[Offset: 0x98 , Size: 8]
FName ParamName;//[Offset: 0xa0 , Size: 8]
--------------------------------
Class: InterpTrackFloatMaterialParam.InterpTrackFloatBase.InterpTrack.Object
MaterialInterface*[] TargetMaterials;//[Offset: 0x90 , Size: 16]
FName ParamName;//[Offset: 0xa0 , Size: 8]
--------------------------------
Class: InterpTrackFloatParticleParam.InterpTrackFloatBase.InterpTrack.Object
FName ParamName;//[Offset: 0x90 , Size: 8]
--------------------------------
Class: InterpTrackFloatProp.InterpTrackFloatBase.InterpTrack.Object
FName PropertyName;//[Offset: 0x90 , Size: 8]
--------------------------------
Class: InterpTrackInstAnimControl.InterpTrackInst.Object
float LastUpdatePosition;//[Offset: 0x28 , Size: 4]
--------------------------------
Class: InterpTrackInstAudioMaster.InterpTrackInst.Object
--------------------------------
Class: InterpTrackInstProperty.InterpTrackInst.Object
Property* InterpProperty;//[Offset: 0x28 , Size: 8]
Object* PropertyOuterObjectInst;//[Offset: 0x30 , Size: 8]
--------------------------------
Class: InterpTrackInstBoolProp.InterpTrackInstProperty.InterpTrackInst.Object
BoolProperty* BoolProperty;//[Offset: 0x40 , Size: 8]
bool ResetBool;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x48 ,
Size: 1]
--------------------------------
Class: InterpTrackInstColorProp.InterpTrackInstProperty.InterpTrackInst.Object
Color ResetColor;//[Offset: 0x40 , Size: 4]
--------------------------------
Class: InterpTrackInstColorScale.InterpTrackInst.Object
--------------------------------
Class: InterpTrackInstEvent.InterpTrackInst.Object
float LastUpdatePosition;//[Offset: 0x28 , Size: 4]
--------------------------------
Class: InterpTrackInstFade.InterpTrackInst.Object
--------------------------------
Class: InterpTrackInstFloatAnimBPParam.InterpTrackInst.Object
AnimInstance* AnimScriptInstance;//[Offset: 0x28 , Size: 8]
float ResetFloat;//[Offset: 0x30 , Size: 4]
--------------------------------
Class: InterpTrackInstFloatMaterialParam.InterpTrackInst.Object
MaterialInstanceDynamic*[] MaterialInstances;//[Offset: 0x28 , Size: 16]
float[] ResetFloats;//[Offset: 0x38 , Size: 16]
PrimitiveMaterialRef[] PrimitiveMaterialRefs;//[Offset: 0x48 , Size: 16]
InterpTrackFloatMaterialParam* InstancedTrack;//[Offset: 0x58 , Size: 8]
--------------------------------
Class: PrimitiveMaterialRef
PrimitiveComponent* Primitive;//[Offset: 0x0 , Size: 8]
DecalComponent* Decal;//[Offset: 0x8 , Size: 8]
int ElementIndex;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: InterpTrackInstFloatParticleParam.InterpTrackInst.Object
float ResetFloat;//[Offset: 0x28 , Size: 4]
--------------------------------
Class: InterpTrackInstFloatProp.InterpTrackInstProperty.InterpTrackInst.Object
float ResetFloat;//[Offset: 0x40 , Size: 4]
--------------------------------
Class:
InterpTrackInstLinearColorProp.InterpTrackInstProperty.InterpTrackInst.Object
LinearColor ResetColor;//[Offset: 0x40 , Size: 16]
--------------------------------
Class: InterpTrackInstParticleReplay.InterpTrackInst.Object
float LastUpdatePosition;//[Offset: 0x28 , Size: 4]
--------------------------------
Class: InterpTrackInstSlomo.InterpTrackInst.Object
float OldTimeDilation;//[Offset: 0x28 , Size: 4]
--------------------------------
Class: InterpTrackInstSound.InterpTrackInst.Object
float LastUpdatePosition;//[Offset: 0x28 , Size: 4]
AudioComponent* PlayAudioComp;//[Offset: 0x30 , Size: 8]
--------------------------------
Class: InterpTrackInstToggle.InterpTrackInst.Object
byte Action;//[Offset: 0x28 , Size: 1]
float LastUpdatePosition;//[Offset: 0x2c , Size: 4]
bool bSavedActiveState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x30 , Size: 1]
--------------------------------
Class: InterpTrackInstVectorMaterialParam.InterpTrackInst.Object
MaterialInstanceDynamic*[] MaterialInstances;//[Offset: 0x28 , Size: 16]
Vector[] ResetVectors;//[Offset: 0x38 , Size: 16]
PrimitiveMaterialRef[] PrimitiveMaterialRefs;//[Offset: 0x48 , Size: 16]
InterpTrackVectorMaterialParam* InstancedTrack;//[Offset: 0x58 , Size: 8]
--------------------------------
Class: InterpTrackVectorMaterialParam.InterpTrackVectorBase.InterpTrack.Object
MaterialInterface*[] TargetMaterials;//[Offset: 0x90 , Size: 16]
FName ParamName;//[Offset: 0xa0 , Size: 8]
--------------------------------
Class: InterpTrackInstVectorProp.InterpTrackInstProperty.InterpTrackInst.Object
Vector ResetVector;//[Offset: 0x40 , Size: 12]
--------------------------------
Class: InterpTrackInstVisibility.InterpTrackInst.Object
byte Action;//[Offset: 0x28 , Size: 1]
float LastUpdatePosition;//[Offset: 0x2c , Size: 4]
--------------------------------
Class: InterpTrackLinearColorBase.InterpTrack.Object
InterpCurveLinearColor LinearColorTrack;//[Offset: 0x70 , Size: 24]
float CurveTension;//[Offset: 0x88 , Size: 4]
--------------------------------
Class: InterpCurveLinearColor
InterpCurvePointLinearColor[] Points;//[Offset: 0x0 , Size: 16]
bool bIsLooped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 ,
Size: 1]
float LoopKeyOffset;//[Offset: 0x14 , Size: 4]
--------------------------------
Class: InterpCurvePointLinearColor
float InVal;//[Offset: 0x0 , Size: 4]
LinearColor OutVal;//[Offset: 0x4 , Size: 16]
LinearColor ArriveTangent;//[Offset: 0x14 , Size: 16]
LinearColor LeaveTangent;//[Offset: 0x24 , Size: 16]
byte InterpMode;//[Offset: 0x34 , Size: 1]
--------------------------------
Class: InterpTrackLinearColorProp.InterpTrackLinearColorBase.InterpTrack.Object
FName PropertyName;//[Offset: 0x90 , Size: 8]
--------------------------------
Class: InterpTrackMoveAxis.InterpTrackFloatBase.InterpTrack.Object
byte MoveAxis;//[Offset: 0x8c , Size: 1]
InterpLookupTrack LookupTrack;//[Offset: 0x90 , Size: 16]
--------------------------------
Class: InterpTrackParticleReplay.InterpTrack.Object
ParticleReplayTrackKey[] TrackKeys;//[Offset: 0x70 , Size: 16]
--------------------------------
Class: ParticleReplayTrackKey
float Time;//[Offset: 0x0 , Size: 4]
float Duration;//[Offset: 0x4 , Size: 4]
int ClipIDNumber;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: InterpTrackSlomo.InterpTrackFloatBase.InterpTrack.Object
--------------------------------
Class: InterpTrackSound.InterpTrackVectorBase.InterpTrack.Object
SoundTrackKey[] Sounds;//[Offset: 0x90 , Size: 16]
bool bPlayOnReverse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xa0
, Size: 1]
bool bContinueSoundOnMatineeEnd;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0xa0 , Size: 1]
bool bSuppressSubtitles;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0xa0 , Size: 1]
bool bTreatAsDialogue;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0xa0 , Size: 1]
bool bAttach;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xa0 ,
Size: 1]
--------------------------------
Class: SoundTrackKey
float Time;//[Offset: 0x0 , Size: 4]
float Volume;//[Offset: 0x4 , Size: 4]
float Pitch;//[Offset: 0x8 , Size: 4]
SoundBase* Sound;//[Offset: 0x10 , Size: 8]
--------------------------------
Class: InterpTrackToggle.InterpTrack.Object
ToggleTrackKey[] ToggleTrack;//[Offset: 0x70 , Size: 16]
bool bActivateSystemEachUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x80 , Size: 1]
bool bActivateWithJustAttachedFlag;//(ByteOffset: 0, ByteMask: 2, FieldMask:
2)[Offset: 0x80 , Size: 1]
bool bFireEventsWhenForwards;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x80 , Size: 1]
bool bFireEventsWhenBackwards;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x80 , Size: 1]
bool bFireEventsWhenJumpingForwards;//(ByteOffset: 0, ByteMask: 16,
FieldMask: 16)[Offset: 0x80 , Size: 1]
--------------------------------
Class: ToggleTrackKey
float Time;//[Offset: 0x0 , Size: 4]
byte ToggleAction;//[Offset: 0x4 , Size: 1]
--------------------------------
Class: InterpTrackVectorProp.InterpTrackVectorBase.InterpTrack.Object
FName PropertyName;//[Offset: 0x90 , Size: 8]
--------------------------------
Class: InterpTrackVisibility.InterpTrack.Object
VisibilityTrackKey[] VisibilityTrack;//[Offset: 0x70 , Size: 16]
bool bFireEventsWhenForwards;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x80 , Size: 1]
bool bFireEventsWhenBackwards;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x80 , Size: 1]
bool bFireEventsWhenJumpingForwards;//(ByteOffset: 0, ByteMask: 4, FieldMask:
4)[Offset: 0x80 , Size: 1]
--------------------------------
Class: VisibilityTrackKey
float Time;//[Offset: 0x0 , Size: 4]
byte Action;//[Offset: 0x4 , Size: 1]
byte ActiveCondition;//[Offset: 0x5 , Size: 1]
--------------------------------
Class: IntSerialization.Object
uint16 UnsignedInt16Variable;//[Offset: 0x28 , Size: 2]
uint32 UnsignedInt32Variable;//[Offset: 0x2c , Size: 4]
uint64 UnsignedInt64Variable;//[Offset: 0x30 , Size: 8]
int8 SignedInt8Variable;//[Offset: 0x38 , Size: 1]
int16 SignedInt16Variable;//[Offset: 0x3a , Size: 2]
int64 SignedInt64Variable;//[Offset: 0x40 , Size: 8]
byte UnsignedInt8Variable;//[Offset: 0x48 , Size: 1]
int SignedInt32Variable;//[Offset: 0x4c , Size: 4]
--------------------------------
Class: KillZVolume.PhysicsVolume.Volume.Brush.Actor.Object
--------------------------------
Class: KismetArrayLibrary.BlueprintFunctionLibrary.Object
static void SetArrayPropertyByName(Object* Object, FName PropertyName, out
const int[] Value);// 0x50487d0
static void FilterArray(out const Actor*[] TargetArray, class Actor
FilterClass, out Actor*[] FilteredArray);// 0x5048668
static void Array_Swap(out const int[] TargetArray, int FirstIndex, int
SecondIndex);// 0x5048530
static void Array_Shuffle(out const int[] TargetArray);// 0x504846c
static void Array_Set(out const int[] TargetArray, int Index, out const int
Item, bool bSizeToFit);// 0x5048218
static void Array_Resize(out const int[] TargetArray, int Size);// 0x5048118
static bool Array_RemoveItem(out const int[] TargetArray, out const int
Item);// 0x5047f4c
static void Array_Remove(out const int[] TargetArray, int IndexToRemove);//
0x5047e4c
static int Array_Length(out const int[] TargetArray);// 0x5047d88
static int Array_LastIndex(out const int[] TargetArray);// 0x5047cc4
static bool Array_IsValidIndex(out const int[] TargetArray, int
IndexToTest);// 0x5047bb8
static void Array_Insert(out const int[] TargetArray, out const int NewItem,
int Index);// 0x50479a8
static void Array_Get(out const int[] TargetArray, int Index, out int
Item);// 0x50477a4
static int Array_Find(out const int[] TargetArray, out const int
ItemToFind);// 0x50475dc
static bool Array_Contains(out const int[] TargetArray, out const int
ItemToFind);// 0x504740c
static void Array_Clear(out const int[] TargetArray);// 0x5047348
static void Array_Append(out const int[] TargetArray, out const int[]
SourceArray);// 0x5047200
static int Array_AddUnique(out const int[] TargetArray, out const int
NewItem);// 0x5047028
static int Array_Add(out const int[] TargetArray, out const int NewItem);//
0x5046e50
--------------------------------
Class: KismetGuidLibrary.BlueprintFunctionLibrary.Object
static void Parse_StringToGuid(FString GuidString, out Guid OutGuid, out bool
Success);// 0x504935c
static bool NotEqual_GuidGuid(out const Guid A, out const Guid B);//
0x5049274
static Guid NewGuid();// 0x5049240
static bool IsValid_Guid(out const Guid InGuid);// 0x50491b4
static void Invalidate_Guid(out Guid InGuid);// 0x5049134
static bool EqualEqual_GuidGuid(out const Guid A, out const Guid B);//
0x504904c
static FString Conv_GuidToString(out const Guid InGuid);// 0x5048f58
--------------------------------
Class: KismetInputLibrary.BlueprintFunctionLibrary.Object
static float PointerEvent_TouchForce(out const PointerEvent Input);//
0x504d1e8
static bool PointerEvent_IsTouchEvent(out const PointerEvent Input);//
0x504d034
static bool PointerEvent_IsMouseButtonDown(out const PointerEvent Input, Key
MouseButton);// 0x504cc80
static float PointerEvent_GetWheelDelta(out const PointerEvent Input);//
0x504cad0
static int PointerEvent_GetUserIndex(out const PointerEvent Input);//
0x504c920
static int PointerEvent_GetTouchpadIndex(out const PointerEvent Input);//
0x504c770
static Vector2D PointerEvent_GetScreenSpacePosition(out const PointerEvent
Input);// 0x504c5c0
static int PointerEvent_GetPointerIndex(out const PointerEvent Input);//
0x504c410
static Vector2D PointerEvent_GetLastScreenSpacePosition(out const
PointerEvent Input);// 0x504c260
static enum PointerEvent_GetGestureType(out const PointerEvent Input);//
0x504c0b0
static Vector2D PointerEvent_GetGestureDelta(out const PointerEvent Input);//
0x504bf00
static Key PointerEvent_GetEffectingButton(out const PointerEvent Input);//
0x504bbf0
static Vector2D PointerEvent_GetCursorDelta(out const PointerEvent Input);//
0x504ba40
static bool Key_IsVectorAxis(out const Key Key);// 0x504b8e8
static bool Key_IsMouseButton(out const Key Key);// 0x504b790
static bool Key_IsModifierKey(out const Key Key);// 0x504b638
static bool Key_IsKeyboardKey(out const Key Key);// 0x504b4e0
static bool Key_IsGamepadKey(out const Key Key);// 0x504b388
static bool Key_IsFloatAxis(out const Key Key);// 0x504b230
static FText Key_GetDisplayName(out const Key Key);// 0x504b010
static bool InputEvent_IsShiftDown(out const InputEvent Input);// 0x504af68
static bool InputEvent_IsRightShiftDown(out const InputEvent Input);//
0x504aec0
static bool InputEvent_IsRightControlDown(out const InputEvent Input);//
0x504ae18
static bool InputEvent_IsRightCommandDown(out const InputEvent Input);//
0x504ad70
static bool InputEvent_IsRightAltDown(out const InputEvent Input);//
0x504acc8
static bool InputEvent_IsRepeat(out const InputEvent Input);// 0x504ac20
static bool InputEvent_IsLeftShiftDown(out const InputEvent Input);//
0x504ab78
static bool InputEvent_IsLeftControlDown(out const InputEvent Input);//
0x504aad0
static bool InputEvent_IsLeftCommandDown(out const InputEvent Input);//
0x504aa28
static bool InputEvent_IsLeftAltDown(out const InputEvent Input);// 0x504a980
static bool InputEvent_IsControlDown(out const InputEvent Input);// 0x504a8d8
static bool InputEvent_IsCommandDown(out const InputEvent Input);// 0x504a830
static bool InputEvent_IsAltDown(out const InputEvent Input);// 0x504a788
static int GetUserIndex(out const KeyEvent Input);// 0x504a5fc
static Key GetKey(out const KeyEvent Input);// 0x504a310
static float GetAnalogValue(out const AnalogInputEvent Input);// 0x504a178
static bool EqualEqual_KeyKey(Key A, Key B);// 0x5049d4c
static bool EqualEqual_InputChordInputChord(InputChord A, InputChord B);//
0x50498d8
static void CalibrateTilt();// 0x50498c4
--------------------------------
Class: KismetInternationalizationLibrary.BlueprintFunctionLibrary.Object
static bool SetCurrentLocale(FString Culture, const bool SaveToConfig);//
0x504e7b4
static bool SetCurrentLanguageAndLocale(FString Culture, const bool
SaveToConfig);// 0x504e6c0
static bool SetCurrentLanguage(FString Culture, const bool SaveToConfig);//
0x504e5cc
static bool SetCurrentCulture(FString Culture, const bool SaveToConfig);//
0x504e4d8
static bool SetCurrentAssetGroupCulture(const FName AssetGroup, FString
Culture, const bool SaveToConfig);// 0x504e3a8
static FString GetCurrentLocale();// 0x504e304
static FString GetCurrentLanguage();// 0x504e260
static FString GetCurrentCulture();// 0x504e1bc
static FString GetCurrentAssetGroupCulture(const FName AssetGroup);//
0x504e0d8
static void ClearCurrentAssetGroupCulture(const FName AssetGroup, const bool
SaveToConfig);// 0x504e020
--------------------------------
Class: KismetMaterialLibrary.BlueprintFunctionLibrary.Object
static void SetVectorParameterValue(Object* WorldContextObject,
MaterialParameterCollection* Collection, FName ParameterName, out const LinearColor
ParameterValue);// 0x504f148
static void SetScalarParameterValue(Object* WorldContextObject,
MaterialParameterCollection* Collection, FName ParameterName, float
ParameterValue);// 0x504f024
static LinearColor GetVectorParameterValue(Object* WorldContextObject,
MaterialParameterCollection* Collection, FName ParameterName);// 0x504ef30
static float GetScalarParameterValue(Object* WorldContextObject,
MaterialParameterCollection* Collection, FName ParameterName);// 0x504ee40
static MaterialInstanceDynamic* CreateDynamicMaterialInstance(Object*
WorldContextObject, MaterialInterface* Parent);// 0x504ed8c
--------------------------------
Class: KismetMathLibrary.BlueprintFunctionLibrary.Object
static int Xor_IntInt(int A, int B);// 0x50644f0
static float VSizeSquared(Vector A);// 0x5064464
static float VSize2DSquared(Vector2D A);// 0x50643e4
static float VSize2D(Vector2D A);// 0x5064350
static float VSize(Vector A);// 0x50642b0
static Vector VLerp(Vector A, Vector B, float Alpha);// 0x5064198
static Vector VInterpTo_Constant(Vector Current, Vector Target, float
DeltaTime, float InterpSpeed);// 0x506405c
static Vector VInterpTo(Vector Current, Vector Target, float DeltaTime, float
InterpSpeed);// 0x5063f14
static Vector VectorSpringInterp(Vector Current, Vector Target, out
VectorSpringState SpringState, float Stiffness, float CriticalDampingFactor, float
DeltaTime, float Mass);// 0x5063cec
static Vector2D Vector2DInterpTo_Constant(Vector2D Current, Vector2D Target,
float DeltaTime, float InterpSpeed);// 0x5063bb8
static Vector2D Vector2DInterpTo(Vector2D Current, Vector2D Target, float
DeltaTime, float InterpSpeed);// 0x5063a84
static Vector VEase(Vector A, Vector B, float Alpha, byte EasingFunc, float
BlendExp, int STEPS);// 0x50638d0
static DateTime UtcNow();// 0x506389c
static Rotator TransformRotation(out const Transform T, Rotator Rotation);//
0x50637ac
static Vector TransformLocation(out const Transform T, Vector Location);//
0x50635f8
static Vector TransformDirection(out const Transform T, Vector Direction);//
0x5063450
static DateTime Today();// 0x50633ec
static Transform TLerp(out const Transform A, out const Transform B, float
Alpha, byte InterpMode);// 0x506322c
static Transform TInterpTo(out const Transform Current, out const Transform
Target, float DeltaTime, float InterpSpeed);// 0x5063084
static Timespan TimespanZeroValue();// 0x506306c
static float TimespanRatio(Timespan A, Timespan B);// 0x5062fa4
static Timespan TimespanMinValue();// 0x5062f88
static Timespan TimespanMaxValue();// 0x5062f6c
static bool TimespanFromString(FString TimespanString, out Timespan
Result);// 0x5062de8
static Transform TEase(out const Transform A, out const Transform B, float
Alpha, byte EasingFunc, float BlendExp, int STEPS);// 0x5062bb0
static float Tan(float A);// 0x5062b34
static Vector Subtract_VectorVector(Vector A, Vector B);// 0x5062a70
static Vector Subtract_VectorInt(Vector A, int B);// 0x50629ac
static Vector Subtract_VectorFloat(Vector A, float B);// 0x50628ec
static Vector2D Subtract_Vector2DVector2D(Vector2D A, Vector2D B);//
0x5062838
static Vector2D Subtract_Vector2DFloat(Vector2D A, float B);// 0x5062780
static Timespan Subtract_TimespanTimespan(Timespan A, Timespan B);//
0x50626d4
static int Subtract_IntInt(int A, int B);// 0x5062620
static float Subtract_FloatFloat(float A, float B);// 0x506256c
static DateTime Subtract_DateTimeTimespan(DateTime A, Timespan B);//
0x50624c0
static Timespan Subtract_DateTimeDateTime(DateTime A, DateTime B);//
0x5062414
static byte Subtract_ByteByte(byte A, byte B);// 0x506235c
static float Square(float A);// 0x50622e0
static float Sqrt(float A);// 0x5062240
static float Sin(float A);// 0x50621c4
static int SignOfInteger(int A);// 0x506213c
static float SignOfFloat(float A);// 0x50620ac
static void SetRandomStreamSeed(out RandomStream Stream, int NewSeed);//
0x5061fe8
static Vector SelectVector(Vector A, Vector B, bool bPickA);// 0x5061ecc
static Transform SelectTransform(out const Transform A, out const Transform
B, bool bPickA);// 0x5061d6c
static FString SelectString(FString A, FString B, bool bPickA);// 0x5061b60
static Rotator SelectRotator(Rotator A, Rotator B, bool bPickA);// 0x5061a44
static Object* SelectObject(Object* A, Object* B, bool bSelectA);// 0x5061948
static int SelectInt(int A, int B, bool bPickA);// 0x506184c
static float SelectFloat(float A, float B, bool bPickA);// 0x5061750
static LinearColor SelectColor(LinearColor A, LinearColor B, bool bPickA);//
0x506165c
static class Object SelectClass(class Object A, class Object B, bool
bSelectA);// 0x5061560
static void SeedRandomStream(out RandomStream Stream);// 0x50614dc
static int Round(float A);// 0x5061458
static Rotator RotatorFromAxisAndAngle(Vector Axis, float Angle);// 0x506139c
static Vector RotateAngleAxis(Vector InVect, float AngleDeg, Vector Axis);//
0x50612a8
static Rotator RLerp(Rotator A, Rotator B, float Alpha, bool
bShortestPath);// 0x506116c
static Rotator RInterpTo_Constant(Rotator Current, Rotator Target, float
DeltaTime, float InterpSpeed);// 0x5061024
static Rotator RInterpTo(Rotator Current, Rotator Target, float DeltaTime,
float InterpSpeed);// 0x5060edc
static void RGBToHSV_Vector(const LinearColor RGB, out LinearColor HSV);//
0x5060e14
static void RGBToHSV(const LinearColor InColor, out float H, out float S, out
float V, out float A);// 0x5060c4c
static void ResetVectorSpringState(out VectorSpringState SpringState);//
0x5060ba4
static void ResetRandomStream(out const RandomStream Stream);// 0x5060b20
static void ResetFloatSpringState(out FloatSpringState SpringState);//
0x5060a9c
static Rotator REase(Rotator A, Rotator B, float Alpha, bool bShortestPath,
byte EasingFunc, float BlendExp, int STEPS);// 0x506089c
static Vector RandomUnitVectorInEllipticalConeInRadiansFromStream(out const
Vector ConeDir, float MaxYawInRadians, float MaxPitchInRadians, out const
RandomStream Stream);// 0x5060744
static Vector RandomUnitVectorInEllipticalConeInRadians(Vector ConeDir, float
MaxYawInRadians, float MaxPitchInRadians);// 0x5060650
static Vector RandomUnitVectorInEllipticalConeInDegreesFromStream(out const
Vector ConeDir, float MaxYawInDegrees, float MaxPitchInDegrees, out const
RandomStream Stream);// 0x50604e8
static Vector RandomUnitVectorInEllipticalConeInDegrees(Vector ConeDir, float
MaxYawInDegrees, float MaxPitchInDegrees);// 0x50603e4
static Vector RandomUnitVectorInConeInRadiansFromStream(out const Vector
ConeDir, float ConeHalfAngleInRadians, out const RandomStream Stream);// 0x50602c4
static Vector RandomUnitVectorInConeInRadians(Vector ConeDir, float
ConeHalfAngleInRadians);// 0x50601fc
static Vector RandomUnitVectorInConeInDegreesFromStream(out const Vector
ConeDir, float ConeHalfAngleInDegrees, out const RandomStream Stream);// 0x50600d0
static Vector RandomUnitVectorInConeInDegrees(Vector ConeDir, float
ConeHalfAngleInDegrees);// 0x505fffc
static Vector RandomUnitVectorFromStream(out const RandomStream Stream);//
0x505ff6c
static Vector RandomUnitVector();// 0x505ff34
static Rotator RandomRotatorFromStream(bool bRoll, out const RandomStream
Stream);// 0x505fe58
static Rotator RandomRotator(bool bRoll);// 0x505fdd0
static Vector RandomPointInBoundingBox(out const Vector Origin, out const
Vector BoxExtent);// 0x505fcb4
static int RandomIntegerInRangeFromStream(int Min, int Max, out const
RandomStream Stream);// 0x505fbb4
static int RandomIntegerInRange(int Min, int Max);// 0x505fabc
static int RandomIntegerFromStream(int Max, out const RandomStream Stream);//
0x505f9f4
static int RandomInteger(int Max);// 0x505f93c
static float RandomFloatInRangeFromStream(float Min, float Max, out const
RandomStream Stream);// 0x505f83c
static float RandomFloatInRange(float Min, float Max);// 0x505f764
static float RandomFloatFromStream(out const RandomStream Stream);//
0x505f6d8
static float RandomFloat();// 0x505f694
static bool RandomBoolWithWeightFromStream(float Weight, out const
RandomStream RandomStream);// 0x505f5c8
static bool RandomBoolWithWeight(float Weight);// 0x505f548
static bool RandomBoolFromStream(out const RandomStream Stream);// 0x505f4b8
static bool RandomBool();// 0x505f464
static float RadiansToDegrees(float A);// 0x505f3e0
static Vector ProjectVectorOnToVector(Vector V, Vector Target);// 0x505f2c8
static Vector ProjectVectorOnToPlane(Vector V, Vector PlaneNormal);//
0x505f1e4
static Vector ProjectPointOnToPlane(Vector Point, Vector PlaneBase, Vector
PlaneNormal);// 0x505f0b8
static bool PointsAreCoplanar(out const Vector[] Points, float Tolerance);//
0x505efb0
static int Percent_IntInt(int A, int B);// 0x505eee4
static float Percent_FloatFloat(float A, float B);// 0x505ed64
static byte Percent_ByteByte(byte A, byte B);// 0x505ec98
static int Or_IntInt(int A, int B);// 0x505ebe4
static DateTime Now();// 0x505ebb0
static bool NotEqual_VectorVector(Vector A, Vector B, float
ErrorTolerance);// 0x505ea7c
static bool NotEqual_Vector2DVector2D(Vector2D A, Vector2D B, float
ErrorTolerance);// 0x505e968
static bool NotEqual_TimespanTimespan(Timespan A, Timespan B);// 0x505e8b8
static bool NotEqual_RotatorRotator(Rotator A, Rotator B, float
ErrorTolerance);// 0x505e6b4
static bool NotEqual_ObjectObject(Object* A, Object* B);// 0x505e5fc
static bool NotEqual_NameName(FName A, FName B);// 0x505e544
static bool NotEqual_IntInt(int A, int B);// 0x505e48c
static bool NotEqual_FloatFloat(float A, float B);// 0x505e3d4
static bool NotEqual_DateTimeDateTime(DateTime A, DateTime B);// 0x505e324
static bool NotEqual_ClassClass(class Object A, class Object B);// 0x505e26c
static bool NotEqual_ByteByte(byte A, byte B);// 0x505e1b0
static bool NotEqual_BoolBool(bool A, bool B);// 0x505e0e0
static bool Not_PreBool(bool A);// 0x505e060
static int Not_Int(int A);// 0x505dfe4
static float NormalizeToRange(float Value, float RangeMin, float RangeMax);//
0x505def4
static Rotator NormalizedDeltaRotator(Rotator A, Rotator B);// 0x505de38
static float NormalizeAxis(float Angle);// 0x505ddbc
static Vector2D Normal2D(Vector2D A);// 0x505dcf4
static Vector Normal(Vector A);// 0x505dc00
static Vector NegateVector(Vector A);// 0x505db78
static Rotator NegateRotator(Rotator A);// 0x505daec
static bool NearlyEqual_TransformTransform(out const Transform A, out const
Transform B, float LocationTolerance, float RotationTolerance, float
Scale3DTolerance);// 0x505d91c
static bool NearlyEqual_FloatFloat(float A, float B, float ErrorTolerance);//
0x505d820
static float MultiplyMultiply_FloatFloat(float Base, float Exp);// 0x505d76c
static float MultiplyByPi(float Value);// 0x505d6e8
static Vector Multiply_VectorVector(Vector A, Vector B);// 0x505d624
static Vector Multiply_VectorInt(Vector A, int B);// 0x505d560
static Vector Multiply_VectorFloat(Vector A, float B);// 0x505d4a0
static Vector2D Multiply_Vector2DVector2D(Vector2D A, Vector2D B);//
0x505d3ec
static Vector2D Multiply_Vector2DFloat(Vector2D A, float B);// 0x505d334
static Timespan Multiply_TimespanFloat(Timespan A, float Scalar);// 0x505d274
static Rotator Multiply_RotatorInt(Rotator A, int B);// 0x505d1b0
static Rotator Multiply_RotatorFloat(Rotator A, float B);// 0x505d0f0
static LinearColor Multiply_LinearColorLinearColor(LinearColor A, LinearColor
B);// 0x505d044
static LinearColor Multiply_LinearColorFloat(LinearColor A, float B);//
0x505cf90
static int Multiply_IntInt(int A, int B);// 0x505cedc
static float Multiply_IntFloat(int A, float B);// 0x505ce24
static float Multiply_FloatFloat(float A, float B);// 0x505cd70
static byte Multiply_ByteByte(byte A, byte B);// 0x505ccb8
static Vector MirrorVectorByNormal(Vector InVect, Vector InNormal);//
0x505cbe4
static void MinOfIntArray(out const int[] IntArray, out int IndexOfMinValue,
out int MinValue);// 0x505ca88
static void MinOfFloatArray(out const float[] FloatArray, out int
IndexOfMinValue, out float MinValue);// 0x505c92c
static void MinOfByteArray(out const byte[] ByteArray, out int
IndexOfMinValue, out byte MinValue);// 0x505c7d0
static void MinimumAreaRectangle(Object* WorldContextObject, out const
Vector[] InVerts, out const Vector SampleSurfaceNormal, out Vector OutRectCenter,
out Rotator OutRectRotation, out float OutSideLengthX, out float OutSideLengthY,
bool bDebugDraw);// 0x505c4fc
static int Min(int A, int B);// 0x505c444
static void MaxOfIntArray(out const int[] IntArray, out int IndexOfMaxValue,
out int MaxValue);// 0x505c2e8
static void MaxOfFloatArray(out const float[] FloatArray, out int
IndexOfMaxValue, out float MaxValue);// 0x505c18c
static void MaxOfByteArray(out const byte[] ByteArray, out int
IndexOfMaxValue, out byte MaxValue);// 0x505c030
static int Max(int A, int B);// 0x505bf78
static float MapRangeUnclamped(float Value, float InRangeA, float InRangeB,
float OutRangeA, float OutRangeB);// 0x505be14
static float MapRangeClamped(float Value, float InRangeA, float InRangeB,
float OutRangeA, float OutRangeB);// 0x505bcb0
static Vector2D MakeVector2D(float X, float Y);// 0x505bc00
static Vector MakeVector(float X, float Y, float Z);// 0x505bb10
static Transform MakeTransform(Vector Location, Rotator Rotation, Vector
Scale);// 0x505b9b4
static Timespan MakeTimespan2(int Days, int hours, int Minutes, int Seconds,
int FractionNano);// 0x505b850
static Timespan MakeTimespan(int Days, int hours, int Minutes, int Seconds,
int Milliseconds);// 0x505b6ec
static Rotator MakeRotFromZY(out const Vector Z, out const Vector Y);//
0x505b600
static Rotator MakeRotFromZX(out const Vector Z, out const Vector X);//
0x505b514
static Rotator MakeRotFromZ(out const Vector Z);// 0x505b47c
static Rotator MakeRotFromYZ(out const Vector Y, out const Vector Z);//
0x505b390
static Rotator MakeRotFromYX(out const Vector Y, out const Vector X);//
0x505b2a4
static Rotator MakeRotFromY(out const Vector Y);// 0x505b20c
static Rotator MakeRotFromXZ(out const Vector X, out const Vector Z);//
0x505b120
static Rotator MakeRotFromXY(out const Vector X, out const Vector Y);//
0x505b034
static Rotator MakeRotFromX(out const Vector X);// 0x505af9c
static Rotator MakeRotator(float Roll, float Pitch, float Yaw);// 0x505aeac
static Rotator MakeRotationFromAxes(Vector Forward, Vector Right, Vector
Up);// 0x505adac
static RandomStream MakeRandomStream(int InitialSeed);// 0x505ad30
static float MakePulsatingValue(float InCurrentTime, float InPulsesPerSecond,
float InPhase);// 0x505ac40
static Plane MakePlaneFromPointAndNormal(Vector Point, Vector Normal);//
0x505ab80
static DateTime MakeDateTime(int Year, int Month, int Day, int Hour, int
Minute, int Second, int Millisecond);// 0x505a9a8
static LinearColor MakeColor(float R, float G, float B, float A);// 0x505a880
static Box2D MakeBox2D(Vector2D Min, Vector2D Max);// 0x505a7c8
static Box MakeBox(Vector Min, Vector Max);// 0x505a704
static float Loge(float A);// 0x505a688
static float Log(float A, float Base);// 0x505a5d4
static bool LinePlaneIntersection_OriginNormal(out const Vector LineStart,
out const Vector LineEnd, Vector PlaneOrigin, Vector PlaneNormal, out float T, out
Vector Intersection);// 0x505a3d8
static bool LinePlaneIntersection(out const Vector LineStart, out const
Vector LineEnd, out const Plane APlane, out float T, out Vector Intersection);//
0x505a208
static LinearColor LinearColorLerpUsingHSV(LinearColor A, LinearColor B,
float Alpha);// 0x505a10c
static LinearColor LinearColorLerp(LinearColor A, LinearColor B, float
Alpha);// 0x505a01c
static Vector LessLess_VectorRotator(Vector A, Rotator B);// 0x5059f48
static bool LessEqual_TimespanTimespan(Timespan A, Timespan B);// 0x5059e98
static bool LessEqual_IntInt(int A, int B);// 0x5059de0
static bool LessEqual_FloatFloat(float A, float B);// 0x5059d28
static bool LessEqual_DateTimeDateTime(DateTime A, DateTime B);// 0x5059c78
static bool LessEqual_ByteByte(byte A, byte B);// 0x5059bbc
static bool Less_TimespanTimespan(Timespan A, Timespan B);// 0x5059b0c
static bool Less_IntInt(int A, int B);// 0x5059a54
static bool Less_FloatFloat(float A, float B);// 0x505999c
static bool Less_DateTimeDateTime(DateTime A, DateTime B);// 0x50598ec
static bool Less_ByteByte(byte A, byte B);// 0x5059830
static float Lerp(float A, float B, float Alpha);// 0x5059738
static bool IsPointInBoxWithTransform(Vector Point, out const Transform
BoxWorldTransform, Vector BoxExtent);// 0x505960c
static bool IsPointInBox(Vector Point, Vector BoxOrigin, Vector BoxExtent);//
0x505950c
static bool IsMorning(DateTime A);// 0x5059450
static bool IsLeapYear(int Year);// 0x50593d0
static bool IsAfternoon(DateTime A);// 0x5059314
static Transform InvertTransform(out const Transform T);// 0x5059164
static Rotator InverseTransformRotation(out const Transform T, Rotator
Rotation);// 0x5059074
static Vector InverseTransformLocation(out const Transform T, Vector
Location);// 0x5058e88
static Vector InverseTransformDirection(out const Transform T, Vector
Direction);// 0x5058cd0
static float InverseLerp(float A, float B, float Value);// 0x5058be0
static bool InRange_IntInt(int Value, int Min, int Max, bool InclusiveMin,
bool InclusiveMax);// 0x5058a5c
static bool InRange_FloatFloat(float Value, float Min, float Max, bool
InclusiveMin, bool InclusiveMax);// 0x50588d8
static float Hypotenuse(float Width, float Height);// 0x5058824
static void HSVToRGB_Vector(const LinearColor HSV, out LinearColor RGB);//
0x505875c
static LinearColor HSVToRGB(float H, float S, float V, float A);// 0x5058624
static float GridSnap_Float(float Location, float GridSize);// 0x5058548
static Vector GreaterGreater_VectorRotator(Vector A, Rotator B);// 0x5058474
static bool GreaterEqual_TimespanTimespan(Timespan A, Timespan B);//
0x50583c4
static bool GreaterEqual_IntInt(int A, int B);// 0x505830c
static bool GreaterEqual_FloatFloat(float A, float B);// 0x5058254
static bool GreaterEqual_DateTimeDateTime(DateTime A, DateTime B);//
0x50581a4
static bool GreaterEqual_ByteByte(byte A, byte B);// 0x50580e8
static bool Greater_TimespanTimespan(Timespan A, Timespan B);// 0x5058038
static bool Greater_IntInt(int A, int B);// 0x5057f80
static bool Greater_FloatFloat(float A, float B);// 0x5057ec8
static bool Greater_DateTimeDateTime(DateTime A, DateTime B);// 0x5057e18
static bool Greater_ByteByte(byte A, byte B);// 0x5057d5c
static int GetYear(DateTime A);// 0x5057cdc
static void GetYawPitchFromVector(Vector InVec, out float Yaw, out float
Pitch);// 0x5057bcc
static Vector GetVectorArrayAverage(out const Vector[] Vectors);// 0x5057b10
static Vector GetUpVector(Rotator InRot);// 0x5057a90
static float GetTotalSeconds(Timespan A);// 0x5057a08
static float GetTotalMinutes(Timespan A);// 0x5057980
static float GetTotalMilliseconds(Timespan A);// 0x50578f8
static float GetTotalHours(Timespan A);// 0x5057870
static float GetTotalDays(Timespan A);// 0x50577e8
static Timespan GetTimeOfDay(DateTime A);// 0x5057744
static float GetTAU();// 0x5057724
static int GetSeconds(Timespan A);// 0x505766c
static int GetSecond(DateTime A);// 0x50575b4
static Vector GetRightVector(Rotator InRot);// 0x5057534
static Vector GetReflectionVector(Vector Direction, Vector SurfaceNormal);//
0x5057478
static float GetPointDistanceToSegment(Vector Point, Vector SegmentStart,
Vector SegmentEnd);// 0x5057360
static float GetPointDistanceToLine(Vector Point, Vector LineOrigin, Vector
LineDirection);// 0x5057248
static float GetPI();// 0x5057228
static int GetMonth(DateTime A);// 0x50571a8
static int GetMinutes(Timespan A);// 0x50570f4
static int GetMinute(DateTime A);// 0x5057040
static float GetMinElement(Vector A);// 0x5056fb8
static int GetMilliseconds(Timespan A);// 0x5056ef8
static int GetMillisecond(DateTime A);// 0x5056e40
static float GetMaxElement(Vector A);// 0x5056db8
static int GetHours(Timespan A);// 0x5056d04
static int GetHour12(DateTime A);// 0x5056c84
static int GetHour(DateTime A);// 0x5056bd0
static Vector GetForwardVector(Rotator InRot);// 0x5056b50
static Timespan GetDuration(Timespan A);// 0x5056ad4
static Vector GetDirectionUnitVector(Vector from, Vector to);// 0x5056998
static int GetDays(Timespan A);// 0x5056900
static int GetDayOfYear(DateTime A);// 0x5056880
static int GetDay(DateTime A);// 0x5056800
static DateTime GetDate(DateTime A);// 0x505675c
static void GetAzimuthAndElevation(Vector InDirection, out const Transform
ReferenceFrame, out float Azimuth, out float Elevation);// 0x50565dc
static void GetAxes(Rotator A, out Vector X, out Vector Y, out Vector Z);//
0x5056480
static IntVector FTruncVector(out const Vector InVector);// 0x50563e4
static int FTrunc(float A);// 0x5056368
static Timespan FromSeconds(float Seconds);// 0x50562ec
static Timespan FromMinutes(float Minutes);// 0x5056270
static Timespan FromMilliseconds(float Milliseconds);// 0x50561f4
static Timespan FromHours(float hours);// 0x5056178
static Timespan FromDays(float Days);// 0x50560fc
static float Fraction(float A);// 0x5056078
static int FMod(float Dividend, float Divisor, out float Remainder);//
0x5055f78
static float FMin(float A, float B);// 0x5055ec0
static float FMax(float A, float B);// 0x5055e08
static float FloatSpringInterp(float Current, float Target, out
FloatSpringState SpringState, float Stiffness, float CriticalDampingFactor, float
DeltaTime, float Mass);// 0x5055c14
static float FixedTurn(float InCurrent, float InDesired, float
InDeltaRate);// 0x5055b24
static float FInterpTo_Constant(float Current, float Target, float DeltaTime,
float InterpSpeed);// 0x50559fc
static float FInterpTo(float Current, float Target, float DeltaTime, float
InterpSpeed);// 0x50558d4
static float FInterpEaseInOut(float A, float B, float Alpha, float
Exponent);// 0x50557ac
static void FindNearestPointsOnLineSegments(Vector Segment1Start, Vector
Segment1End, Vector Segment2Start, Vector Segment2End, out Vector Segment1Point,
out Vector Segment2Point);// 0x50555e0
static Rotator FindLookAtRotation(out const Vector Start, out const Vector
Target);// 0x50554d0
static Vector FindClosestPointOnSegment(Vector Point, Vector SegmentStart,
Vector SegmentEnd);// 0x50553b4
static Vector FindClosestPointOnLine(Vector Point, Vector LineOrigin, Vector
LineDirection);// 0x50552b4
static int FFloor(float A);// 0x5055238
static float FClamp(float Value, float Min, float Max);// 0x505513c
static int FCeil(float A);// 0x50550c0
static float Exp(float A);// 0x5055044
static bool EqualEqual_VectorVector(Vector A, Vector B, float
ErrorTolerance);// 0x5054f10
static bool EqualEqual_Vector2DVector2D(Vector2D A, Vector2D B, float
ErrorTolerance);// 0x5054dfc
static bool EqualEqual_TransformTransform(out const Transform A, out const
Transform B);// 0x5054cd0
static bool EqualEqual_TimespanTimespan(Timespan A, Timespan B);// 0x5054c20
static bool EqualEqual_RotatorRotator(Rotator A, Rotator B, float
ErrorTolerance);// 0x5054a1c
static bool EqualEqual_ObjectObject(Object* A, Object* B);// 0x5054964
static bool EqualEqual_NameName(FName A, FName B);// 0x50548ac
static bool EqualEqual_IntInt(int A, int B);// 0x50547f4
static bool EqualEqual_FloatFloat(float A, float B);// 0x505473c
static bool EqualEqual_DateTimeDateTime(DateTime A, DateTime B);// 0x505468c
static bool EqualEqual_ClassClass(class Object A, class Object B);//
0x50545d4
static bool EqualEqual_ByteByte(byte A, byte B);// 0x5054518
static bool EqualEqual_BoolBool(bool A, bool B);// 0x5054444
static float Ease(float A, float B, float Alpha, byte EasingFunc, float
BlendExp, int STEPS);// 0x5054298
static float DotProduct2D(Vector2D A, Vector2D B);// 0x50541e0
static float Dot_VectorVector(Vector A, Vector B);// 0x5054118
static Vector Divide_VectorVector(Vector A, Vector B);// 0x5054020
static Vector Divide_VectorInt(Vector A, int B);// 0x5053f34
static Vector Divide_VectorFloat(Vector A, float B);// 0x5053e48
static Vector2D Divide_Vector2DVector2D(Vector2D A, Vector2D B);// 0x5053d6c
static Vector2D Divide_Vector2DFloat(Vector2D A, float B);// 0x5053c90
static Timespan Divide_TimespanFloat(Timespan A, float Scalar);// 0x5053bd0
static int Divide_IntInt(int A, int B);// 0x5053b08
static float Divide_FloatFloat(float A, float B);// 0x505398c
static byte Divide_ByteByte(byte A, byte B);// 0x50538c4
static float DegTan(float A);// 0x505383c
static float DegSin(float A);// 0x50537b4
static float DegreesToRadians(float A);// 0x5053730
static float DegCos(float A);// 0x50536a8
static float DegAtan2(float A, float B);// 0x50535e8
static float DegAtan(float A);// 0x5053560
static float DegAsin(float A);// 0x50534c4
static float DegAcos(float A);// 0x5053428
static int DaysInYear(int Year);// 0x50533ac
static int DaysInMonth(int Year, int Month);// 0x50532dc
static DateTime DateTimeMinValue();// 0x50532c4
static DateTime DateTimeMaxValue();// 0x505329c
static bool DateTimeFromString(FString DateTimeString, out DateTime
Result);// 0x5053118
static bool DateTimeFromIsoString(FString IsoString, out DateTime Result);//
0x5052f6c
static float CrossProduct2D(Vector2D A, Vector2D B);// 0x5052eb4
static Vector Cross_VectorVector(Vector A, Vector B);// 0x5052dd8
static Vector CreateVectorFromYawPitch(float Yaw, float Pitch, float
Length);// 0x5052ce4
static float Cos(float A);// 0x5052c68
static Transform ConvertTransformToRelative(out const Transform Transform,
out const Transform ParentTransform);// 0x5052b38
static Vector2D Conv_VectorToVector2D(Vector InVector);// 0x5052ac4
static Transform Conv_VectorToTransform(Vector InLocation);// 0x5052a24
static Rotator Conv_VectorToRotator(Vector InVec);// 0x5052998
static LinearColor Conv_VectorToLinearColor(Vector InVec);// 0x5052908
static Vector Conv_Vector2DToVector(Vector2D InVector2D, float Z);//
0x5052854
static Vector Conv_RotatorToVector(Rotator InRot);// 0x50527c8
static Vector Conv_LinearColorToVector(LinearColor InLinearColor);//
0x505274c
static Color Conv_LinearColorToColor(LinearColor InLinearColor);// 0x50526c8
static Vector Conv_IntVectorToVector(out const IntVector InIntVector);//
0x505262c
static IntVector Conv_IntToIntVector(int inInt);// 0x50525b0
static float Conv_IntToFloat(int inInt);// 0x5052534
static byte Conv_IntToByte(int inInt);// 0x50524bc
static bool Conv_IntToBool(int inInt);// 0x505243c
static Vector Conv_FloatToVector(float InFloat);// 0x50523c0
static LinearColor Conv_FloatToLinearColor(float InFloat);// 0x5052340
static LinearColor Conv_ColorToLinearColor(Color InColor);// 0x50522b8
static int Conv_ByteToInt(byte InByte);// 0x5052240
static float Conv_ByteToFloat(byte InByte);// 0x50521c4
static int Conv_BoolToInt(bool InBool);// 0x5052144
static float Conv_BoolToFloat(bool InBool);// 0x50520bc
static byte Conv_BoolToByte(bool InBool);// 0x505203c
static Transform ComposeTransforms(out const Transform A, out const Transform
B);// 0x5051f0c
static Rotator ComposeRotators(Rotator A, Rotator B);// 0x5051e50
static bool ClassIsChildOf(class Object TestClass, class Object
ParentClass);// 0x5051d98
static Vector ClampVectorSize(Vector A, float Min, float Max);// 0x5051ca4
static float ClampAxis(float Angle);// 0x5051c28
static float ClampAngle(float AngleDegrees, float MinAngleDegrees, float
MaxAngleDegrees);// 0x5051b38
static int Clamp(int Value, int Min, int Max);// 0x5051a3c
static LinearColor CInterpTo(LinearColor Current, LinearColor Target, float
DeltaTime, float InterpSpeed);// 0x5051908
static void BreakVector2D(Vector2D InVec, out float X, out float Y);//
0x50517fc
static void BreakVector(Vector InVec, out float X, out float Y, out float
Z);// 0x5051694
static void BreakTransform(out const Transform InTransform, out Vector
Location, out Rotator Rotation, out Vector Scale);// 0x50514cc
static void BreakTimespan2(Timespan InTimespan, out int Days, out int hours,
out int Minutes, out int Seconds, out int FractionNano);// 0x50512c0
static void BreakTimespan(Timespan InTimespan, out int Days, out int hours,
out int Minutes, out int Seconds, out int Milliseconds);// 0x50510b4
static void BreakRotIntoAxes(out const Rotator InRot, out Vector X, out
Vector Y, out Vector Z);// 0x5050f48
static void BreakRotator(Rotator InRot, out float Roll, out float Pitch, out
float Yaw);// 0x5050de0
static void BreakRandomStream(out const RandomStream InRandomStream, out int
InitialSeed);// 0x5050d0c
static void BreakDateTime(DateTime InDateTime, out int Year, out int Month,
out int Day, out int Hour, out int Minute, out int Second, out int Millisecond);//
0x5050a58
static void BreakColor(const LinearColor InColor, out float R, out float G,
out float B, out float A);// 0x50508a0
static bool BooleanXOR(bool A, bool B);// 0x50507d0
static bool BooleanOR(bool A, bool B);// 0x5050708
static bool BooleanNOR(bool A, bool B);// 0x5050640
static bool BooleanNAND(bool A, bool B);// 0x5050570
static bool BooleanAND(bool A, bool B);// 0x50504a0
static byte BMin(byte A, byte B);// 0x50503e4
static byte BMax(byte A, byte B);// 0x5050328
static float Atan2(float A, float B);// 0x5050274
static float Atan(float A);// 0x50501f8
static float Asin(float A);// 0x5050168
static int And_IntInt(int A, int B);// 0x50500b4
static Vector Add_VectorVector(Vector A, Vector B);// 0x504fff0
static Vector Add_VectorInt(Vector A, int B);// 0x504ff2c
static Vector Add_VectorFloat(Vector A, float B);// 0x504fe6c
static Vector2D Add_Vector2DVector2D(Vector2D A, Vector2D B);// 0x504fdb8
static Vector2D Add_Vector2DFloat(Vector2D A, float B);// 0x504fd00
static Timespan Add_TimespanTimespan(Timespan A, Timespan B);// 0x504fc54
static int Add_IntInt(int A, int B);// 0x504fba0
static float Add_FloatFloat(float A, float B);// 0x504faec
static DateTime Add_DateTimeTimespan(DateTime A, Timespan B);// 0x504fa40
static byte Add_ByteByte(byte A, byte B);// 0x504f988
static float Acos(float A);// 0x504f8f8
static int Abs_Int(int A);// 0x504f878
static float Abs(float A);// 0x504f7fc
--------------------------------
Class: VectorSpringState
--------------------------------
Class: Timespan
--------------------------------
Class: RandomStream
int InitialSeed;//[Offset: 0x0 , Size: 4]
int Seed;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: FloatSpringState
--------------------------------
Class: KismetNodeHelperLibrary.BlueprintFunctionLibrary.Object
static void MarkBit(out int Data, int Index);// 0x506c4e8
static bool HasUnmarkedBit(int Data, int NumBits);// 0x506c430
static bool HasMarkedBit(int Data, int NumBits);// 0x506c378
static byte GetValidValue(const Enum* Enum, byte EnumeratorValue);//
0x506c2c0
static int GetUnmarkedBit(int Data, int StartIdx, int NumBits, bool
bRandom);// 0x506c18c
static int GetRandomUnmarkedBit(int Data, int StartIdx, int NumBits);//
0x506c09c
static int GetFirstUnmarkedBit(int Data, int StartIdx, int NumBits);//
0x506bfac
static byte GetEnumeratorValueFromIndex(const Enum* Enum, byte
EnumeratorIndex);// 0x506bef4
static FString GetEnumeratorUserFriendlyName(const Enum* Enum, byte
EnumeratorValue);// 0x506bdd4
static FName GetEnumeratorName(const Enum* Enum, byte EnumeratorValue);//
0x506bd1c
static void ClearBit(out int Data, int Index);// 0x506bc58
static void ClearAllBits(out int Data);// 0x506bbd4
static bool BitIsMarked(int Data, int Index);// 0x506bb1c
--------------------------------
Class: KismetRenderingLibrary.BlueprintFunctionLibrary.Object
static Texture2D*
RenderTargetCreateStaticTexture2DEditorOnly(TextureRenderTarget2D* RenderTarget,
FString Name, byte CompressionSettings, byte MipSettings);// 0x506daf0
static void ReleaseRenderTarget2D(TextureRenderTarget2D*
TextureRenderTarget);// 0x506da7c
static SkelMeshSkinWeightInfo MakeSkinWeightInfo(int Bone0, byte Weight0, int
Bone1, byte Weight1, int Bone2, byte Weight2, int Bone3, byte Weight3);// 0x506d81c
static void ExportTexture2D(Object* WorldContextObject, Texture2D* Texture,
FString FilePath, FString Filename);// 0x506d69c
static void ExportRenderTarget(Object* WorldContextObject,
TextureRenderTarget2D* TextureRenderTarget, FString FilePath, FString Filename);//
0x506d51c
static void EndDrawCanvasToRenderTarget(Object* WorldContextObject, out const
DrawToRenderTargetContext Context);// 0x506d45c
static void DrawMaterialToRenderTarget(Object* WorldContextObject,
TextureRenderTarget2D* TextureRenderTarget, MaterialInterface* Material);//
0x506d374
static TextureRenderTarget2D* CreateRenderTarget2D(Object*
WorldContextObject, int Width, int Height, byte Format);// 0x506d248
static void ConvertRenderTargetToTexture2DEditorOnly(Object*
WorldContextObject, TextureRenderTarget2D* RenderTarget, Texture2D* Texture);//
0x506d160
static void ClearRenderTarget2D(Object* WorldContextObject,
TextureRenderTarget2D* TextureRenderTarget, LinearColor ClearColor);// 0x506d078
static void BreakSkinWeightInfo(SkelMeshSkinWeightInfo InWeight, out int
Bone0, out byte Weight0, out int Bone1, out byte Weight1, out int Bone2, out byte
Weight2, out int Bone3, out byte Weight3);// 0x506cd38
static void BeginDrawCanvasToRenderTarget(Object* WorldContextObject,
TextureRenderTarget2D* TextureRenderTarget, out Canvas* Canvas, out Vector2D Size,
out DrawToRenderTargetContext Context);// 0x506cb9c
--------------------------------
Class: DrawToRenderTargetContext
TextureRenderTarget2D* RenderTarget;//[Offset: 0x0 , Size: 8]
--------------------------------
Class: KismetStringLibrary.BlueprintFunctionLibrary.Object
static FString TrimTrailing(FString sourceString);// 0x50734c8
static FString Trim(FString sourceString);// 0x50733bc
static FString ToUpper(FString sourceString);// 0x50732b0
static FString ToLower(FString sourceString);// 0x50731a4
static FString TimeSecondsToString(float InSeconds);// 0x50730c0
static bool StartsWith(FString sourceString, FString InPrefix, byte
SearchCase);// 0x5072f70
static bool Split(FString sourceString, FString InStr, out FString LeftS, out
FString RightS, byte SearchCase, byte SearchDir);// 0x5072cec
static FString RightPad(FString sourceString, int ChCount);// 0x5072ba4
static FString RightChop(FString sourceString, int Count);// 0x5072a5c
static FString Right(FString sourceString, int Count);// 0x5072914
static FString Reverse(FString sourceString);// 0x5072808
static int ReplaceInline(out FString sourceString, FString SearchText,
FString ReplacementText, byte SearchCase);// 0x507263c
static FString Replace(FString sourceString, FString from, FString to, byte
SearchCase);// 0x507242c
static FString[] ParseIntoArray(FString sourceString, FString Delimiter,
const bool CullEmptyStrings);// 0x50721ec
static bool NotEqual_StrStr(FString A, FString B);// 0x50720d8
static bool NotEqual_StriStri(FString A, FString B);// 0x5071fc4
static FString Mid(FString sourceString, int Start, int Count);// 0x5071e44
static bool MatchesWildcard(FString sourceString, FString Wildcard, byte
SearchCase);// 0x5071cf4
static int Len(FString S);// 0x5071c4c
static FString LeftPad(FString sourceString, int ChCount);// 0x5071b04
static FString LeftChop(FString sourceString, int Count);// 0x50719bc
static FString Left(FString sourceString, int Count);// 0x5071874
static FString JoinStringArray(out const FString[] SourceArray, FString
Separator);// 0x5071690
static bool IsNumeric(FString sourceString);// 0x50715e4
static FString GetSubstring(FString sourceString, int StartIndex, int
Length);// 0x5071464
static int GetCharacterAsNumber(FString sourceString, int Index);// 0x507137c
static FString[] GetCharacterArrayFromString(FString sourceString);//
0x50711e4
static int FindSubstring(FString SearchIn, FString Substring, bool bUseCase,
bool bSearchFromEnd, int StartPosition);// 0x5071008
static bool EqualEqual_StrStr(FString A, FString B);// 0x5070ef4
static bool EqualEqual_StriStri(FString A, FString B);// 0x5070de0
static bool EndsWith(FString sourceString, FString InSuffix, byte
SearchCase);// 0x5070c90
static int CullArray(FString sourceString, out FString[] inArray);//
0x5070b14
static FString Conv_VectorToString(Vector InVec);// 0x5070a30
static FString Conv_Vector2dToString(Vector2D InVec);// 0x5070950
static FString Conv_TransformToString(out const Transform InTrans);//
0x5070844
static void Conv_StringToVector2D(FString inString, out Vector2D
OutConvertedVector2D, out bool OutIsValid);// 0x5070708
static void Conv_StringToVector(FString inString, out Vector
OutConvertedVector, out bool OutIsValid);// 0x50705cc
static void Conv_StringToRotator(FString inString, out Rotator
OutConvertedRotator, out bool OutIsValid);// 0x5070490
static FName Conv_StringToName(FString inString);// 0x50703e8
static int Conv_StringToInt(FString inString);// 0x5070340
static float Conv_StringToFloat(FString inString);// 0x5070298
static void Conv_StringToColor(FString inString, out LinearColor
OutConvertedColor, out bool OutIsValid);// 0x507015c
static FString Conv_RotatorToString(Rotator InRot);// 0x5070078
static FString Conv_ObjectToString(Object* InObj);// 0x506ff94
static FString Conv_NameToString(FName InName);// 0x506feb0
static FString Conv_IntVectorToString(IntVector InIntVec);// 0x506fdcc
static FString Conv_IntToString(int inInt);// 0x506fce8
static FString Conv_FloatToString(float InFloat);// 0x506fc04
static FString Conv_ColorToString(LinearColor InColor);// 0x506fb20
static FString Conv_ByteToString(byte InByte);// 0x506fa3c
static FString Conv_BoolToString(bool InBool);// 0x506f950
static bool Contains(FString SearchIn, FString Substring, bool bUseCase, bool
bSearchFromEnd);// 0x506f7ac
static FString Concat_StrStr(FString A, FString B);// 0x506f63c
static FString BuildString_Vector2d(FString AppendTo, FString Prefix,
Vector2D InVector2D, FString Suffix);// 0x506f430
static FString BuildString_Vector(FString AppendTo, FString Prefix, Vector
InVector, FString Suffix);// 0x506f220
static FString BuildString_Rotator(FString AppendTo, FString Prefix, Rotator
InRot, FString Suffix);// 0x506f010
static FString BuildString_Object(FString AppendTo, FString Prefix, Object*
InObj, FString Suffix);// 0x506ee00
static FString BuildString_Name(FString AppendTo, FString Prefix, FName
InName, FString Suffix);// 0x506ebf0
static FString BuildString_IntVector(FString AppendTo, FString Prefix,
IntVector InIntVector, FString Suffix);// 0x506e9e0
static FString BuildString_Int(FString AppendTo, FString Prefix, int inInt,
FString Suffix);// 0x506e7d0
static FString BuildString_Float(FString AppendTo, FString Prefix, float
InFloat, FString Suffix);// 0x506e5c0
static FString BuildString_Color(FString AppendTo, FString Prefix,
LinearColor InColor, FString Suffix);// 0x506e3b0
static FString BuildString_Bool(FString AppendTo, FString Prefix, bool
InBool, FString Suffix);// 0x506e190
--------------------------------
Class: KismetStringTableLibrary.BlueprintFunctionLibrary.Object
static bool IsRegisteredTableId(const FName TableId);// 0x507503c
static bool IsRegisteredTableEntry(const FName TableId, FString Key);//
0x5074f50
static FString GetTableNamespace(const FName TableId);// 0x5074e6c
static FString GetTableEntrySourceString(const FName TableId, FString Key);//
0x5074d24
static FString GetTableEntryMetaData(const FName TableId, FString Key, const
FName MetaDataId);// 0x5074ba0
static FName[] GetRegisteredStringTables();// 0x5074afc
static FName[] GetMetaDataIdsFromStringTableEntry(const FName TableId,
FString Key);// 0x50749b4
static FString[] GetKeysFromStringTable(const FName TableId);// 0x5074844
--------------------------------
Class: KismetSystemLibrary.BlueprintFunctionLibrary.Object
static void UnregisterForRemoteNotifications();// 0x508803c
static void UnloadPrimaryAssetList(out const PrimaryAssetId[]
PrimaryAssetIdList);// 0x5087f8c
static void UnloadPrimaryAsset(PrimaryAssetId PrimaryAssetId);// 0x5087f18
static void StackTrace();// 0x5087f00
static bool SphereTraceSingleForObjects(Object* WorldContextObject, const
Vector Start, const Vector End, float Radius, out const byte[] ObjectTypes, bool
bTraceComplex, out const Actor*[] ActorsToIgnore, byte DrawDebugType, out HitResult
OutHit, bool bIgnoreSelf, LinearColor TraceColor, LinearColor TraceHitColor, float
DrawTime);// 0x5087ac0
static bool SphereTraceSingleByProfile(Object* WorldContextObject, const
Vector Start, const Vector End, float Radius, FName ProfileName, bool
bTraceComplex, out const Actor*[] ActorsToIgnore, byte DrawDebugType, out HitResult
OutHit, bool bIgnoreSelf, LinearColor TraceColor, LinearColor TraceHitColor, float
DrawTime);// 0x50876c4
static bool SphereTraceSingle(Object* WorldContextObject, const Vector Start,
const Vector End, float Radius, byte TraceChannel, bool bTraceComplex, out const
Actor*[] ActorsToIgnore, byte DrawDebugType, out HitResult OutHit, bool
bIgnoreSelf, LinearColor TraceColor, LinearColor TraceHitColor, float DrawTime);//
0x50872c8
static bool SphereTraceMultiForObjects(Object* WorldContextObject, const
Vector Start, const Vector End, float Radius, out const byte[] ObjectTypes, bool
bTraceComplex, out const Actor*[] ActorsToIgnore, byte DrawDebugType, out
HitResult[] OutHits, bool bIgnoreSelf, LinearColor TraceColor, LinearColor
TraceHitColor, float DrawTime);// 0x5086e74
static bool SphereTraceMultiByProfile(Object* WorldContextObject, const
Vector Start, const Vector End, float Radius, FName ProfileName, bool
bTraceComplex, out const Actor*[] ActorsToIgnore, byte DrawDebugType, out
HitResult[] OutHits, bool bIgnoreSelf, LinearColor TraceColor, LinearColor
TraceHitColor, float DrawTime);// 0x5086a64
static bool SphereTraceMulti(Object* WorldContextObject, const Vector Start,
const Vector End, float Radius, byte TraceChannel, bool bTraceComplex, out const
Actor*[] ActorsToIgnore, byte DrawDebugType, out HitResult[] OutHits, bool
bIgnoreSelf, LinearColor TraceColor, LinearColor TraceHitColor, float DrawTime);//
0x5086654
static bool SphereOverlapComponents(Object* WorldContextObject, const Vector
SpherePos, float SphereRadius, out const byte[] ObjectTypes, class Object
ComponentClassFilter, out const Actor*[] ActorsToIgnore, out PrimitiveComponent*[]
OutComponents);// 0x50863ac
static bool SphereOverlapActors(Object* WorldContextObject, const Vector
SpherePos, float SphereRadius, out const byte[] ObjectTypes, class Object
ActorClassFilter, out const Actor*[] ActorsToIgnore, out Actor*[] OutActors);//
0x5086104
static void ShowPlatformSpecificLeaderboardScreen(FString CategoryName);//
0x5086064
static void ShowPlatformSpecificAchievementsScreen(PlayerController*
SpecificPlayer);// 0x5085ff0
static void ShowInterstitialAd();// 0x5085fdc
static void ShowAdBanner(int AdIdIndex, bool bShowOnBottomOfScreen);//
0x5085f24
static void SetWindowTitle(out const FText Title);// 0x5085dd8
static void SetVolumeButtonsHandledBySystem(bool bEnabled);// 0x5085d5c
static void SetVectorPropertyByName(Object* Object, FName PropertyName, out
const Vector Value);// 0x5085c68
static void SetUserActivity(out const UserActivity UserActivity);// 0x5085bb0
static void SetTransformPropertyByName(Object* Object, FName PropertyName,
out const Transform Value);// 0x5085aa0
static void SetTextPropertyByName(Object* Object, FName PropertyName, out
const FText Value);// 0x50858dc
static void SetSuppressViewportTransitionMessage(Object* WorldContextObject,
bool bState);// 0x5085824
static void SetStructurePropertyByName(Object* Object, FName PropertyName,
out const GenericStruct Value);// 0x5085740
static void SetStringPropertyByName(Object* Object, FName PropertyName,
FString Value);// 0x5085628
static void SetSoftObjectPropertyByName(Object* Object, FName PropertyName,
out const Object* Value);// 0x50854e8
static void SetSoftClassPropertyByName(Object* Object, FName PropertyName,
out const class Object Value);// 0x50853a8
static void SetRotatorPropertyByName(Object* Object, FName PropertyName, out
const Rotator Value);// 0x50852b4
static void SetObjectPropertyByName(Object* Object, FName PropertyName,
Object* Value);// 0x50851cc
static void SetNamePropertyByName(Object* Object, FName PropertyName, out
const FName Value);// 0x50850d4
static void SetLinearColorPropertyByName(Object* Object, FName PropertyName,
out const LinearColor Value);// 0x5084fe0
static void SetIntPropertyByName(Object* Object, FName PropertyName, int
Value);// 0x5084ef8
static void SetInterfacePropertyByName(Object* Object, FName PropertyName,
out const interface classNone Value);// 0x5084e00
static void SetFloatPropertyByName(Object* Object, FName PropertyName, float
Value);// 0x5084d18
static void SetCollisionProfileNameProperty(Object* Object, FName
PropertyName, out const CollisionProfileName Value);// 0x5084c34
static void SetClassPropertyByName(Object* Object, FName PropertyName, class
Object Value);// 0x5084b4c
static void SetBytePropertyByName(Object* Object, FName PropertyName, byte
Value);// 0x5084a64
static void SetBoolPropertyByName(Object* Object, FName PropertyName, bool
Value);// 0x5084974
static void RetriggerableDelay(Object* WorldContextObject, float Duration,
LatentActionInfo LatentInfo);// 0x508486c
static void ResetGamepadAssignmentToController(int ControllerId);// 0x50847f8
static void ResetGamepadAssignments();// 0x50847e4
static void RegisterForRemoteNotifications();// 0x50847d0
static void QuitGame(Object* WorldContextObject, PlayerController*
SpecificPlayer, byte QuitPreference);// 0x50846e0
static void PrintWarning(FString inString);// 0x5084640
static void PrintText(Object* WorldContextObject, const FText InText, bool
bPrintToScreen, bool bPrintToLog, LinearColor TextColor, float Duration);//
0x50842f0
static void PrintString(Object* WorldContextObject, FString inString, bool
bPrintToScreen, bool bPrintToLog, LinearColor TextColor, float Duration);//
0x5084108
static void PrintShippingString(Object* WorldContextObject, FString inString,
bool bPrintToScreen, bool bPrintToLog, LinearColor TextColor, float Duration);//
0x5083f20
void OnAssetLoaded__DelegateSignature(Object* Loaded);// 0x37db6c4
void OnAssetClassLoaded__DelegateSignature(class Object Loaded);// 0x37db6c4
static bool NotEqual_SoftObjectReference(out const Object* A, out const
Object* B);// 0x5083db0
static bool NotEqual_SoftClassReference(out const class Object A, out const
class Object B);// 0x5083c40
static bool NotEqual_PrimaryAssetType(PrimaryAssetType A, PrimaryAssetType
B);// 0x5083b88
static bool NotEqual_PrimaryAssetId(PrimaryAssetId A, PrimaryAssetId B);//
0x5083ac4
static void MoveComponentTo(SceneComponent* Component, Vector
TargetRelativeLocation, Rotator TargetRelativeRotation, bool bEaseOut, bool
bEaseIn, float OverTime, bool bForceShortestRotationPath, byte MoveAction,
LatentActionInfo LatentInfo);// 0x508382c
static SoftObjectPath MakeSoftObjectPath(FString PathString);// 0x508374c
static FText MakeLiteralText(FText Value);// 0x5083470
static FString MakeLiteralString(FString Value);// 0x5083310
static FName MakeLiteralName(FName Value);// 0x5083298
static int MakeLiteralInt(int Value);// 0x5083220
static float MakeLiteralFloat(float Value);// 0x50831a8
static byte MakeLiteralByte(byte Value);// 0x5083130
static bool MakeLiteralBool(bool Value);// 0x50830b0
static void LoadInterstitialAd(int AdIdIndex);// 0x508303c
static void LoadAssetClass(Object* WorldContextObject, class Object
AssetClass, delegate OnLoaded, LatentActionInfo LatentInfo);// 0x5082e0c
static void LoadAsset(Object* WorldContextObject, Object* Asset, delegate
OnLoaded, LatentActionInfo LatentInfo);// 0x5082bdc
static bool LineTraceSingleForObjects(Object* WorldContextObject, const
Vector Start, const Vector End, out const byte[] ObjectTypes, bool bTraceComplex,
out const Actor*[] ActorsToIgnore, byte DrawDebugType, out HitResult OutHit, bool
bIgnoreSelf, LinearColor TraceColor, LinearColor TraceHitColor, float DrawTime);//
0x50827d8
static bool LineTraceSingleByProfile(Object* WorldContextObject, const Vector
Start, const Vector End, FName ProfileName, bool bTraceComplex, out const Actor*[]
ActorsToIgnore, byte DrawDebugType, out HitResult OutHit, bool bIgnoreSelf,
LinearColor TraceColor, LinearColor TraceHitColor, float DrawTime);// 0x5082418
static bool LineTraceSingle(Object* WorldContextObject, const Vector Start,
const Vector End, byte TraceChannel, bool bTraceComplex, out const Actor*[]
ActorsToIgnore, byte DrawDebugType, out HitResult OutHit, bool bIgnoreSelf,
LinearColor TraceColor, LinearColor TraceHitColor, float DrawTime);// 0x5082058
static bool LineTraceMultiForObjects(Object* WorldContextObject, const Vector
Start, const Vector End, out const byte[] ObjectTypes, bool bTraceComplex, out
const Actor*[] ActorsToIgnore, byte DrawDebugType, out HitResult[] OutHits, bool
bIgnoreSelf, LinearColor TraceColor, LinearColor TraceHitColor, float DrawTime);//
0x5081c40
static bool LineTraceMultiByProfile(Object* WorldContextObject, const Vector
Start, const Vector End, FName ProfileName, bool bTraceComplex, out const Actor*[]
ActorsToIgnore, byte DrawDebugType, out HitResult[] OutHits, bool bIgnoreSelf,
LinearColor TraceColor, LinearColor TraceHitColor, float DrawTime);// 0x508186c
static bool LineTraceMulti(Object* WorldContextObject, const Vector Start,
const Vector End, byte TraceChannel, bool bTraceComplex, out const Actor*[]
ActorsToIgnore, byte DrawDebugType, out HitResult[] OutHits, bool bIgnoreSelf,
LinearColor TraceColor, LinearColor TraceHitColor, float DrawTime);// 0x50814a4
static void LaunchUrl(FString URL);// 0x5081404
static void K2_UnPauseTimerHandle(Object* WorldContextObject, TimerHandle
Handle);// 0x5081358
static void K2_UnPauseTimerDelegate(delegate Delegate);// 0x50812c4
static void K2_UnPauseTimer(Object* Object, FString FunctionName);//
0x5081158
static bool K2_TimerExistsHandle(Object* WorldContextObject, TimerHandle
Handle);// 0x50810a0
static bool K2_TimerExistsDelegate(delegate Delegate);// 0x5081000
static bool K2_TimerExists(Object* Object, FString FunctionName);// 0x5080e88
static TimerHandle K2_SetTimerDelegate(delegate Delegate, float Time, bool
bLooping);// 0x5080d6c
static TimerHandle K2_SetTimer(Object* Object, FString FunctionName, float
Time, bool bLooping);// 0x5080b70
static void K2_PauseTimerHandle(Object* WorldContextObject, TimerHandle
Handle);// 0x5080ac4
static void K2_PauseTimerDelegate(delegate Delegate);// 0x5080a30
static void K2_PauseTimer(Object* Object, FString FunctionName);// 0x50808c4
static bool K2_IsValidTimerHandle(TimerHandle Handle);// 0x5080844
static bool K2_IsTimerPausedHandle(Object* WorldContextObject, TimerHandle
Handle);// 0x508078c
static bool K2_IsTimerPausedDelegate(delegate Delegate);// 0x50806ec
static bool K2_IsTimerPaused(Object* Object, FString FunctionName);//
0x5080574
static bool K2_IsTimerActiveHandle(Object* WorldContextObject, TimerHandle
Handle);// 0x50804bc
static bool K2_IsTimerActiveDelegate(delegate Delegate);// 0x508041c
static bool K2_IsTimerActive(Object* Object, FString FunctionName);//
0x50802a4
static TimerHandle K2_InvalidateTimerHandle(out TimerHandle Handle);//
0x5080218
static float K2_GetTimerRemainingTimeHandle(Object* WorldContextObject,
TimerHandle Handle);// 0x5080164
static float K2_GetTimerRemainingTimeDelegate(delegate Delegate);// 0x50800c8
static float K2_GetTimerRemainingTime(Object* Object, FString
FunctionName);// 0x507ff54
static float K2_GetTimerElapsedTimeHandle(Object* WorldContextObject,
TimerHandle Handle);// 0x507fea0
static float K2_GetTimerElapsedTimeDelegate(delegate Delegate);// 0x507fe04
static float K2_GetTimerElapsedTime(Object* Object, FString FunctionName);//
0x507fc90
static void K2_ClearTimerHandle(Object* WorldContextObject, TimerHandle
Handle);// 0x507fbe4
static void K2_ClearTimerDelegate(delegate Delegate);// 0x507fb50
static void K2_ClearTimer(Object* Object, FString FunctionName);// 0x507f9e4
static void K2_ClearAndInvalidateTimerHandle(Object* WorldContextObject, out
TimerHandle Handle);// 0x507f924
static bool IsValidSoftObjectReference(out const Object*
SoftObjectReference);// 0x507f84c
static bool IsValidSoftClassReference(out const class Object
SoftClassReference);// 0x507f774
static bool IsValidPrimaryAssetType(PrimaryAssetType PrimaryAssetType);//
0x507f6f4
static bool IsValidPrimaryAssetId(PrimaryAssetId PrimaryAssetId);// 0x507f674
static bool IsValidClass(class Object Class);// 0x507f5c8
static bool IsValid(const Object* Object);// 0x507f51c
static bool IsStandalone(Object* WorldContextObject);// 0x507f49c
static bool IsServer(Object* WorldContextObject);// 0x507f41c
static bool IsPackagedForDistribution();// 0x507f3e4
static bool IsLoggedIn(PlayerController* SpecificPlayer);// 0x507f364
static bool IsInterstitialAdRequested();// 0x507f32c
static bool IsInterstitialAdAvailable();// 0x507f2f4
static bool IsDedicatedServer(Object* WorldContextObject);// 0x507f274
static bool IsControllerAssignedToGamepad(int ControllerId);// 0x507f1f4
static void HideAdBanner();// 0x507f1e0
static bool GetVolumeButtonsHandledBySystem();// 0x507f1a8
static FString GetUniqueDeviceId();// 0x507f104
static bool GetSupportedFullscreenResolutions(out IntPoint[] Resolutions);//
0x507f048
static Object* GetSoftObjectReferenceFromPrimaryAssetId(PrimaryAssetId
PrimaryAssetId);// 0x507ef70
static class Object GetSoftClassReferenceFromPrimaryAssetId(PrimaryAssetId
PrimaryAssetId);// 0x507ee98
static int GetRenderingMaterialQualityLevel();// 0x507ee64
static int GetRenderingDetailMode();// 0x507ee30
static void GetPrimaryAssetsWithBundleState(out const FName[]
RequiredBundles, out const FName[] ExcludedBundles, out const PrimaryAssetType[]
ValidTypes, bool bForceCurrentState, out PrimaryAssetId[] OutPrimaryAssetIdList);//
0x507ebc0
static void GetPrimaryAssetIdList(PrimaryAssetType PrimaryAssetType, out
PrimaryAssetId[] OutPrimaryAssetIdList);// 0x507ead0
static PrimaryAssetId GetPrimaryAssetIdFromSoftObjectReference(Object*
SoftObjectReference);// 0x507e990
static PrimaryAssetId GetPrimaryAssetIdFromSoftClassReference(class Object
SoftClassReference);// 0x507e850
static PrimaryAssetId GetPrimaryAssetIdFromObject(Object* Object);//
0x507e7d4
static PrimaryAssetId GetPrimaryAssetIdFromClass(class Object Class);//
0x507e758
static FString[] GetPreferredLanguages();// 0x507e628
static FString GetPlatformUserName();// 0x507e584
static FString GetPathName(const Object* Object);// 0x507e4a0
static FString GetObjectName(const Object* Object);// 0x507e3bc
static Object* GetObjectFromPrimaryAssetId(PrimaryAssetId PrimaryAssetId);//
0x507e340
static int GetMinYResolutionForUI();// 0x507e30c
static int GetMinYResolutionFor3DView();// 0x507e2d8
static FString GetLocalCurrencySymbol();// 0x507e234
static FString GetLocalCurrencyCode();// 0x507e190
static float GetGameTimeInSeconds(Object* WorldContextObject);// 0x507e114
static FString GetGameName();// 0x507e070
static FString GetGameBundleId();// 0x507dfcc
static FString GetEngineVersion();// 0x507df28
static FString GetDisplayName(const Object* Object);// 0x507de44
static FString GetDeviceId();// 0x507dda0
static FString GetDefaultLocale();// 0x507dcfc
static FString GetDefaultLanguage();// 0x507dc58
static bool GetCurrentBundleState(PrimaryAssetId PrimaryAssetId, bool
bForceCurrentState, out FName[] OutBundles);// 0x507db0c
static bool GetConvenientWindowedResolutions(out IntPoint[] Resolutions);//
0x507da50
static int GetConsoleVariableIntValue(FString VariableName);// 0x507d9a8
static float GetConsoleVariableFloatValue(FString VariableName);// 0x507d900
static bool GetConsoleVariableBoolValue(FString VariableName);// 0x507d854
static void GetComponentBounds(const SceneComponent* Component, out Vector
Origin, out Vector BoxExtent, out float SphereRadius);// 0x507d6f4
static FString GetCommandLine();// 0x507d650
static class Object GetClassFromPrimaryAssetId(PrimaryAssetId
PrimaryAssetId);// 0x507d5d4
static FString GetClassDisplayName(class Object Class);// 0x507d4f0
static int GetAdIDCount();// 0x507d4bc
static void GetActorListFromComponentList(out const PrimitiveComponent*[]
ComponentList, class Object ActorClassFilter, out Actor*[] OutActorList);//
0x507d354
static void GetActorBounds(const Actor* Actor, out Vector Origin, out Vector
BoxExtent);// 0x507d24c
static void ForceCloseAdBanner();// 0x507d238
static void FlushPersistentDebugLines(Object* WorldContextObject);//
0x507d1c4
static void FlushDebugStrings(Object* WorldContextObject);// 0x507d150
static void ExecuteConsoleCommand(Object* WorldContextObject, FString
Command, PlayerController* SpecificPlayer);// 0x507d034
static bool EqualEqual_SoftObjectReference(out const Object* A, out const
Object* B);// 0x507cec4
static bool EqualEqual_SoftClassReference(out const class Object A, out const
class Object B);// 0x507cd54
static bool EqualEqual_PrimaryAssetType(PrimaryAssetType A, PrimaryAssetType
B);// 0x507cc9c
static bool EqualEqual_PrimaryAssetId(PrimaryAssetId A, PrimaryAssetId B);//
0x507cbd8
static void DrawDebugString(Object* WorldContextObject, const Vector
TextLocation, FString Text, Actor* TestBaseActor, LinearColor TextColor, float
Duration);// 0x507ca08
static void DrawDebugSphere(Object* WorldContextObject, const Vector Center,
float Radius, int Segments, LinearColor LineColor, float Duration, float
Thickness);// 0x507c828
static void DrawDebugPoint(Object* WorldContextObject, const Vector Position,
float Size, LinearColor PointColor, float Duration);// 0x507c6c0
static void DrawDebugPlane(Object* WorldContextObject, out const Plane
PlaneCoordinates, const Vector Location, float Size, LinearColor PlaneColor, float
Duration);// 0x507c50c
static void DrawDebugLine(Object* WorldContextObject, const Vector LineStart,
const Vector LineEnd, LinearColor LineColor, float Duration, float Thickness);//
0x507c360
static void DrawDebugFrustum(Object* WorldContextObject, out const Transform
FrustumTransform, LinearColor FrustumColor, float Duration, float Thickness);//
0x507c1d4
static void DrawDebugFloatHistoryTransform(Object* WorldContextObject, out
const DebugFloatHistory FloatHistory, out const Transform DrawTransform, Vector2D
DrawSize, LinearColor DrawColor, float Duration);// 0x507bfac
static void DrawDebugFloatHistoryLocation(Object* WorldContextObject, out
const DebugFloatHistory FloatHistory, Vector DrawLocation, Vector2D DrawSize,
LinearColor DrawColor, float Duration);// 0x507bdac
static void DrawDebugCylinder(Object* WorldContextObject, const Vector Start,
const Vector End, float Radius, int Segments, LinearColor LineColor, float
Duration, float Thickness);// 0x507bb88
static void DrawDebugCoordinateSystem(Object* WorldContextObject, const
Vector AxisLoc, const Rotator AxisRot, float Scale, float Duration, float
Thickness);// 0x507b9e8
static void DrawDebugConeInDegrees(Object* WorldContextObject, const Vector
Origin, const Vector Direction, float Length, float AngleWidth, float AngleHeight,
int NumSides, LinearColor LineColor, float Duration, float Thickness);// 0x507b74c
static void DrawDebugCone(Object* WorldContextObject, const Vector Origin,
const Vector Direction, float Length, float AngleWidth, float AngleHeight, int
NumSides, LinearColor LineColor, float Duration, float Thickness);// 0x507b4b0
static void DrawDebugCircle(Object* WorldContextObject, Vector Center, float
Radius, int NumSegments, LinearColor LineColor, float Duration, float Thickness,
Vector YAxis, Vector ZAxis, bool bDrawAxis);// 0x507b204
static void DrawDebugCapsule(Object* WorldContextObject, const Vector Center,
float HalfHeight, float Radius, const Rotator Rotation, LinearColor LineColor,
float Duration, float Thickness);// 0x507afe4
static void DrawDebugCamera(const CameraActor* CameraActor, LinearColor
CameraColor, float Duration);// 0x507aef8
static void DrawDebugBox(Object* WorldContextObject, const Vector Center,
Vector Extent, LinearColor LineColor, const Rotator Rotation, float Duration, float
Thickness);// 0x507ad08
static void DrawDebugArrow(Object* WorldContextObject, const Vector
LineStart, const Vector LineEnd, float ArrowSize, LinearColor LineColor, float
Duration, float Thickness);// 0x507ab20
static bool DoesImplementInterface(Object* TestObject, class Interface
Interface);// 0x507aa68
static void Delay(Object* WorldContextObject, float Duration,
LatentActionInfo LatentInfo);// 0x507a960
static void CreateCopyForUndoBuffer(Object* ObjectToModify);// 0x507a8ec
static FString Conv_SoftObjectReferenceToString(out const Object*
SoftObjectReference);// 0x507a7b8
static Object* Conv_SoftObjectReferenceToObject(out const Object*
SoftObject);// 0x507a6e4
static FString Conv_SoftClassReferenceToString(out const class Object
SoftClassReference);// 0x507a5b0
static class Object Conv_SoftClassReferenceToClass(out const class Object
SoftClass);// 0x507a4dc
static FString Conv_PrimaryAssetTypeToString(PrimaryAssetType
PrimaryAssetType);// 0x507a3f8
static FString Conv_PrimaryAssetIdToString(PrimaryAssetId PrimaryAssetId);//
0x507a310
static Object* Conv_ObjectToSoftObjectReference(Object* Object);// 0x507a23c
static Object* Conv_InterfaceToObject(out const interface classNone
Interface);// 0x507a1b4
static class Object Conv_ClassToSoftClassReference(out const class Object
Class);// 0x507a0d0
static void ControlScreensaver(bool bAllowScreenSaver);// 0x507a054
static bool ComponentOverlapComponents(PrimitiveComponent* Component, out
const Transform ComponentTransform, out const byte[] ObjectTypes, class Object
ComponentClassFilter, out const Actor*[] ActorsToIgnore, out PrimitiveComponent*[]
OutComponents);// 0x5079db4
static bool ComponentOverlapActors(PrimitiveComponent* Component, out const
Transform ComponentTransform, out const byte[] ObjectTypes, class Object
ActorClassFilter, out const Actor*[] ActorsToIgnore, out Actor*[] OutActors);//
0x5079b14
static void CollectGarbage();// 0x5079b00
static bool CapsuleTraceSingleForObjects(Object* WorldContextObject, const
Vector Start, const Vector End, float Radius, float HalfHeight, out const byte[]
ObjectTypes, bool bTraceComplex, out const Actor*[] ActorsToIgnore, byte
DrawDebugType, out HitResult OutHit, bool bIgnoreSelf, LinearColor TraceColor,
LinearColor TraceHitColor, float DrawTime);// 0x5079688
static bool CapsuleTraceSingleByProfile(Object* WorldContextObject, const
Vector Start, const Vector End, float Radius, float HalfHeight, FName ProfileName,
bool bTraceComplex, out const Actor*[] ActorsToIgnore, byte DrawDebugType, out
HitResult OutHit, bool bIgnoreSelf, LinearColor TraceColor, LinearColor
TraceHitColor, float DrawTime);// 0x5079254
static bool CapsuleTraceSingle(Object* WorldContextObject, const Vector
Start, const Vector End, float Radius, float HalfHeight, byte TraceChannel, bool
bTraceComplex, out const Actor*[] ActorsToIgnore, byte DrawDebugType, out HitResult
OutHit, bool bIgnoreSelf, LinearColor TraceColor, LinearColor TraceHitColor, float
DrawTime);// 0x5078e20
static bool CapsuleTraceMultiForObjects(Object* WorldContextObject, const
Vector Start, const Vector End, float Radius, float HalfHeight, out const byte[]
ObjectTypes, bool bTraceComplex, out const Actor*[] ActorsToIgnore, byte
DrawDebugType, out HitResult[] OutHits, bool bIgnoreSelf, LinearColor TraceColor,
LinearColor TraceHitColor, float DrawTime);// 0x5078994
static bool CapsuleTraceMultiByProfile(Object* WorldContextObject, const
Vector Start, const Vector End, float Radius, float HalfHeight, FName ProfileName,
bool bTraceComplex, out const Actor*[] ActorsToIgnore, byte DrawDebugType, out
HitResult[] OutHits, bool bIgnoreSelf, LinearColor TraceColor, LinearColor
TraceHitColor, float DrawTime);// 0x507854c
static bool CapsuleTraceMulti(Object* WorldContextObject, const Vector Start,
const Vector End, float Radius, float HalfHeight, byte TraceChannel, bool
bTraceComplex, out const Actor*[] ActorsToIgnore, byte DrawDebugType, out
HitResult[] OutHits, bool bIgnoreSelf, LinearColor TraceColor, LinearColor
TraceHitColor, float DrawTime);// 0x5078104
static bool CapsuleOverlapComponents(Object* WorldContextObject, const Vector
CapsulePos, float Radius, float HalfHeight, out const byte[] ObjectTypes, class
Object ComponentClassFilter, out const Actor*[] ActorsToIgnore, out
PrimitiveComponent*[] OutComponents);// 0x5077e20
static bool CapsuleOverlapActors(Object* WorldContextObject, const Vector
CapsulePos, float Radius, float HalfHeight, out const byte[] ObjectTypes, class
Object ActorClassFilter, out const Actor*[] ActorsToIgnore, out Actor*[]
OutActors);// 0x5077b3c
static bool CanLaunchURL(FString URL);// 0x5077a90
static void BreakSoftObjectPath(SoftObjectPath InSoftObjectPath, out FString
PathString);// 0x50778e4
static bool BoxTraceSingleForObjects(Object* WorldContextObject, const Vector
Start, const Vector End, const Vector HalfSize, const Rotator Orientation, out
const byte[] ObjectTypes, bool bTraceComplex, out const Actor*[] ActorsToIgnore,
byte DrawDebugType, out HitResult OutHit, bool bIgnoreSelf, LinearColor TraceColor,
LinearColor TraceHitColor, float DrawTime);// 0x5077458
static bool BoxTraceSingleByProfile(Object* WorldContextObject, const Vector
Start, const Vector End, const Vector HalfSize, const Rotator Orientation, FName
ProfileName, bool bTraceComplex, out const Actor*[] ActorsToIgnore, byte
DrawDebugType, out HitResult OutHit, bool bIgnoreSelf, LinearColor TraceColor,
LinearColor TraceHitColor, float DrawTime);// 0x5077010
static bool BoxTraceSingle(Object* WorldContextObject, const Vector Start,
const Vector End, const Vector HalfSize, const Rotator Orientation, byte
TraceChannel, bool bTraceComplex, out const Actor*[] ActorsToIgnore, byte
DrawDebugType, out HitResult OutHit, bool bIgnoreSelf, LinearColor TraceColor,
LinearColor TraceHitColor, float DrawTime);// 0x5076bc8
static bool BoxTraceMultiForObjects(Object* WorldContextObject, const Vector
Start, const Vector End, const Vector HalfSize, const Rotator Orientation, out
const byte[] ObjectTypes, bool bTraceComplex, out const Actor*[] ActorsToIgnore,
byte DrawDebugType, out HitResult[] OutHits, bool bIgnoreSelf, LinearColor
TraceColor, LinearColor TraceHitColor, float DrawTime);// 0x5076728
static bool BoxTraceMultiByProfile(Object* WorldContextObject, const Vector
Start, const Vector End, Vector HalfSize, const Rotator Orientation, FName
ProfileName, bool bTraceComplex, out const Actor*[] ActorsToIgnore, byte
DrawDebugType, out HitResult[] OutHits, bool bIgnoreSelf, LinearColor TraceColor,
LinearColor TraceHitColor, float DrawTime);// 0x50762cc
static bool BoxTraceMulti(Object* WorldContextObject, const Vector Start,
const Vector End, Vector HalfSize, const Rotator Orientation, byte TraceChannel,
bool bTraceComplex, out const Actor*[] ActorsToIgnore, byte DrawDebugType, out
HitResult[] OutHits, bool bIgnoreSelf, LinearColor TraceColor, LinearColor
TraceHitColor, float DrawTime);// 0x5075e70
static bool BoxOverlapComponents(Object* WorldContextObject, const Vector
BoxPos, Vector Extent, out const byte[] ObjectTypes, class Object
ComponentClassFilter, out const Actor*[] ActorsToIgnore, out PrimitiveComponent*[]
OutComponents);// 0x5075bc8
static bool BoxOverlapActors(Object* WorldContextObject, const Vector BoxPos,
Vector BoxExtent, out const byte[] ObjectTypes, class Object ActorClassFilter, out
const Actor*[] ActorsToIgnore, out Actor*[] OutActors);// 0x5075920
static DebugFloatHistory AddFloatHistorySample(float Value, out const
DebugFloatHistory FloatHistory);// 0x5075794
--------------------------------
Class: UserActivity
FString ActionName;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: GenericStruct
int Data;//[Offset: 0x0 , Size: 4]
--------------------------------
Class: CollisionProfileName
FName Name;//[Offset: 0x0 , Size: 8]
--------------------------------
Class: TimerHandle
uint64 Handle;//[Offset: 0x0 , Size: 8]
--------------------------------
Class: DebugFloatHistory
float[] Samples;//[Offset: 0x0 , Size: 16]
float MaxSamples;//[Offset: 0x10 , Size: 4]
float MinValue;//[Offset: 0x14 , Size: 4]
float MaxValue;//[Offset: 0x18 , Size: 4]
bool bAutoAdjustMinMax;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1c , Size: 1]
--------------------------------
Class: KismetTextLibrary.BlueprintFunctionLibrary.Object
static FText TextTrimTrailing(out const FText InText);// 0x5091218
static FText TextTrimPrecedingAndTrailing(out const FText InText);//
0x5090ff8
static FText TextTrimPreceding(out const FText InText);// 0x5090dd8
static FText TextToUpper(out const FText InText);// 0x5090bb8
static FText TextToLower(out const FText InText);// 0x5090998
static bool TextIsTransient(out const FText InText);// 0x5090840
static bool TextIsFromStringTable(out const FText Text);// 0x50906e8
static bool TextIsEmpty(out const FText InText);// 0x5090590
static bool TextIsCultureInvariant(out const FText InText);// 0x5090438
static FText TextFromStringTable(const FName TableId, FString Key);//
0x5090288
static bool StringTableIdAndKeyFromText(FText Text, out FName OutTableId, out
FString OutKey);// 0x508ffa8
static bool NotEqual_TextText(out const FText A, out const FText B);//
0x508fd34
static bool NotEqual_IgnoreCase_TextText(out const FText A, out const FText
B);// 0x508fac0
static FText GetEmptyText();// 0x508f9b4
static FText Format(FText InPattern, FormatArgumentData[] InArgs);//
0x508f63c
static bool FindTextInLocalizationTable(FString Namespace, FString Key, out
FText OutText);// 0x508f41c
static bool EqualEqual_TextText(out const FText A, out const FText B);//
0x508f1a8
static bool EqualEqual_IgnoreCase_TextText(out const FText A, out const FText
B);// 0x508ef34
static FText Conv_VectorToText(Vector InVec);// 0x508ede8
static FText Conv_Vector2dToText(Vector2D InVec);// 0x508eca0
static FText Conv_TransformToText(out const Transform InTrans);// 0x508eb2c
static FString Conv_TextToString(out const FText InText);// 0x508e974
static FText Conv_StringToText(FString inString);// 0x508e800
static FText Conv_RotatorToText(Rotator InRot);// 0x508e6b4
static FText Conv_ObjectToText(Object* InObj);// 0x508e568
static FText Conv_NameToText(FName InName);// 0x508e41c
static FText Conv_IntToText(int Value, bool bUseGrouping, int
MinimumIntegralDigits, int MaximumIntegralDigits);// 0x508e210
static FText Conv_FloatToText(float Value, byte RoundingMode, bool
bUseGrouping, int MinimumIntegralDigits, int MaximumIntegralDigits, int
MinimumFractionalDigits, int MaximumFractionalDigits);// 0x508df4c
static FText Conv_ColorToText(LinearColor InColor);// 0x508de00
static FText Conv_ByteToText(byte Value);// 0x508dcb4
static FText Conv_BoolToText(bool InBool);// 0x508db60
static FText AsTimeZoneTime_DateTime(out const DateTime InDateTime, FString
InTimeZone);// 0x508d998
static FText AsTimeZoneDateTime_DateTime(out const DateTime InDateTime,
FString InTimeZone);// 0x508d7d0
static FText AsTimeZoneDate_DateTime(out const DateTime InDateTime, FString
InTimeZone);// 0x508d608
static FText AsTimespan_Timespan(out const Timespan InTimespan);// 0x508d4b0
static FText AsTime_DateTime(out const DateTime In);// 0x508d358
static FText AsPercent_Float(float Value, byte RoundingMode, bool
bUseGrouping, int MinimumIntegralDigits, int MaximumIntegralDigits, int
MinimumFractionalDigits, int MaximumFractionalDigits);// 0x508d094
static FText AsDateTime_DateTime(out const DateTime In);// 0x508cf3c
static FText AsDate_DateTime(out const DateTime InDateTime);// 0x508cde4
static FText AsCurrencyBase(int BaseValue, FString CurrencyCode);// 0x508cc34
static FText AsCurrency_Integer(int Value, byte RoundingMode, bool
bUseGrouping, int MinimumIntegralDigits, int MaximumIntegralDigits, int
MinimumFractionalDigits, int MaximumFractionalDigits, FString CurrencyCode);//
0x508c90c
static FText AsCurrency_Float(float Value, byte RoundingMode, bool
bUseGrouping, int MinimumIntegralDigits, int MaximumIntegralDigits, int
MinimumFractionalDigits, int MaximumFractionalDigits, FString CurrencyCode);//
0x508c5e4
--------------------------------
Class: FormatArgumentData
FString ArgumentName;//[Offset: 0x0 , Size: 16]
byte ArgumentValueType;//[Offset: 0x10 , Size: 1]
FText ArgumentValue;//[Offset: 0x18 , Size: 24]
int ArgumentValueInt;//[Offset: 0x30 , Size: 4]
float ArgumentValueFloat;//[Offset: 0x34 , Size: 4]
enum ArgumentValueGender;//[Offset: 0x38 , Size: 1]
--------------------------------
Class: Layer.Object
FName LayerName;//[Offset: 0x28 , Size: 8]
bool bIsVisible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30 ,
Size: 1]
LayerActorStats[] ActorStats;//[Offset: 0x38 , Size: 16]
--------------------------------
Class: LayerActorStats
class Object* Type;//[Offset: 0x0 , Size: 8]
int Total;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: LevelBounds.Actor.Object
bool bAutoUpdateBounds;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x398 , Size: 1]
--------------------------------
Class: LevelScriptBlueprint.Blueprint.BlueprintCore.Object
--------------------------------
Class: LevelStreamingAlwaysLoaded.LevelStreaming.Object
--------------------------------
Class: LevelStreamingKismet.LevelStreaming.Object
bool bInitiallyLoaded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x178 , Size: 1]
bool bInitiallyVisible;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x178 , Size: 1]
static LevelStreamingKismet* LoadLevelInstance(Object* WorldContextObject,
FString levelName, out const Vector Location, out const Rotator Rotation, out bool
bOutSuccess);// 0x5093f04
--------------------------------
Class: LevelStreamingPersistent.LevelStreaming.Object
--------------------------------
Class: LightmappedSurfaceCollection.Object
Model* SourceModel;//[Offset: 0x28 , Size: 8]
int[] Surfaces;//[Offset: 0x30 , Size: 16]
--------------------------------
Class: LightMapTexture2D.Texture2D.Texture.Object
--------------------------------
Class: LightmassCharacterIndirectDetailVolume.Volume.Brush.Actor.Object
--------------------------------
Class: LightmassImportanceVolume.Volume.Brush.Actor.Object
--------------------------------
Class: LightmassPortal.Actor.Object
LightmassPortalComponent* PortalComponent;//[Offset: 0x398 , Size: 8]
--------------------------------
Class: LightmassPortalComponent.SceneComponent.ActorComponent.Object
BoxComponent* PreviewBox;//[Offset: 0x2d0 , Size: 8]
--------------------------------
Class: LightmassPrimitiveSettingsObject.Object
LightmassPrimitiveSettings LightmassSettings;//[Offset: 0x28 , Size: 24]
--------------------------------
Class: LODActor.Actor.Object
StaticMeshComponent* StaticMeshComponent;//[Offset: 0x398 , Size: 8]
Actor*[] SubActors;//[Offset: 0x3a0 , Size: 16]
float LODDrawDistance;//[Offset: 0x3b0 , Size: 4]
int LODLevel;//[Offset: 0x3b4 , Size: 4]
Object*[] SubObjects;//[Offset: 0x3b8 , Size: 16]
--------------------------------
Class:
MaterialBillboardComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
MaterialSpriteElement[] Elements;//[Offset: 0x670 , Size: 16]
void SetElements(out const MaterialSpriteElement[] NewElements);// 0x509ae24
void AddElement(MaterialInterface* Material, CurveFloat*
DistanceToOpacityCurve, bool bSizeIsInScreenSpace, float BaseSizeX, float
BaseSizeY, CurveFloat* DistanceToSizeCurve);// 0x509ac74
--------------------------------
Class: MaterialSpriteElement
MaterialInterface* Material;//[Offset: 0x0 , Size: 8]
CurveFloat* DistanceToOpacityCurve;//[Offset: 0x8 , Size: 8]
bool bSizeIsInScreenSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x10 , Size: 1]
float BaseSizeX;//[Offset: 0x14 , Size: 4]
float BaseSizeY;//[Offset: 0x18 , Size: 4]
CurveFloat* DistanceToSizeCurve;//[Offset: 0x20 , Size: 8]
--------------------------------
Class: MaterialExpressionAbs.MaterialExpression.Object
ExpressionInput Input;//[Offset: 0x60 , Size: 56]
--------------------------------
Class: MaterialExpressionActorPositionWS.MaterialExpression.Object
--------------------------------
Class: MaterialExpressionAdd.MaterialExpression.Object
ExpressionInput A;//[Offset: 0x60 , Size: 56]
ExpressionInput B;//[Offset: 0x98 , Size: 56]
float ConstA;//[Offset: 0xd0 , Size: 4]
float ConstB;//[Offset: 0xd4 , Size: 4]
--------------------------------
Class: MaterialExpressionTextureBase.MaterialExpression.Object
Texture* Texture;//[Offset: 0x60 , Size: 8]
byte SamplerType;//[Offset: 0x68 , Size: 1]
bool IsDefaultMeshpaintTexture;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x69 , Size: 1]
--------------------------------
Class:
MaterialExpressionTextureSample.MaterialExpressionTextureBase.MaterialExpression.Ob
ject
ExpressionInput Coordinates;//[Offset: 0x70 , Size: 56]
ExpressionInput TextureObject;//[Offset: 0xa8 , Size: 56]
ExpressionInput MipValue;//[Offset: 0xe0 , Size: 56]
ExpressionInput CoordinatesDX;//[Offset: 0x118 , Size: 56]
ExpressionInput CoordinatesDY;//[Offset: 0x150 , Size: 56]
byte MipValueMode;//[Offset: 0x188 , Size: 1]
byte SamplerSource;//[Offset: 0x189 , Size: 1]
uint32 ConstCoordinate;//[Offset: 0x18c , Size: 4]
int ConstMipValue;//[Offset: 0x190 , Size: 4]
--------------------------------
Class:
MaterialExpressionTextureSampleParameter.MaterialExpressionTextureSample.MaterialEx
pressionTextureBase.MaterialExpression.Object
FName ParameterName;//[Offset: 0x198 , Size: 8]
Guid ExpressionGUID;//[Offset: 0x1a0 , Size: 16]
FName Group;//[Offset: 0x1b0 , Size: 8]
--------------------------------
Class:
MaterialExpressionTextureSampleParameter2D.MaterialExpressionTextureSampleParameter
.MaterialExpressionTextureSample.MaterialExpressionTextureBase.MaterialExpression.O
bject
--------------------------------
Class:
MaterialExpressionAntialiasedTextureMask.MaterialExpressionTextureSampleParameter2D
.MaterialExpressionTextureSampleParameter.MaterialExpressionTextureSample.MaterialE
xpressionTextureBase.MaterialExpression.Object
float Threshold;//[Offset: 0x1b8 , Size: 4]
byte Channel;//[Offset: 0x1bc , Size: 1]
--------------------------------
Class: MaterialExpressionAppendVector.MaterialExpression.Object
ExpressionInput A;//[Offset: 0x60 , Size: 56]
ExpressionInput B;//[Offset: 0x98 , Size: 56]
--------------------------------
Class: MaterialExpressionArccosine.MaterialExpression.Object
ExpressionInput Input;//[Offset: 0x60 , Size: 56]
--------------------------------
Class: MaterialExpressionArccosineFast.MaterialExpression.Object
ExpressionInput Input;//[Offset: 0x60 , Size: 56]
--------------------------------
Class: MaterialExpressionArcsine.MaterialExpression.Object
ExpressionInput Input;//[Offset: 0x60 , Size: 56]
--------------------------------
Class: MaterialExpressionArcsineFast.MaterialExpression.Object
ExpressionInput Input;//[Offset: 0x60 , Size: 56]
--------------------------------
Class: MaterialExpressionArctangent.MaterialExpression.Object
ExpressionInput Input;//[Offset: 0x60 , Size: 56]
--------------------------------
Class: MaterialExpressionArctangent2.MaterialExpression.Object
ExpressionInput Y;//[Offset: 0x60 , Size: 56]
ExpressionInput X;//[Offset: 0x98 , Size: 56]
--------------------------------
Class: MaterialExpressionArctangent2Fast.MaterialExpression.Object
ExpressionInput Y;//[Offset: 0x60 , Size: 56]
ExpressionInput X;//[Offset: 0x98 , Size: 56]
--------------------------------
Class: MaterialExpressionArctangentFast.MaterialExpression.Object
ExpressionInput Input;//[Offset: 0x60 , Size: 56]
--------------------------------
Class: MaterialExpressionAtmosphericFogColor.MaterialExpression.Object
ExpressionInput WorldPosition;//[Offset: 0x60 , Size: 56]
--------------------------------
Class: MaterialExpressionAtmosphericLightColor.MaterialExpression.Object
--------------------------------
Class: MaterialExpressionAtmosphericLightVector.MaterialExpression.Object
--------------------------------
Class: MaterialExpressionCustomOutput.MaterialExpression.Object
--------------------------------
Class:
MaterialExpressionBentNormalCustomOutput.MaterialExpressionCustomOutput.MaterialExp
ression.Object
ExpressionInput Input;//[Offset: 0x60 , Size: 56]
--------------------------------
Class: MaterialExpressionBlackBody.MaterialExpression.Object
ExpressionInput Temp;//[Offset: 0x60 , Size: 56]
--------------------------------
Class: MaterialExpressionBlendMaterialAttributes.MaterialExpression.Object
MaterialAttributesInput A;//[Offset: 0x60 , Size: 64]
MaterialAttributesInput B;//[Offset: 0xa0 , Size: 64]
ExpressionInput Alpha;//[Offset: 0xe0 , Size: 56]
byte PixelAttributeBlendType;//[Offset: 0x118 , Size: 1]
byte VertexAttributeBlendType;//[Offset: 0x119 , Size: 1]
--------------------------------
Class: MaterialExpressionBreakMaterialAttributes.MaterialExpression.Object
MaterialAttributesInput MaterialAttributes;//[Offset: 0x60 , Size: 64]
--------------------------------
Class: MaterialExpressionBumpOffset.MaterialExpression.Object
ExpressionInput Coordinate;//[Offset: 0x60 , Size: 56]
ExpressionInput Height;//[Offset: 0x98 , Size: 56]
ExpressionInput HeightRatioInput;//[Offset: 0xd0 , Size: 56]
float HeightRatio;//[Offset: 0x108 , Size: 4]
float ReferencePlane;//[Offset: 0x10c , Size: 4]
uint32 ConstCoordinate;//[Offset: 0x110 , Size: 4]
--------------------------------
Class: MaterialExpressionCameraPositionWS.MaterialExpression.Object
--------------------------------
Class: MaterialExpressionCameraVectorWS.MaterialExpression.Object
--------------------------------
Class: MaterialExpressionCeil.MaterialExpression.Object
ExpressionInput Input;//[Offset: 0x60 , Size: 56]
--------------------------------
Class: MaterialExpressionClamp.MaterialExpression.Object
ExpressionInput Input;//[Offset: 0x60 , Size: 56]
ExpressionInput Min;//[Offset: 0x98 , Size: 56]
ExpressionInput Max;//[Offset: 0xd0 , Size: 56]
byte ClampMode;//[Offset: 0x108 , Size: 1]
float MinDefault;//[Offset: 0x10c , Size: 4]
float MaxDefault;//[Offset: 0x110 , Size: 4]
--------------------------------
Class:
MaterialExpressionClearCoatNormalCustomOutput.MaterialExpressionCustomOutput.Materi
alExpression.Object
ExpressionInput Input;//[Offset: 0x60 , Size: 56]
--------------------------------
Class: MaterialExpressionCollectionParameter.MaterialExpression.Object
MaterialParameterCollection* Collection;//[Offset: 0x60 , Size: 8]
FName ParameterName;//[Offset: 0x68 , Size: 8]
Guid ParameterId;//[Offset: 0x70 , Size: 16]
--------------------------------
Class: MaterialExpressionComment.MaterialExpression.Object
int SizeX;//[Offset: 0x60 , Size: 4]
int SizeY;//[Offset: 0x64 , Size: 4]
FString Text;//[Offset: 0x68 , Size: 16]
LinearColor CommentColor;//[Offset: 0x78 , Size: 16]
int FontSize;//[Offset: 0x88 , Size: 4]
--------------------------------
Class: MaterialExpressionComponentMask.MaterialExpression.Object
ExpressionInput Input;//[Offset: 0x60 , Size: 56]
bool R;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x98 , Size: 1]
bool G;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x98 , Size: 1]
bool B;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x98 , Size: 1]
bool A;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x98 , Size: 1]
--------------------------------
Class: MaterialExpressionConstant.MaterialExpression.Object
float R;//[Offset: 0x60 , Size: 4]
--------------------------------
Class: MaterialExpressionConstant2Vector.MaterialExpression.Object
float R;//[Offset: 0x60 , Size: 4]
float G;//[Offset: 0x64 , Size: 4]
--------------------------------
Class: MaterialExpressionConstant3Vector.MaterialExpression.Object
LinearColor Constant;//[Offset: 0x60 , Size: 16]
--------------------------------
Class: MaterialExpressionConstant4Vector.MaterialExpression.Object
LinearColor Constant;//[Offset: 0x60 , Size: 16]
--------------------------------
Class: MaterialExpressionConstantBiasScale.MaterialExpression.Object
ExpressionInput Input;//[Offset: 0x60 , Size: 56]
float Bias;//[Offset: 0x98 , Size: 4]
float Scale;//[Offset: 0x9c , Size: 4]
--------------------------------
Class: MaterialExpressionCosine.MaterialExpression.Object
ExpressionInput Input;//[Offset: 0x60 , Size: 56]
float Period;//[Offset: 0x98 , Size: 4]
--------------------------------
Class: MaterialExpressionCrossProduct.MaterialExpression.Object
ExpressionInput A;//[Offset: 0x60 , Size: 56]
ExpressionInput B;//[Offset: 0x98 , Size: 56]
--------------------------------
Class: MaterialExpressionCustom.MaterialExpression.Object
FString code;//[Offset: 0x60 , Size: 16]
byte OutputType;//[Offset: 0x70 , Size: 1]
FString Description;//[Offset: 0x78 , Size: 16]
CustomInput[] Inputs;//[Offset: 0x88 , Size: 16]
--------------------------------
Class: CustomInput
FString InputName;//[Offset: 0x0 , Size: 16]
ExpressionInput Input;//[Offset: 0x10 , Size: 56]
--------------------------------
Class: MaterialExpressionDDX.MaterialExpression.Object
ExpressionInput Value;//[Offset: 0x60 , Size: 56]
--------------------------------
Class: MaterialExpressionDDY.MaterialExpression.Object
ExpressionInput Value;//[Offset: 0x60 , Size: 56]
--------------------------------
Class: MaterialExpressionDecalDerivative.MaterialExpression.Object
--------------------------------
Class: MaterialExpressionDecalLifetimeOpacity.MaterialExpression.Object
--------------------------------
Class: MaterialExpressionDecalMipmapLevel.MaterialExpression.Object
ExpressionInput TextureSize;//[Offset: 0x60 , Size: 56]
float ConstWidth;//[Offset: 0x98 , Size: 4]
float ConstHeight;//[Offset: 0x9c , Size: 4]
--------------------------------
Class: MaterialExpressionDepthFade.MaterialExpression.Object
ExpressionInput InOpacity;//[Offset: 0x60 , Size: 56]
ExpressionInput FadeDistance;//[Offset: 0x98 , Size: 56]
float OpacityDefault;//[Offset: 0xd0 , Size: 4]
float FadeDistanceDefault;//[Offset: 0xd4 , Size: 4]
--------------------------------
Class: MaterialExpressionDepthOfFieldFunction.MaterialExpression.Object
byte FunctionValue;//[Offset: 0x60 , Size: 1]
ExpressionInput Depth;//[Offset: 0x68 , Size: 56]
--------------------------------
Class: MaterialExpressionDeriveNormalZ.MaterialExpression.Object
ExpressionInput InXY;//[Offset: 0x60 , Size: 56]
--------------------------------
Class: MaterialExpressionDesaturation.MaterialExpression.Object
ExpressionInput Input;//[Offset: 0x60 , Size: 56]
ExpressionInput Fraction;//[Offset: 0x98 , Size: 56]
LinearColor LuminanceFactors;//[Offset: 0xd0 , Size: 16]
--------------------------------
Class: MaterialExpressionDistance.MaterialExpression.Object
ExpressionInput A;//[Offset: 0x60 , Size: 56]
ExpressionInput B;//[Offset: 0x98 , Size: 56]
--------------------------------
Class: MaterialExpressionDistanceCullFade.MaterialExpression.Object
--------------------------------
Class: MaterialExpressionDistanceFieldGradient.MaterialExpression.Object
ExpressionInput Position;//[Offset: 0x60 , Size: 56]
--------------------------------
Class: MaterialExpressionDistanceToNearestSurface.MaterialExpression.Object
ExpressionInput Position;//[Offset: 0x60 , Size: 56]
--------------------------------
Class: MaterialExpressionDivide.MaterialExpression.Object
ExpressionInput A;//[Offset: 0x60 , Size: 56]
ExpressionInput B;//[Offset: 0x98 , Size: 56]
float ConstA;//[Offset: 0xd0 , Size: 4]
float ConstB;//[Offset: 0xd4 , Size: 4]
--------------------------------
Class: MaterialExpressionDotProduct.MaterialExpression.Object
ExpressionInput A;//[Offset: 0x60 , Size: 56]
ExpressionInput B;//[Offset: 0x98 , Size: 56]
--------------------------------
Class: MaterialExpressionDynamicInstancingParameter.MaterialExpression.Object
FName ParameterName;//[Offset: 0x60 , Size: 8]
LinearColor DefaultValue;//[Offset: 0x68 , Size: 16]
int ParameterIndex;//[Offset: 0x78 , Size: 4]
--------------------------------
Class: MaterialExpressionDynamicParameter.MaterialExpression.Object
FString[] ParamNames;//[Offset: 0x60 , Size: 16]
LinearColor DefaultValue;//[Offset: 0x70 , Size: 16]
--------------------------------
Class: MaterialExpressionEyeAdaptation.MaterialExpression.Object
--------------------------------
Class: MaterialExpressionFeatureLevelSwitch.MaterialExpression.Object
ExpressionInput Default;//[Offset: 0x60 , Size: 56]
ExpressionInput Inputs;//[Offset: 0x98 , Size: 56]
--------------------------------
Class: MaterialExpressionFloor.MaterialExpression.Object
ExpressionInput Input;//[Offset: 0x60 , Size: 56]
--------------------------------
Class: MaterialExpressionFmod.MaterialExpression.Object
ExpressionInput A;//[Offset: 0x60 , Size: 56]
ExpressionInput B;//[Offset: 0x98 , Size: 56]
--------------------------------
Class: MaterialExpressionFontSample.MaterialExpression.Object
Font* Font;//[Offset: 0x60 , Size: 8]
int FontTexturePage;//[Offset: 0x68 , Size: 4]
--------------------------------
Class:
MaterialExpressionFontSampleParameter.MaterialExpressionFontSample.MaterialExpressi
on.Object
FName ParameterName;//[Offset: 0x70 , Size: 8]
Guid ExpressionGUID;//[Offset: 0x78 , Size: 16]
FName Group;//[Offset: 0x88 , Size: 8]
--------------------------------
Class: MaterialExpressionFrac.MaterialExpression.Object
ExpressionInput Input;//[Offset: 0x60 , Size: 56]
--------------------------------
Class: MaterialExpressionFresnel.MaterialExpression.Object
ExpressionInput ExponentIn;//[Offset: 0x60 , Size: 56]
float Exponent;//[Offset: 0x98 , Size: 4]
ExpressionInput BaseReflectFractionIn;//[Offset: 0xa0 , Size: 56]
float BaseReflectFraction;//[Offset: 0xd8 , Size: 4]
ExpressionInput Normal;//[Offset: 0xe0 , Size: 56]
--------------------------------
Class: MaterialExpressionFunctionInput.MaterialExpression.Object
ExpressionInput Preview;//[Offset: 0x60 , Size: 56]
FString InputName;//[Offset: 0x98 , Size: 16]
FString Description;//[Offset: 0xa8 , Size: 16]
Guid ID;//[Offset: 0xb8 , Size: 16]
byte InputType;//[Offset: 0xc8 , Size: 1]
Vector4 PreviewValue;//[Offset: 0xd0 , Size: 16]
bool bUsePreviewValueAsDefault;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xe0 , Size: 1]
int SortPriority;//[Offset: 0xe4 , Size: 4]
bool bCompilingFunctionPreview;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xe8 , Size: 1]
--------------------------------
Class: MaterialExpressionFunctionOutput.MaterialExpression.Object
FString OutputName;//[Offset: 0x60 , Size: 16]
FString Description;//[Offset: 0x70 , Size: 16]
int SortPriority;//[Offset: 0x80 , Size: 4]
ExpressionInput A;//[Offset: 0x88 , Size: 56]
bool bLastPreviewed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc0
, Size: 1]
Guid ID;//[Offset: 0xc4 , Size: 16]
--------------------------------
Class: MaterialExpressionGetMaterialAttributes.MaterialExpression.Object
MaterialAttributesInput MaterialAttributes;//[Offset: 0x60 , Size: 64]
Guid[] AttributeGetTypes;//[Offset: 0xa0 , Size: 16]
--------------------------------
Class: MaterialExpressionGIReplace.MaterialExpression.Object
ExpressionInput Default;//[Offset: 0x60 , Size: 56]
ExpressionInput StaticIndirect;//[Offset: 0x98 , Size: 56]
ExpressionInput DynamicIndirect;//[Offset: 0xd0 , Size: 56]
--------------------------------
Class: MaterialExpressionIf.MaterialExpression.Object
ExpressionInput A;//[Offset: 0x60 , Size: 56]
ExpressionInput B;//[Offset: 0x98 , Size: 56]
ExpressionInput AGreaterThanB;//[Offset: 0xd0 , Size: 56]
ExpressionInput AEqualsB;//[Offset: 0x108 , Size: 56]
ExpressionInput ALessThanB;//[Offset: 0x140 , Size: 56]
float EqualsThreshold;//[Offset: 0x178 , Size: 4]
float ConstB;//[Offset: 0x17c , Size: 4]
float ConstAEqualsB;//[Offset: 0x180 , Size: 4]
--------------------------------
Class: MaterialExpressionLightmapUVs.MaterialExpression.Object
--------------------------------
Class: MaterialExpressionLightmassReplace.MaterialExpression.Object
ExpressionInput Realtime;//[Offset: 0x60 , Size: 56]
ExpressionInput Lightmass;//[Offset: 0x98 , Size: 56]
--------------------------------
Class: MaterialExpressionLightVector.MaterialExpression.Object
--------------------------------
Class: MaterialExpressionLinearInterpolate.MaterialExpression.Object
ExpressionInput A;//[Offset: 0x60 , Size: 56]
ExpressionInput B;//[Offset: 0x98 , Size: 56]
ExpressionInput Alpha;//[Offset: 0xd0 , Size: 56]
float ConstA;//[Offset: 0x108 , Size: 4]
float ConstB;//[Offset: 0x10c , Size: 4]
float ConstAlpha;//[Offset: 0x110 , Size: 4]
--------------------------------
Class: MaterialExpressionLogarithm10.MaterialExpression.Object
ExpressionInput X;//[Offset: 0x60 , Size: 56]
--------------------------------
Class: MaterialExpressionLogarithm2.MaterialExpression.Object
ExpressionInput X;//[Offset: 0x60 , Size: 56]
--------------------------------
Class: MaterialExpressionMakeMaterialAttributes.MaterialExpression.Object
ExpressionInput BaseColor;//[Offset: 0x60 , Size: 56]
ExpressionInput Metallic;//[Offset: 0x98 , Size: 56]
ExpressionInput Specular;//[Offset: 0xd0 , Size: 56]
ExpressionInput Roughness;//[Offset: 0x108 , Size: 56]
ExpressionInput EmissiveColor;//[Offset: 0x140 , Size: 56]
ExpressionInput Opacity;//[Offset: 0x178 , Size: 56]
ExpressionInput OpacityMask;//[Offset: 0x1b0 , Size: 56]
ExpressionInput Normal;//[Offset: 0x1e8 , Size: 56]
ExpressionInput WorldPositionOffset;//[Offset: 0x220 , Size: 56]
ExpressionInput WorldDisplacement;//[Offset: 0x258 , Size: 56]
ExpressionInput TessellationMultiplier;//[Offset: 0x290 , Size: 56]
ExpressionInput SubsurfaceColor;//[Offset: 0x2c8 , Size: 56]
ExpressionInput ClearCoat;//[Offset: 0x300 , Size: 56]
ExpressionInput ClearCoatRoughness;//[Offset: 0x338 , Size: 56]
ExpressionInput AmbientOcclusion;//[Offset: 0x370 , Size: 56]
ExpressionInput Refraction;//[Offset: 0x3a8 , Size: 56]
ExpressionInput CustomizedUVs;//[Offset: 0x3e0 , Size: 56]
ExpressionInput PixelDepthOffset;//[Offset: 0x5a0 , Size: 56]
ExpressionInput CustomizedVertexColor;//[Offset: 0x5d8 , Size: 56]
ExpressionInput PlanarReflectionOffsetScale;//[Offset: 0x610 , Size: 56]
--------------------------------
Class: MaterialExpressionMaterialFunctionCall.MaterialExpression.Object
MaterialFunction* MaterialFunction;//[Offset: 0x60 , Size: 8]
FunctionExpressionInput[] FunctionInputs;//[Offset: 0x68 , Size: 16]
FunctionExpressionOutput[] FunctionOutputs;//[Offset: 0x78 , Size: 16]
--------------------------------
Class: FunctionExpressionInput
MaterialExpressionFunctionInput* ExpressionInput;//[Offset: 0x0 , Size: 8]
Guid ExpressionInputId;//[Offset: 0x8 , Size: 16]
ExpressionInput Input;//[Offset: 0x18 , Size: 56]
--------------------------------
Class: FunctionExpressionOutput
MaterialExpressionFunctionOutput* ExpressionOutput;//[Offset: 0x0 , Size: 8]
Guid ExpressionOutputId;//[Offset: 0x8 , Size: 16]
ExpressionOutput Output;//[Offset: 0x18 , Size: 40]
--------------------------------
Class: MaterialExpressionMaterialProxyReplace.MaterialExpression.Object
ExpressionInput Realtime;//[Offset: 0x60 , Size: 56]
ExpressionInput MaterialProxy;//[Offset: 0x98 , Size: 56]
--------------------------------
Class: MaterialExpressionMax.MaterialExpression.Object
ExpressionInput A;//[Offset: 0x60 , Size: 56]
ExpressionInput B;//[Offset: 0x98 , Size: 56]
float ConstA;//[Offset: 0xd0 , Size: 4]
float ConstB;//[Offset: 0xd4 , Size: 4]
--------------------------------
Class: MaterialExpressionMin.MaterialExpression.Object
ExpressionInput A;//[Offset: 0x60 , Size: 56]
ExpressionInput B;//[Offset: 0x98 , Size: 56]
float ConstA;//[Offset: 0xd0 , Size: 4]
float ConstB;//[Offset: 0xd4 , Size: 4]
--------------------------------
Class: MaterialExpressionMultiply.MaterialExpression.Object
ExpressionInput A;//[Offset: 0x60 , Size: 56]
ExpressionInput B;//[Offset: 0x98 , Size: 56]
float ConstA;//[Offset: 0xd0 , Size: 4]
float ConstB;//[Offset: 0xd4 , Size: 4]
--------------------------------
Class: MaterialExpressionNoise.MaterialExpression.Object
ExpressionInput Position;//[Offset: 0x60 , Size: 56]
ExpressionInput FilterWidth;//[Offset: 0x98 , Size: 56]
float Scale;//[Offset: 0xd0 , Size: 4]
int Quality;//[Offset: 0xd4 , Size: 4]
byte NoiseFunction;//[Offset: 0xd8 , Size: 1]
bool bTurbulence;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xd9 ,
Size: 1]
int Levels;//[Offset: 0xdc , Size: 4]
float OutputMin;//[Offset: 0xe0 , Size: 4]
float OutputMax;//[Offset: 0xe4 , Size: 4]
float LevelScale;//[Offset: 0xe8 , Size: 4]
bool bTiling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xec ,
Size: 1]
uint32 RepeatSize;//[Offset: 0xf0 , Size: 4]
--------------------------------
Class: MaterialExpressionNormalize.MaterialExpression.Object
ExpressionInput VectorInput;//[Offset: 0x60 , Size: 56]
--------------------------------
Class: MaterialExpressionObjectBounds.MaterialExpression.Object
--------------------------------
Class: MaterialExpressionObjectOrientation.MaterialExpression.Object
--------------------------------
Class: MaterialExpressionObjectPositionWS.MaterialExpression.Object
--------------------------------
Class: MaterialExpressionObjectRadius.MaterialExpression.Object
--------------------------------
Class: MaterialExpressionOneMinus.MaterialExpression.Object
ExpressionInput Input;//[Offset: 0x60 , Size: 56]
--------------------------------
Class: MaterialExpressionPanner.MaterialExpression.Object
ExpressionInput Coordinate;//[Offset: 0x60 , Size: 56]
ExpressionInput Time;//[Offset: 0x98 , Size: 56]
ExpressionInput Speed;//[Offset: 0xd0 , Size: 56]
float SpeedX;//[Offset: 0x108 , Size: 4]
float SpeedY;//[Offset: 0x10c , Size: 4]
uint32 ConstCoordinate;//[Offset: 0x110 , Size: 4]
bool bFractionalPart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x114 , Size: 1]
--------------------------------
Class: MaterialExpressionParameter.MaterialExpression.Object
FName ParameterName;//[Offset: 0x60 , Size: 8]
Guid ExpressionGUID;//[Offset: 0x68 , Size: 16]
FName Group;//[Offset: 0x78 , Size: 8]
--------------------------------
Class: MaterialExpressionParticleColor.MaterialExpression.Object
--------------------------------
Class: MaterialExpressionParticleDirection.MaterialExpression.Object
--------------------------------
Class: MaterialExpressionParticleMacroUV.MaterialExpression.Object
--------------------------------
Class: MaterialExpressionParticleMotionBlurFade.MaterialExpression.Object
--------------------------------
Class: MaterialExpressionParticlePositionWS.MaterialExpression.Object
--------------------------------
Class: MaterialExpressionParticleRadius.MaterialExpression.Object
--------------------------------
Class: MaterialExpressionParticleRandom.MaterialExpression.Object
--------------------------------
Class: MaterialExpressionParticleRelativeTime.MaterialExpression.Object
--------------------------------
Class: MaterialExpressionParticleSize.MaterialExpression.Object
--------------------------------
Class: MaterialExpressionParticleSpeed.MaterialExpression.Object
--------------------------------
Class:
MaterialExpressionParticleSubUV.MaterialExpressionTextureSample.MaterialExpressionT
extureBase.MaterialExpression.Object
bool bBlend;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x195 ,
Size: 1]
--------------------------------
Class: MaterialExpressionPerInstanceFadeAmount.MaterialExpression.Object
--------------------------------
Class: MaterialExpressionPerInstanceRandom.MaterialExpression.Object
--------------------------------
Class: MaterialExpressionPixelDepth.MaterialExpression.Object
--------------------------------
Class: MaterialExpressionPixelNormalWS.MaterialExpression.Object
--------------------------------
Class: MaterialExpressionPower.MaterialExpression.Object
ExpressionInput Base;//[Offset: 0x60 , Size: 56]
ExpressionInput Exponent;//[Offset: 0x98 , Size: 56]
float ConstExponent;//[Offset: 0xd0 , Size: 4]
--------------------------------
Class: MaterialExpressionPrecomputedAOMask.MaterialExpression.Object
--------------------------------
Class: MaterialExpressionPreSkinnedNormal.MaterialExpression.Object
--------------------------------
Class: MaterialExpressionPreSkinnedPosition.MaterialExpression.Object
--------------------------------
Class: MaterialExpressionPreviousFrameSwitch.MaterialExpression.Object
ExpressionInput CurrentFrame;//[Offset: 0x60 , Size: 56]
ExpressionInput PreviousFrame;//[Offset: 0x98 , Size: 56]
--------------------------------
Class: MaterialExpressionQualitySwitch.MaterialExpression.Object
ExpressionInput Default;//[Offset: 0x60 , Size: 56]
ExpressionInput Inputs;//[Offset: 0x98 , Size: 56]
--------------------------------
Class: MaterialExpressionReflectionVectorWS.MaterialExpression.Object
ExpressionInput CustomWorldNormal;//[Offset: 0x60 , Size: 56]
bool bNormalizeCustomWorldNormal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x98 , Size: 1]
--------------------------------
Class: MaterialExpressionReroute.MaterialExpression.Object
ExpressionInput Input;//[Offset: 0x60 , Size: 56]
--------------------------------
Class: MaterialExpressionRotateAboutAxis.MaterialExpression.Object
ExpressionInput NormalizedRotationAxis;//[Offset: 0x60 , Size: 56]
ExpressionInput RotationAngle;//[Offset: 0x98 , Size: 56]
ExpressionInput PivotPoint;//[Offset: 0xd0 , Size: 56]
ExpressionInput Position;//[Offset: 0x108 , Size: 56]
float Period;//[Offset: 0x140 , Size: 4]
--------------------------------
Class: MaterialExpressionRotator.MaterialExpression.Object
ExpressionInput Coordinate;//[Offset: 0x60 , Size: 56]
ExpressionInput Time;//[Offset: 0x98 , Size: 56]
float CenterX;//[Offset: 0xd0 , Size: 4]
float CenterY;//[Offset: 0xd4 , Size: 4]
float Speed;//[Offset: 0xd8 , Size: 4]
uint32 ConstCoordinate;//[Offset: 0xdc , Size: 4]
--------------------------------
Class: MaterialExpressionRound.MaterialExpression.Object
ExpressionInput Input;//[Offset: 0x60 , Size: 56]
--------------------------------
Class: MaterialExpressionSaturate.MaterialExpression.Object
ExpressionInput Input;//[Offset: 0x60 , Size: 56]
--------------------------------
Class:
MaterialExpressionScalarParameter.MaterialExpressionParameter.MaterialExpression.Ob
ject
float DefaultValue;//[Offset: 0x80 , Size: 4]
float SliderMin;//[Offset: 0x84 , Size: 4]
float SliderMax;//[Offset: 0x88 , Size: 4]
--------------------------------
Class: MaterialExpressionSceneColor.MaterialExpression.Object
byte InputMode;//[Offset: 0x60 , Size: 1]
ExpressionInput Input;//[Offset: 0x68 , Size: 56]
ExpressionInput OffsetFraction;//[Offset: 0xa0 , Size: 56]
Vector2D ConstInput;//[Offset: 0xd8 , Size: 8]
--------------------------------
Class: MaterialExpressionSceneDepth.MaterialExpression.Object
byte InputMode;//[Offset: 0x60 , Size: 1]
ExpressionInput Input;//[Offset: 0x68 , Size: 56]
ExpressionInput Coordinates;//[Offset: 0xa0 , Size: 56]
Vector2D ConstInput;//[Offset: 0xd8 , Size: 8]
--------------------------------
Class: MaterialExpressionSceneTexelSize.MaterialExpression.Object
--------------------------------
Class: MaterialExpressionSceneTexture.MaterialExpression.Object
ExpressionInput Coordinates;//[Offset: 0x60 , Size: 56]
byte SceneTextureId;//[Offset: 0x98 , Size: 1]
bool bClampUVs;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x99 ,
Size: 1]
bool bFiltered;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9a ,
Size: 1]
--------------------------------
Class: MaterialExpressionScreenPosition.MaterialExpression.Object
byte Mapping;//[Offset: 0x60 , Size: 1]
--------------------------------
Class: MaterialExpressionSetMaterialAttributes.MaterialExpression.Object
ExpressionInput[] Inputs;//[Offset: 0x60 , Size: 16]
Guid[] AttributeSetTypes;//[Offset: 0x70 , Size: 16]
--------------------------------
Class: MaterialExpressionSign.MaterialExpression.Object
ExpressionInput Input;//[Offset: 0x60 , Size: 56]
--------------------------------
Class: MaterialExpressionSine.MaterialExpression.Object
ExpressionInput Input;//[Offset: 0x60 , Size: 56]
float Period;//[Offset: 0x98 , Size: 4]
--------------------------------
Class: MaterialExpressionSobol.MaterialExpression.Object
ExpressionInput Cell;//[Offset: 0x60 , Size: 56]
ExpressionInput Index;//[Offset: 0x98 , Size: 56]
ExpressionInput Seed;//[Offset: 0xd0 , Size: 56]
uint32 ConstIndex;//[Offset: 0x108 , Size: 4]
Vector2D ConstSeed;//[Offset: 0x10c , Size: 8]
--------------------------------
Class: MaterialExpressionSpeedTree.MaterialExpression.Object
byte GeometryType;//[Offset: 0x60 , Size: 1]
byte WindType;//[Offset: 0x61 , Size: 1]
byte LODType;//[Offset: 0x62 , Size: 1]
float BillboardThreshold;//[Offset: 0x64 , Size: 4]
bool bAccurateWindVelocities;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x68 , Size: 1]
--------------------------------
Class: MaterialExpressionSphereMask.MaterialExpression.Object
ExpressionInput A;//[Offset: 0x60 , Size: 56]
ExpressionInput B;//[Offset: 0x98 , Size: 56]
ExpressionInput Radius;//[Offset: 0xd0 , Size: 56]
ExpressionInput Hardness;//[Offset: 0x108 , Size: 56]
float AttenuationRadius;//[Offset: 0x140 , Size: 4]
float HardnessPercent;//[Offset: 0x144 , Size: 4]
--------------------------------
Class: MaterialExpressionSphericalParticleOpacity.MaterialExpression.Object
ExpressionInput Density;//[Offset: 0x60 , Size: 56]
float ConstantDensity;//[Offset: 0x98 , Size: 4]
--------------------------------
Class: MaterialExpressionSquareRoot.MaterialExpression.Object
ExpressionInput Input;//[Offset: 0x60 , Size: 56]
--------------------------------
Class: MaterialExpressionStaticBool.MaterialExpression.Object
bool Value;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x60 , Size:
1]
--------------------------------
Class:
MaterialExpressionStaticBoolParameter.MaterialExpressionParameter.MaterialExpressio
n.Object
bool DefaultValue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x80 ,
Size: 1]
--------------------------------
Class:
MaterialExpressionStaticComponentMaskParameter.MaterialExpressionParameter.Material
Expression.Object
ExpressionInput Input;//[Offset: 0x80 , Size: 56]
bool DefaultR;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xb8 ,
Size: 1]
bool DefaultG;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xb8 ,
Size: 1]
bool DefaultB;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xb8 ,
Size: 1]
bool DefaultA;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xb8 ,
Size: 1]
--------------------------------
Class: MaterialExpressionStaticSwitch.MaterialExpression.Object
bool DefaultValue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x60 ,
Size: 1]
ExpressionInput A;//[Offset: 0x68 , Size: 56]
ExpressionInput B;//[Offset: 0xa0 , Size: 56]
ExpressionInput Value;//[Offset: 0xd8 , Size: 56]
--------------------------------
Class:
MaterialExpressionStaticSwitchParameter.MaterialExpressionStaticBoolParameter.Mater
ialExpressionParameter.MaterialExpression.Object
ExpressionInput A;//[Offset: 0x88 , Size: 56]
ExpressionInput B;//[Offset: 0xc0 , Size: 56]
--------------------------------
Class: MaterialExpressionSubtract.MaterialExpression.Object
ExpressionInput A;//[Offset: 0x60 , Size: 56]
ExpressionInput B;//[Offset: 0x98 , Size: 56]
float ConstA;//[Offset: 0xd0 , Size: 4]
float ConstB;//[Offset: 0xd4 , Size: 4]
--------------------------------
Class: MaterialExpressionTangent.MaterialExpression.Object
ExpressionInput Input;//[Offset: 0x60 , Size: 56]
float Period;//[Offset: 0x98 , Size: 4]
--------------------------------
Class:
MaterialExpressionTangentOutput.MaterialExpressionCustomOutput.MaterialExpression.O
bject
ExpressionInput Input;//[Offset: 0x60 , Size: 56]
--------------------------------
Class: MaterialExpressionTemporalSobol.MaterialExpression.Object
ExpressionInput Index;//[Offset: 0x60 , Size: 56]
ExpressionInput Seed;//[Offset: 0x98 , Size: 56]
uint32 ConstIndex;//[Offset: 0xd0 , Size: 4]
Vector2D ConstSeed;//[Offset: 0xd4 , Size: 8]
--------------------------------
Class: MaterialExpressionTextureCoordinate.MaterialExpression.Object
int CoordinateIndex;//[Offset: 0x60 , Size: 4]
float UTiling;//[Offset: 0x64 , Size: 4]
float VTiling;//[Offset: 0x68 , Size: 4]
bool UnMirrorU;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x6c ,
Size: 1]
bool UnMirrorV;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x6c ,
Size: 1]
--------------------------------
Class:
MaterialExpressionTextureObject.MaterialExpressionTextureBase.MaterialExpression.Ob
ject
--------------------------------
Class:
MaterialExpressionTextureObjectParameter.MaterialExpressionTextureSampleParameter.M
aterialExpressionTextureSample.MaterialExpressionTextureBase.MaterialExpression.Obj
ect
--------------------------------
Class: MaterialExpressionTextureProperty.MaterialExpression.Object
ExpressionInput TextureObject;//[Offset: 0x60 , Size: 56]
byte Property;//[Offset: 0x98 , Size: 1]
--------------------------------
Class:
MaterialExpressionTextureSampleParameterCube.MaterialExpressionTextureSampleParamet
er.MaterialExpressionTextureSample.MaterialExpressionTextureBase.MaterialExpression
.Object
--------------------------------
Class:
MaterialExpressionTextureSampleParameterSubUV.MaterialExpressionTextureSampleParame
ter2D.MaterialExpressionTextureSampleParameter.MaterialExpressionTextureSample.Mate
rialExpressionTextureBase.MaterialExpression.Object
bool bBlend;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1b8 ,
Size: 1]
--------------------------------
Class: MaterialExpressionTime.MaterialExpression.Object
bool bIgnorePause;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x60 ,
Size: 1]
bool bOverride_Period;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x60 , Size: 1]
float Period;//[Offset: 0x64 , Size: 4]
--------------------------------
Class: MaterialExpressionTransform.MaterialExpression.Object
ExpressionInput Input;//[Offset: 0x60 , Size: 56]
byte TransformSourceType;//[Offset: 0x98 , Size: 1]
byte TransformType;//[Offset: 0x99 , Size: 1]
--------------------------------
Class: MaterialExpressionTransformPosition.MaterialExpression.Object
ExpressionInput Input;//[Offset: 0x60 , Size: 56]
byte TransformSourceType;//[Offset: 0x98 , Size: 1]
byte TransformType;//[Offset: 0x99 , Size: 1]
--------------------------------
Class: MaterialExpressionTruncate.MaterialExpression.Object
ExpressionInput Input;//[Offset: 0x60 , Size: 56]
--------------------------------
Class: MaterialExpressionTwoSidedSign.MaterialExpression.Object
--------------------------------
Class: MaterialExpressionVectorNoise.MaterialExpression.Object
ExpressionInput Position;//[Offset: 0x60 , Size: 56]
byte NoiseFunction;//[Offset: 0x98 , Size: 1]
int Quality;//[Offset: 0x9c , Size: 4]
bool bTiling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xa0 ,
Size: 1]
uint32 TileSize;//[Offset: 0xa4 , Size: 4]
--------------------------------
Class:
MaterialExpressionVectorParameter.MaterialExpressionParameter.MaterialExpression.Ob
ject
LinearColor DefaultValue;//[Offset: 0x80 , Size: 16]
--------------------------------
Class: MaterialExpressionVertexColor.MaterialExpression.Object
--------------------------------
Class:
MaterialExpressionVertexInterpolator.MaterialExpressionCustomOutput.MaterialExpress
ion.Object
ExpressionInput Input;//[Offset: 0x60 , Size: 56]
--------------------------------
Class: MaterialExpressionVertexNormalWS.MaterialExpression.Object
--------------------------------
Class: MaterialExpressionViewProperty.MaterialExpression.Object
byte Property;//[Offset: 0x60 , Size: 1]
--------------------------------
Class: MaterialExpressionViewSize.MaterialExpression.Object
--------------------------------
Class: MaterialExpressionWorldPosition.MaterialExpression.Object
byte WorldPositionShaderOffset;//[Offset: 0x60 , Size: 1]
--------------------------------
Class: MaterialInstanceActor.Actor.Object
Actor*[] TargetActors;//[Offset: 0x398 , Size: 16]
--------------------------------
Class: MaterialInstanceConstant.MaterialInstance.MaterialInterface.Object
--------------------------------
Class: MatineeActorCameraAnim.MatineeActor.Actor.Object
CameraAnim* CameraAnim;//[Offset: 0x440 , Size: 8]
--------------------------------
Class: MatineeAnimInterface.Interface.Object
--------------------------------
Class: MatineeInterface.Interface.Object
--------------------------------
Class: MeshMergeCullingVolume.Volume.Brush.Actor.Object
--------------------------------
Class: MeshSimplificationSettings.DeveloperSettings.Object
FName MeshReductionModuleName;//[Offset: 0x38 , Size: 8]
--------------------------------
Class: MeshVertexPainterKismetLibrary.BlueprintFunctionLibrary.Object
static void RemovePaintedVertices(StaticMeshComponent*
StaticMeshComponent);// 0x50b8200
static void PaintVerticesSingleColor(StaticMeshComponent*
StaticMeshComponent, out const LinearColor FillColor, bool bConvertToSRGB);//
0x50b80fc
static void PaintVerticesLerpAlongAxis(StaticMeshComponent*
StaticMeshComponent, out const LinearColor StartColor, out const LinearColor
EndColor, enum Axis, bool bConvertToSRGB);// 0x50b7f68
--------------------------------
Class: MicroTransactionBase.PlatformInterfaceBase.Object
PurchaseInfo[] AvailableProducts;//[Offset: 0x38 , Size: 16]
FString LastError;//[Offset: 0x48 , Size: 16]
FString LastErrorSolution;//[Offset: 0x58 , Size: 16]
--------------------------------
Class: PurchaseInfo
FString Identifier;//[Offset: 0x0 , Size: 16]
FString DisplayName;//[Offset: 0x10 , Size: 16]
FString DisplayDescription;//[Offset: 0x20 , Size: 16]
FString DisplayPrice;//[Offset: 0x30 , Size: 16]
--------------------------------
Class: NavAgentInterface.Interface.Object
--------------------------------
Class: NavArea_Default.NavArea.Object
--------------------------------
Class: NavArea_LowHeight.NavArea.Object
--------------------------------
Class: NavArea_Null.NavArea.Object
--------------------------------
Class: NavArea_Obstacle.NavArea.Object
--------------------------------
Class: NavAreaMeta.NavArea.Object
--------------------------------
Class: NavAreaMeta_SwitchByAgent.NavAreaMeta.NavArea.Object
class NavArea* Agent0Area;//[Offset: 0x40 , Size: 8]
class NavArea* Agent1Area;//[Offset: 0x48 , Size: 8]
class NavArea* Agent2Area;//[Offset: 0x50 , Size: 8]
class NavArea* Agent3Area;//[Offset: 0x58 , Size: 8]
class NavArea* Agent4Area;//[Offset: 0x60 , Size: 8]
class NavArea* Agent5Area;//[Offset: 0x68 , Size: 8]
class NavArea* Agent6Area;//[Offset: 0x70 , Size: 8]
class NavArea* Agent7Area;//[Offset: 0x78 , Size: 8]
class NavArea* Agent8Area;//[Offset: 0x80 , Size: 8]
class NavArea* Agent9Area;//[Offset: 0x88 , Size: 8]
class NavArea* Agent10Area;//[Offset: 0x90 , Size: 8]
class NavArea* Agent11Area;//[Offset: 0x98 , Size: 8]
class NavArea* Agent12Area;//[Offset: 0xa0 , Size: 8]
class NavArea* Agent13Area;//[Offset: 0xa8 , Size: 8]
class NavArea* Agent14Area;//[Offset: 0xb0 , Size: 8]
class NavArea* Agent15Area;//[Offset: 0xb8 , Size: 8]
--------------------------------
Class: NavEdgeProviderInterface.Interface.Object
--------------------------------
Class: NavigationGraph.NavigationData.Actor.Object
--------------------------------
Class: NavigationGraphNode.Actor.Object
--------------------------------
Class: NavigationGraphNodeComponent.SceneComponent.ActorComponent.Object
NavGraphNode Node;//[Offset: 0x2d0 , Size: 24]
NavigationGraphNodeComponent* NextNodeComponent;//[Offset: 0x2e8 , Size: 8]
NavigationGraphNodeComponent* PrevNodeComponent;//[Offset: 0x2f0 , Size: 8]
--------------------------------
Class: NavGraphNode
Object* Owner;//[Offset: 0x0 , Size: 8]
--------------------------------
Class: NavigationInvokerComponent.ActorComponent.Object
float TileGenerationRadius;//[Offset: 0x110 , Size: 4]
float TileRemovalRadius;//[Offset: 0x114 , Size: 4]
--------------------------------
Class: NavigationPathGenerator.Interface.Object
--------------------------------
Class: NavigationTestingActor.Actor.Object
CapsuleComponent* CapsuleComponent;//[Offset: 0x3a8 , Size: 8]
NavigationInvokerComponent* InvokerComponent;//[Offset: 0x3b0 , Size: 8]
bool bActAsNavigationInvoker;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x3b8 , Size: 1]
NavAgentProperties NavAgentProps;//[Offset: 0x3c0 , Size: 32]
Vector QueryingExtent;//[Offset: 0x3e0 , Size: 12]
NavigationData* MyNavData;//[Offset: 0x3f0 , Size: 8]
Vector ProjectedLocation;//[Offset: 0x3f8 , Size: 12]
IntVector ProjectedTile;//[Offset: 0x404 , Size: 12]
int ProjectedPloyId;//[Offset: 0x410 , Size: 4]
bool bProjectedLocationValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x414 , Size: 1]
bool bSearchStart;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x414 , Size: 1]
bool bUseHierarchicalPathfinding;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x414 , Size: 1]
bool bGatherDetailedInfo;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x414 , Size: 1]
bool bDrawDistanceToWall;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x414 , Size: 1]
bool bShowNodePool;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x414 , Size: 1]
bool bShowBestPath;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset:
0x414 , Size: 1]
bool bShowDiffWithPreviousStep;//(ByteOffset: 0, ByteMask: 128, FieldMask:
128)[Offset: 0x414 , Size: 1]
bool bShouldBeVisibleInGame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x415 , Size: 1]
byte CostDisplayMode;//[Offset: 0x416 , Size: 1]
Vector2D TextCanvasOffset;//[Offset: 0x418 , Size: 8]
bool bPathExist;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x420 ,
Size: 1]
bool bPathIsPartial;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x420 , Size: 1]
bool bPathSearchOutOfNodes;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x420 , Size: 1]
float PathfindingTime;//[Offset: 0x424 , Size: 4]
float PathCost;//[Offset: 0x428 , Size: 4]
int PathfindingSteps;//[Offset: 0x42c , Size: 4]
NavigationTestingActor* OtherActor;//[Offset: 0x430 , Size: 8]
class NavigationQueryFilter* FilterClass;//[Offset: 0x438 , Size: 8]
int ShowStepIndex;//[Offset: 0x440 , Size: 4]
float OffsetFromCornersDistance;//[Offset: 0x444 , Size: 4]
--------------------------------
Class: NavigationTypes.Object
--------------------------------
Class: NavLinkComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
NavigationLink[] Links;//[Offset: 0x678 , Size: 16]
--------------------------------
Class: NavigationLink.NavigationLinkBase
Vector Left;//[Offset: 0x38 , Size: 12]
Vector Right;//[Offset: 0x44 , Size: 12]
--------------------------------
Class: NavigationLinkBase
float LeftProjectHeight;//[Offset: 0x0 , Size: 4]
float MaxFallDownLength;//[Offset: 0x4 , Size: 4]
byte Direction;//[Offset: 0x8 , Size: 1]
float SnapRadius;//[Offset: 0x10 , Size: 4]
float SnapHeight;//[Offset: 0x14 , Size: 4]
NavAgentSelector SupportedAgents;//[Offset: 0x18 , Size: 4]
bool bSupportsAgent0;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x1c , Size: 1]
bool bSupportsAgent1;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x1c , Size: 1]
bool bSupportsAgent2;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x1c , Size: 1]
bool bSupportsAgent3;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x1c , Size: 1]
bool bSupportsAgent4;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x1c , Size: 1]
bool bSupportsAgent5;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x1c , Size: 1]
bool bSupportsAgent6;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset:
0x1c , Size: 1]
bool bSupportsAgent7;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset:
0x1c , Size: 1]
bool bSupportsAgent8;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x1d , Size: 1]
bool bSupportsAgent9;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x1d , Size: 1]
bool bSupportsAgent10;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x1d , Size: 1]
bool bSupportsAgent11;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x1d , Size: 1]
bool bSupportsAgent12;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x1d , Size: 1]
bool bSupportsAgent13;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x1d , Size: 1]
bool bSupportsAgent14;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset:
0x1d , Size: 1]
bool bSupportsAgent15;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x1d , Size: 1]
bool bUseSnapHeight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x20
, Size: 1]
bool bSnapToCheapestArea;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x20 , Size: 1]
bool bCustomFlag0;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x20 ,
Size: 1]
bool bCustomFlag1;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x20 ,
Size: 1]
bool bCustomFlag2;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x20
, Size: 1]
bool bCustomFlag3;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x20
, Size: 1]
bool bCustomFlag4;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x20
, Size: 1]
bool bCustomFlag5;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset:
0x20 , Size: 1]
bool bCustomFlag6;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x21 ,
Size: 1]
bool bCustomFlag7;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x21 ,
Size: 1]
class NavArea* AreaClass;//[Offset: 0x28 , Size: 8]
--------------------------------
Class: NavRelevantComponent.ActorComponent.Object
bool bAttachToOwnersRoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x134 , Size: 1]
Object* CachedNavParent;//[Offset: 0x138 , Size: 8]
void SetNavigationRelevancy(bool bRelevant);// 0x50c7568
--------------------------------
Class: NavLinkCustomComponent.NavRelevantComponent.ActorComponent.Object
uint32 NavLinkUserId;//[Offset: 0x148 , Size: 4]
class NavArea* EnabledAreaClass;//[Offset: 0x150 , Size: 8]
class NavArea* DisabledAreaClass;//[Offset: 0x158 , Size: 8]
Vector LinkRelativeStart;//[Offset: 0x160 , Size: 12]
Vector LinkRelativeEnd;//[Offset: 0x16c , Size: 12]
byte LinkDirection;//[Offset: 0x178 , Size: 1]
bool bLinkEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x179 , Size: 1]
bool bNotifyWhenEnabled;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x179 , Size: 1]
bool bNotifyWhenDisabled;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x179 , Size: 1]
bool bCreateBoxObstacle;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x179 , Size: 1]
Vector ObstacleOffset;//[Offset: 0x17c , Size: 12]
Vector ObstacleExtent;//[Offset: 0x188 , Size: 12]
class NavArea* ObstacleAreaClass;//[Offset: 0x198 , Size: 8]
float BroadcastRadius;//[Offset: 0x1a0 , Size: 4]
float BroadcastInterval;//[Offset: 0x1a4 , Size: 4]
byte BroadcastChannel;//[Offset: 0x1a8 , Size: 1]
--------------------------------
Class: NavLinkCustomInterface.Interface.Object
--------------------------------
Class: NavLinkDefinition.Object
NavigationLink[] Links;//[Offset: 0x28 , Size: 16]
NavigationSegmentLink[] SegmentLinks;//[Offset: 0x38 , Size: 16]
--------------------------------
Class: NavigationSegmentLink.NavigationLinkBase
Vector LeftStart;//[Offset: 0x38 , Size: 12]
Vector LeftEnd;//[Offset: 0x44 , Size: 12]
Vector RightStart;//[Offset: 0x50 , Size: 12]
Vector RightEnd;//[Offset: 0x5c , Size: 12]
--------------------------------
Class: NavLinkHostInterface.Interface.Object
--------------------------------
Class: NavLinkProxy.Actor.Object
NavigationLink[] PointLinks;//[Offset: 0x3a8 , Size: 16]
NavigationSegmentLink[] SegmentLinks;//[Offset: 0x3b8 , Size: 16]
NavLinkCustomComponent* SmartLinkComp;//[Offset: 0x3c8 , Size: 8]
bool bSmartLinkIsRelevant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3d0 , Size: 1]
delegate OnSmartLinkReached;//[Offset: 0x3d8 , Size: 16]
void SetSmartLinkEnabled(bool bEnabled);// 0x50c40b4
void ResumePathFollowing(Actor* Agent);// 0x50c4038
void ReceiveSmartLinkReached(Actor* Agent, out const Vector Destination);//
0x37db6c4
bool IsSmartLinkEnabled();// 0x50c4000
bool HasMovingAgents();// 0x50c3fc8
--------------------------------
Class:
NavLinkRenderingComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
--------------------------------
Class: NavLinkTrivial.NavLinkDefinition.Object
--------------------------------
Class: NavMeshLocalUpdateVolume.Volume.Brush.Actor.Object
--------------------------------
Class:
NavMeshRenderingComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
--------------------------------
Class: NavModifierComponent.NavRelevantComponent.ActorComponent.Object
class NavArea* AreaClass;//[Offset: 0x140 , Size: 8]
Vector FailsafeExtent;//[Offset: 0x148 , Size: 12]
void SetAreaClass(class NavArea NewAreaClass);// 0x50c4c10
--------------------------------
Class: NavModifierVolume.Volume.Brush.Actor.Object
class NavArea* AreaClass;//[Offset: 0x3d8 , Size: 8]
void SetAreaClass(class NavArea NewAreaClass);// 0x50c4e80
--------------------------------
Class: NavNodeInterface.Interface.Object
--------------------------------
Class: NavPathObserverInterface.Interface.Object
--------------------------------
Class: NavRelevantInterface.Interface.Object
--------------------------------
Class:
NavTestRenderingComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
--------------------------------
Class: NetworkPredictionInterface.Interface.Object
--------------------------------
Class: NetworkSettings.DeveloperSettings.Object
bool bVerifyPeer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x38 ,
Size: 1]
bool bEnableMultiplayerWorldOriginRebasing;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0x38 , Size: 1]
int MaxRepArraySize;//[Offset: 0x3c , Size: 4]
int MaxRepArrayMemory;//[Offset: 0x40 , Size: 4]
--------------------------------
Class: NodeMappingProviderInterface.Interface.Object
--------------------------------
Class: Note.Actor.Object
--------------------------------
Class: ObjectLibrary.Object
class Object* ObjectBaseClass;//[Offset: 0x28 , Size: 8]
bool bHasBlueprintClasses;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x30 , Size: 1]
Object*[] Objects;//[Offset: 0x38 , Size: 16]
Object*[] WeakObjects;//[Offset: 0x48 , Size: 16]
bool bUseWeakReferences;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x58 , Size: 1]
bool bIsFullyLoaded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x59 , Size: 1]
--------------------------------
Class: ObjectPoolInterface.Interface.Object
void OnRespawned();// 0x50c9380
void OnRecycled();// 0x50c9364
bool CheckIsRecycled();// 0x50c9324
--------------------------------
Class: ObjectReferencer.Object
Object*[] ReferencedObjects;//[Offset: 0x28 , Size: 16]
--------------------------------
Class: OnlineBlueprintCallProxyBase.Object
void Activate();// 0x50c996c
--------------------------------
Class: OnlineEngineInterface.Object
--------------------------------
Class: PackageMapClient.PackageMap.Object
--------------------------------
Class: PainCausingVolume.PhysicsVolume.Volume.Brush.Actor.Object
bool bPainCausing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x3dd , Size: 1]
float DamagePerSec;//[Offset: 0x3e0 , Size: 4]
class DamageType* DamageType;//[Offset: 0x3e8 , Size: 8]
float PainInterval;//[Offset: 0x3f0 , Size: 4]
bool bEntryPain;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3f4 ,
Size: 1]
bool BACKUP_bPainCausing;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x3f4 , Size: 1]
Controller* DamageInstigator;//[Offset: 0x3f8 , Size: 8]
--------------------------------
Class: ParticleModuleAccelerationBase.ParticleModule.Object
bool bAlwaysInWorldSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x2b , Size: 1]
--------------------------------
Class:
ParticleModuleAcceleration.ParticleModuleAccelerationBase.ParticleModule.Object
RawDistributionVector Acceleration;//[Offset: 0x30 , Size: 80]
bool bApplyOwnerScale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x80 , Size: 1]
--------------------------------
Class:
ParticleModuleAccelerationConstant.ParticleModuleAccelerationBase.ParticleModule.Ob
ject
Vector Acceleration;//[Offset: 0x2c , Size: 12]
--------------------------------
Class:
ParticleModuleAccelerationDrag.ParticleModuleAccelerationBase.ParticleModule.Object
DistributionFloat* DragCoefficient;//[Offset: 0x30 , Size: 8]
RawDistributionFloat DragCoefficientRaw;//[Offset: 0x38 , Size: 56]
--------------------------------
Class:
ParticleModuleAccelerationDragScaleOverLife.ParticleModuleAccelerationBase.Particle
Module.Object
DistributionFloat* DragScale;//[Offset: 0x30 , Size: 8]
RawDistributionFloat DragScaleRaw;//[Offset: 0x38 , Size: 56]
--------------------------------
Class:
ParticleModuleAccelerationOverLifetime.ParticleModuleAccelerationBase.ParticleModul
e.Object
RawDistributionVector AccelOverLife;//[Offset: 0x30 , Size: 80]
--------------------------------
Class: ParticleModuleAttractorBase.ParticleModule.Object
--------------------------------
Class:
ParticleModuleAttractorLine.ParticleModuleAttractorBase.ParticleModule.Object
Vector EndPoint0;//[Offset: 0x2c , Size: 12]
Vector EndPoint1;//[Offset: 0x38 , Size: 12]
RawDistributionFloat Range;//[Offset: 0x48 , Size: 56]
RawDistributionFloat Strength;//[Offset: 0x80 , Size: 56]
--------------------------------
Class:
ParticleModuleAttractorParticle.ParticleModuleAttractorBase.ParticleModule.Object
FName EmitterName;//[Offset: 0x30 , Size: 8]
RawDistributionFloat Range;//[Offset: 0x38 , Size: 56]
bool bStrengthByDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x70 , Size: 1]
RawDistributionFloat Strength;//[Offset: 0x78 , Size: 56]
bool bAffectBaseVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0xb0 , Size: 1]
byte SelectionMethod;//[Offset: 0xb1 , Size: 1]
bool bRenewSource;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xb2 ,
Size: 1]
bool bInheritSourceVel;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0xb2 , Size: 1]
int LastSelIndex;//[Offset: 0xb4 , Size: 4]
--------------------------------
Class:
ParticleModuleAttractorPoint.ParticleModuleAttractorBase.ParticleModule.Object
RawDistributionVector Position;//[Offset: 0x30 , Size: 80]
RawDistributionFloat Range;//[Offset: 0x80 , Size: 56]
RawDistributionFloat Strength;//[Offset: 0xb8 , Size: 56]
bool StrengthByDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0xf0 , Size: 1]
bool bAffectBaseVelocity;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0xf0 , Size: 1]
bool bOverrideVelocity;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0xf0 , Size: 1]
bool bUseWorldSpacePosition;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0xf0 , Size: 1]
bool Positive_X;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xf0 ,
Size: 1]
bool Positive_Y;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xf0 ,
Size: 1]
bool Positive_Z;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0xf0 ,
Size: 1]
bool Negative_X;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0xf0
, Size: 1]
bool Negative_Y;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xf1 ,
Size: 1]
bool Negative_Z;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xf1 ,
Size: 1]
--------------------------------
Class:
ParticleModuleAttractorPointGravity.ParticleModuleAttractorBase.ParticleModule.Obje
ct
Vector Position;//[Offset: 0x2c , Size: 12]
float Radius;//[Offset: 0x38 , Size: 4]
DistributionFloat* Strength;//[Offset: 0x40 , Size: 8]
RawDistributionFloat StrengthRaw;//[Offset: 0x48 , Size: 56]
--------------------------------
Class: ParticleModuleBeamBase.ParticleModule.Object
--------------------------------
Class: ParticleModuleBeamModifier.ParticleModuleBeamBase.ParticleModule.Object
byte ModifierType;//[Offset: 0x2b , Size: 1]
BeamModifierOptions PositionOptions;//[Offset: 0x2c , Size: 4]
RawDistributionVector Position;//[Offset: 0x30 , Size: 80]
BeamModifierOptions TangentOptions;//[Offset: 0x80 , Size: 4]
RawDistributionVector Tangent;//[Offset: 0x88 , Size: 80]
bool bAbsoluteTangent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0xd8 , Size: 1]
BeamModifierOptions StrengthOptions;//[Offset: 0xdc , Size: 4]
RawDistributionFloat Strength;//[Offset: 0xe0 , Size: 56]
--------------------------------
Class: BeamModifierOptions
bool bModify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 , Size:
1]
bool bScale;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0 , Size:
1]
bool bLock;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0 , Size:
1]
--------------------------------
Class: ParticleModuleBeamNoise.ParticleModuleBeamBase.ParticleModule.Object
bool bLowFreq_Enabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x2b , Size: 1]
int Frequency;//[Offset: 0x2c , Size: 4]
int Frequency_LowRange;//[Offset: 0x30 , Size: 4]
RawDistributionVector NoiseRange;//[Offset: 0x38 , Size: 80]
RawDistributionFloat NoiseRangeScale;//[Offset: 0x88 , Size: 56]
bool bNRScaleEmitterTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0xc0 , Size: 1]
RawDistributionVector NoiseSpeed;//[Offset: 0xc8 , Size: 80]
bool bSmooth;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x118 ,
Size: 1]
float NoiseLockRadius;//[Offset: 0x11c , Size: 4]
bool bNoiseLock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x120 ,
Size: 1]
bool bOscillate;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x120 ,
Size: 1]
float NoiseLockTime;//[Offset: 0x124 , Size: 4]
float NoiseTension;//[Offset: 0x128 , Size: 4]
bool bUseNoiseTangents;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x12c , Size: 1]
RawDistributionFloat NoiseTangentStrength;//[Offset: 0x130 , Size: 56]
int NoiseTessellation;//[Offset: 0x168 , Size: 4]
bool bTargetNoise;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x16c , Size: 1]
float FrequencyDistance;//[Offset: 0x170 , Size: 4]
bool bApplyNoiseScale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x174 , Size: 1]
RawDistributionFloat NoiseScale;//[Offset: 0x178 , Size: 56]
--------------------------------
Class: ParticleModuleBeamSource.ParticleModuleBeamBase.ParticleModule.Object
byte SourceMethod;//[Offset: 0x2b , Size: 1]
FName SourceName;//[Offset: 0x30 , Size: 8]
bool bSourceAbsolute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x38 , Size: 1]
RawDistributionVector Source;//[Offset: 0x40 , Size: 80]
bool bLockSource;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x90 ,
Size: 1]
byte SourceTangentMethod;//[Offset: 0x91 , Size: 1]
RawDistributionVector SourceTangent;//[Offset: 0x98 , Size: 80]
bool bLockSourceTangent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0xe8 , Size: 1]
RawDistributionFloat SourceStrength;//[Offset: 0xf0 , Size: 56]
bool bLockSourceStength;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x128 , Size: 1]
--------------------------------
Class: ParticleModuleBeamTarget.ParticleModuleBeamBase.ParticleModule.Object
byte TargetMethod;//[Offset: 0x2b , Size: 1]
FName TargetName;//[Offset: 0x30 , Size: 8]
RawDistributionVector Target;//[Offset: 0x38 , Size: 80]
bool bTargetAbsolute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x88 , Size: 1]
bool bLockTarget;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x88 ,
Size: 1]
byte TargetTangentMethod;//[Offset: 0x89 , Size: 1]
RawDistributionVector TargetTangent;//[Offset: 0x90 , Size: 80]
bool bLockTargetTangent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0xe0 , Size: 1]
RawDistributionFloat TargetStrength;//[Offset: 0xe8 , Size: 56]
bool bLockTargetStength;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x120 , Size: 1]
float LockRadius;//[Offset: 0x124 , Size: 4]
--------------------------------
Class: ParticleModuleCameraBase.ParticleModule.Object
--------------------------------
Class: ParticleModuleCameraOffset.ParticleModuleCameraBase.ParticleModule.Object
RawDistributionFloat CameraOffset;//[Offset: 0x30 , Size: 56]
bool bSpawnTimeOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x68
, Size: 1]
byte UpdateMethod;//[Offset: 0x69 , Size: 1]
--------------------------------
Class: ParticleModuleCollisionBase.ParticleModule.Object
--------------------------------
Class: ParticleModuleCollision.ParticleModuleCollisionBase.ParticleModule.Object
RawDistributionVector DampingFactor;//[Offset: 0x30 , Size: 80]
RawDistributionVector DampingFactorRotation;//[Offset: 0x80 , Size: 80]
RawDistributionFloat MaxCollisions;//[Offset: 0xd0 , Size: 56]
byte CollisionCompletionOption;//[Offset: 0x108 , Size: 1]
byte[] CollisionTypes;//[Offset: 0x110 , Size: 16]
bool bApplyPhysics;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x128
, Size: 1]
bool bIgnoreTriggerVolumes;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x128 , Size: 1]
RawDistributionFloat ParticleMass;//[Offset: 0x130 , Size: 56]
float DirScalar;//[Offset: 0x168 , Size: 4]
bool bPawnsDoNotDecrementCount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x16c , Size: 1]
bool bOnlyVerticalNormalsDecrementCount;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0x16c , Size: 1]
float VerticalFudgeFactor;//[Offset: 0x170 , Size: 4]
RawDistributionFloat DelayAmount;//[Offset: 0x178 , Size: 56]
bool bDropDetail;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1b0 ,
Size: 1]
bool bCollideOnlyIfVisible;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x1b0 , Size: 1]
bool bIgnoreSourceActor;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x1b0 , Size: 1]
float MaxCollisionDistance;//[Offset: 0x1b4 , Size: 4]
--------------------------------
Class: ParticleModuleCollisionGPU.ParticleModuleCollisionBase.ParticleModule.Object
RawDistributionFloat Resilience;//[Offset: 0x30 , Size: 56]
RawDistributionFloat ResilienceScaleOverLife;//[Offset: 0x68 , Size: 56]
float Friction;//[Offset: 0xa0 , Size: 4]
float RandomSpread;//[Offset: 0xa4 , Size: 4]
float RandomDistribution;//[Offset: 0xa8 , Size: 4]
float RadiusScale;//[Offset: 0xac , Size: 4]
float RadiusBias;//[Offset: 0xb0 , Size: 4]
byte Response;//[Offset: 0xb4 , Size: 1]
byte CollisionMode;//[Offset: 0xb5 , Size: 1]
--------------------------------
Class:
ParticleModuleCollisionHeight.ParticleModuleCollisionBase.ParticleModule.Object
byte[] CollisionTypes;//[Offset: 0x30 , Size: 16]
uint32 CollisionStep;//[Offset: 0x48 , Size: 4]
--------------------------------
Class: ParticleModuleColorBase.ParticleModule.Object
--------------------------------
Class: ParticleModuleColor.ParticleModuleColorBase.ParticleModule.Object
RawDistributionVector StartColor;//[Offset: 0x30 , Size: 80]
RawDistributionFloat StartAlpha;//[Offset: 0x80 , Size: 56]
bool bClampAlpha;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xb8 ,
Size: 1]
--------------------------------
Class:
ParticleModuleColor_Seeded.ParticleModuleColor.ParticleModuleColorBase.ParticleModu
le.Object
ParticleRandomSeedInfo RandomSeedInfo;//[Offset: 0xc0 , Size: 32]
--------------------------------
Class: ParticleRandomSeedInfo
FName ParameterName;//[Offset: 0x0 , Size: 8]
bool bGetSeedFromInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x8 , Size: 1]
bool bInstanceSeedIsIndex;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x8 , Size: 1]
bool bResetSeedOnEmitterLooping;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x8 , Size: 1]
bool bRandomlySelectSeedArray;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x8 , Size: 1]
int[] RandomSeeds;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: ParticleModuleColorOverLife.ParticleModuleColorBase.ParticleModule.Object
RawDistributionVector ColorOverLife;//[Offset: 0x30 , Size: 80]
RawDistributionFloat AlphaOverLife;//[Offset: 0x80 , Size: 56]
bool bClampAlpha;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xb8 ,
Size: 1]
--------------------------------
Class:
ParticleModuleColorScaleOverLife.ParticleModuleColorBase.ParticleModule.Object
RawDistributionVector ColorScaleOverLife;//[Offset: 0x30 , Size: 80]
RawDistributionFloat AlphaScaleOverLife;//[Offset: 0x80 , Size: 56]
bool bEmitterTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xb8 ,
Size: 1]
--------------------------------
Class:
ParticleModuleEventReceiverKillParticles.ParticleModuleEventReceiverBase.ParticleMo
duleEventBase.ParticleModule.Object
bool bStopSpawning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x38 , Size: 1]
--------------------------------
Class:
ParticleModuleEventReceiverSpawn.ParticleModuleEventReceiverBase.ParticleModuleEven
tBase.ParticleModule.Object
RawDistributionFloat SpawnCount;//[Offset: 0x38 , Size: 56]
bool bUseParticleTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x70 , Size: 1]
bool bUsePSysLocation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x70 , Size: 1]
bool bInheritVelocity;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x70 , Size: 1]
RawDistributionVector InheritVelocityScale;//[Offset: 0x78 , Size: 80]
PhysicalMaterial*[] PhysicalMaterials;//[Offset: 0xc8 , Size: 16]
bool bBanPhysicalMaterials;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xd8 , Size: 1]
--------------------------------
Class: ParticleModuleKillBase.ParticleModule.Object
--------------------------------
Class: ParticleModuleKillBox.ParticleModuleKillBase.ParticleModule.Object
RawDistributionVector LowerLeftCorner;//[Offset: 0x30 , Size: 80]
RawDistributionVector UpperRightCorner;//[Offset: 0x80 , Size: 80]
bool bAbsolute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xd0 ,
Size: 1]
bool bKillInside;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xd0 ,
Size: 1]
bool bAxisAlignedAndFixedSize;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0xd0 , Size: 1]
--------------------------------
Class: ParticleModuleKillHeight.ParticleModuleKillBase.ParticleModule.Object
RawDistributionFloat Height;//[Offset: 0x30 , Size: 56]
bool bAbsolute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x68 ,
Size: 1]
bool bFloor;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x68 , Size:
1]
bool bApplyPSysScale;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x68 , Size: 1]
--------------------------------
Class: ParticleModuleLifetimeBase.ParticleModule.Object
--------------------------------
Class: ParticleModuleLifetime.ParticleModuleLifetimeBase.ParticleModule.Object
RawDistributionFloat LifeTime;//[Offset: 0x30 , Size: 56]
--------------------------------
Class:
ParticleModuleLifetime_Seeded.ParticleModuleLifetime.ParticleModuleLifetimeBase.Par
ticleModule.Object
ParticleRandomSeedInfo RandomSeedInfo;//[Offset: 0x68 , Size: 32]
--------------------------------
Class: ParticleModuleLightBase.ParticleModule.Object
--------------------------------
Class: ParticleModuleLight.ParticleModuleLightBase.ParticleModule.Object
bool bUseInverseSquaredFalloff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2b , Size: 1]
bool bAffectsTranslucency;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2c , Size: 1]
bool bPreviewLightRadius;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2d , Size: 1]
float SpawnFraction;//[Offset: 0x30 , Size: 4]
RawDistributionVector ColorScaleOverLife;//[Offset: 0x38 , Size: 80]
RawDistributionFloat BrightnessOverLife;//[Offset: 0x88 , Size: 56]
RawDistributionFloat RadiusScale;//[Offset: 0xc0 , Size: 56]
RawDistributionFloat LightExponent;//[Offset: 0xf8 , Size: 56]
LightingChannels LightingChannels;//[Offset: 0x130 , Size: 1]
float VolumetricScatteringIntensity;//[Offset: 0x134 , Size: 4]
bool bHighQualityLights;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x138 , Size: 1]
bool bShadowCastingLights;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x139 , Size: 1]
--------------------------------
Class:
ParticleModuleLight_Seeded.ParticleModuleLight.ParticleModuleLightBase.ParticleModu
le.Object
ParticleRandomSeedInfo RandomSeedInfo;//[Offset: 0x140 , Size: 32]
--------------------------------
Class: ParticleModuleLocationBase.ParticleModule.Object
--------------------------------
Class: ParticleModuleLocation.ParticleModuleLocationBase.ParticleModule.Object
RawDistributionVector StartLocation;//[Offset: 0x30 , Size: 80]
float DistributeOverNPoints;//[Offset: 0x80 , Size: 4]
float DistributeThreshold;//[Offset: 0x84 , Size: 4]
--------------------------------
Class:
ParticleModuleLocation_Seeded.ParticleModuleLocation.ParticleModuleLocationBase.Par
ticleModule.Object
ParticleRandomSeedInfo RandomSeedInfo;//[Offset: 0x88 , Size: 32]
--------------------------------
Class:
ParticleModuleLocationBoneSocket.ParticleModuleLocationBase.ParticleModule.Object
byte SourceType;//[Offset: 0x2b , Size: 1]
Vector UniversalOffset;//[Offset: 0x2c , Size: 12]
LocationBoneSocketInfo[] SourceLocations;//[Offset: 0x38 , Size: 16]
byte SelectionMethod;//[Offset: 0x48 , Size: 1]
bool bUpdatePositionEachFrame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x49 , Size: 1]
bool bOrientMeshEmitters;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x49 , Size: 1]
bool bInheritBoneVelocity;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x49 , Size: 1]
float InheritVelocityScale;//[Offset: 0x4c , Size: 4]
FName SkelMeshActorParamName;//[Offset: 0x50 , Size: 8]
int NumPreSelectedIndices;//[Offset: 0x58 , Size: 4]
--------------------------------
Class: LocationBoneSocketInfo
FName BoneSocketName;//[Offset: 0x0 , Size: 8]
Vector Offset;//[Offset: 0x8 , Size: 12]
--------------------------------
Class:
ParticleModuleLocationDirect.ParticleModuleLocationBase.ParticleModule.Object
RawDistributionVector Location;//[Offset: 0x30 , Size: 80]
RawDistributionVector LocationOffset;//[Offset: 0x80 , Size: 80]
RawDistributionVector ScaleFactor;//[Offset: 0xd0 , Size: 80]
RawDistributionVector Direction;//[Offset: 0x120 , Size: 80]
--------------------------------
Class:
ParticleModuleLocationEmitter.ParticleModuleLocationBase.ParticleModule.Object
FName EmitterName;//[Offset: 0x30 , Size: 8]
byte SelectionMethod;//[Offset: 0x38 , Size: 1]
bool InheritSourceVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x39 , Size: 1]
float InheritSourceVelocityScale;//[Offset: 0x3c , Size: 4]
bool bInheritSourceRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x40 , Size: 1]
float InheritSourceRotationScale;//[Offset: 0x44 , Size: 4]
--------------------------------
Class:
ParticleModuleLocationEmitterDirect.ParticleModuleLocationBase.ParticleModule.Objec
t
FName EmitterName;//[Offset: 0x30 , Size: 8]
--------------------------------
Class:
ParticleModuleLocationPrimitiveBase.ParticleModuleLocationBase.ParticleModule.Objec
t
bool Positive_X;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2b ,
Size: 1]
bool Positive_Y;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2b ,
Size: 1]
bool Positive_Z;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2b ,
Size: 1]
bool Negative_X;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2b ,
Size: 1]
bool Negative_Y;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2b ,
Size: 1]
bool Negative_Z;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2b ,
Size: 1]
bool SurfaceOnly;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset:
0x2b , Size: 1]
bool Velocity;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2b ,
Size: 1]
RawDistributionFloat VelocityScale;//[Offset: 0x30 , Size: 56]
RawDistributionVector StartLocation;//[Offset: 0x68 , Size: 80]
--------------------------------
Class:
ParticleModuleLocationPrimitiveCylinder.ParticleModuleLocationPrimitiveBase.Particl
eModuleLocationBase.ParticleModule.Object
bool RadialVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xb8
, Size: 1]
RawDistributionFloat StartRadius;//[Offset: 0xc0 , Size: 56]
RawDistributionFloat StartHeight;//[Offset: 0xf8 , Size: 56]
byte HeightAxis;//[Offset: 0x130 , Size: 1]
--------------------------------
Class:
ParticleModuleLocationPrimitiveCylinder_Seeded.ParticleModuleLocationPrimitiveCylin
der.ParticleModuleLocationPrimitiveBase.ParticleModuleLocationBase.ParticleModule.O
bject
ParticleRandomSeedInfo RandomSeedInfo;//[Offset: 0x138 , Size: 32]
--------------------------------
Class:
ParticleModuleLocationPrimitiveSphere.ParticleModuleLocationPrimitiveBase.ParticleM
oduleLocationBase.ParticleModule.Object
RawDistributionFloat StartRadius;//[Offset: 0xb8 , Size: 56]
--------------------------------
Class:
ParticleModuleLocationPrimitiveSphere_Seeded.ParticleModuleLocationPrimitiveSphere.
ParticleModuleLocationPrimitiveBase.ParticleModuleLocationBase.ParticleModule.Objec
t
ParticleRandomSeedInfo RandomSeedInfo;//[Offset: 0xf0 , Size: 32]
--------------------------------
Class:
ParticleModuleLocationPrimitiveTriangle.ParticleModuleLocationBase.ParticleModule.O
bject
RawDistributionVector StartOffset;//[Offset: 0x30 , Size: 80]
RawDistributionFloat Height;//[Offset: 0x80 , Size: 56]
RawDistributionFloat Angle;//[Offset: 0xb8 , Size: 56]
RawDistributionFloat Thickness;//[Offset: 0xf0 , Size: 56]
--------------------------------
Class:
ParticleModuleLocationSkelVertSurface.ParticleModuleLocationBase.ParticleModule.Obj
ect
byte SourceType;//[Offset: 0x2b , Size: 1]
Vector UniversalOffset;//[Offset: 0x2c , Size: 12]
bool bUpdatePositionEachFrame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x38 , Size: 1]
bool bOrientMeshEmitters;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x38 , Size: 1]
bool bInheritBoneVelocity;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x38 , Size: 1]
float InheritVelocityScale;//[Offset: 0x3c , Size: 4]
FName SkelMeshActorParamName;//[Offset: 0x40 , Size: 8]
FName[] ValidAssociatedBones;//[Offset: 0x48 , Size: 16]
bool bEnforceNormalCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x58 , Size: 1]
Vector NormalToCompare;//[Offset: 0x5c , Size: 12]
float NormalCheckToleranceDegrees;//[Offset: 0x68 , Size: 4]
float NormalCheckTolerance;//[Offset: 0x6c , Size: 4]
int[] ValidMaterialIndices;//[Offset: 0x70 , Size: 16]
bool bInheritVertexColor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x80 , Size: 1]
bool bInheritUV;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x80 ,
Size: 1]
uint32 InheritUVChannel;//[Offset: 0x84 , Size: 4]
--------------------------------
Class:
ParticleModuleLocationWorldOffset.ParticleModuleLocation.ParticleModuleLocationBase
.ParticleModule.Object
--------------------------------
Class:
ParticleModuleLocationWorldOffset_Seeded.ParticleModuleLocationWorldOffset.Particle
ModuleLocation.ParticleModuleLocationBase.ParticleModule.Object
ParticleRandomSeedInfo RandomSeedInfo;//[Offset: 0x88 , Size: 32]
--------------------------------
Class: ParticleModuleMaterialBase.ParticleModule.Object
--------------------------------
Class: ParticleModuleMeshMaterial.ParticleModuleMaterialBase.ParticleModule.Object
MaterialInterface*[] MeshMaterials;//[Offset: 0x30 , Size: 16]
--------------------------------
Class: ParticleModuleRotationBase.ParticleModule.Object
--------------------------------
Class: ParticleModuleMeshRotation.ParticleModuleRotationBase.ParticleModule.Object
RawDistributionVector StartRotation;//[Offset: 0x30 , Size: 80]
bool bInheritParent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x80
, Size: 1]
--------------------------------
Class:
ParticleModuleMeshRotation_Seeded.ParticleModuleMeshRotation.ParticleModuleRotation
Base.ParticleModule.Object
ParticleRandomSeedInfo RandomSeedInfo;//[Offset: 0x88 , Size: 32]
--------------------------------
Class: ParticleModuleRotationRateBase.ParticleModule.Object
--------------------------------
Class:
ParticleModuleMeshRotationRate.ParticleModuleRotationRateBase.ParticleModule.Object
RawDistributionVector StartRotationRate;//[Offset: 0x30 , Size: 80]
--------------------------------
Class:
ParticleModuleMeshRotationRate_Seeded.ParticleModuleMeshRotationRate.ParticleModule
RotationRateBase.ParticleModule.Object
ParticleRandomSeedInfo RandomSeedInfo;//[Offset: 0x80 , Size: 32]
--------------------------------
Class:
ParticleModuleMeshRotationRateMultiplyLife.ParticleModuleRotationRateBase.ParticleM
odule.Object
RawDistributionVector LifeMultiplier;//[Offset: 0x30 , Size: 80]
--------------------------------
Class:
ParticleModuleMeshRotationRateOverLife.ParticleModuleRotationRateBase.ParticleModul
e.Object
RawDistributionVector RotRate;//[Offset: 0x30 , Size: 80]
bool bScaleRotRate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x80 , Size: 1]
--------------------------------
Class: ParticleModuleOrientationBase.ParticleModule.Object
--------------------------------
Class:
ParticleModuleOrientationAxisLock.ParticleModuleOrientationBase.ParticleModule.Obje
ct
byte LockAxisFlags;//[Offset: 0x2b , Size: 1]
--------------------------------
Class: ParticleModuleParameterBase.ParticleModule.Object
--------------------------------
Class:
ParticleModuleParameterDynamic.ParticleModuleParameterBase.ParticleModule.Object
EmitterDynamicParameter[] DynamicParams;//[Offset: 0x30 , Size: 16]
int UpdateFlags;//[Offset: 0x40 , Size: 4]
bool bUsesVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x44 , Size: 1]
--------------------------------
Class: EmitterDynamicParameter
FName ParamName;//[Offset: 0x0 , Size: 8]
bool bUseEmitterTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x8
, Size: 1]
bool bSpawnTimeOnly;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x8 , Size: 1]
byte ValueMethod;//[Offset: 0x9 , Size: 1]
bool bScaleVelocityByParamValue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xa , Size: 1]
RawDistributionFloat ParamValue;//[Offset: 0x10 , Size: 56]
--------------------------------
Class:
ParticleModuleParameterDynamic_Seeded.ParticleModuleParameterDynamic.ParticleModule
ParameterBase.ParticleModule.Object
ParticleRandomSeedInfo RandomSeedInfo;//[Offset: 0x48 , Size: 32]
--------------------------------
Class: ParticleModulePivotOffset.ParticleModuleLocationBase.ParticleModule.Object
Vector2D PivotOffset;//[Offset: 0x2c , Size: 8]
--------------------------------
Class: ParticleModuleRotation.ParticleModuleRotationBase.ParticleModule.Object
RawDistributionFloat StartRotation;//[Offset: 0x30 , Size: 56]
--------------------------------
Class:
ParticleModuleRotation_Seeded.ParticleModuleRotation.ParticleModuleRotationBase.Par
ticleModule.Object
ParticleRandomSeedInfo RandomSeedInfo;//[Offset: 0x68 , Size: 32]
--------------------------------
Class:
ParticleModuleRotationOverLifetime.ParticleModuleRotationBase.ParticleModule.Object
RawDistributionFloat RotationOverLife;//[Offset: 0x30 , Size: 56]
bool Scale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x68 , Size:
1]
--------------------------------
Class:
ParticleModuleRotationRate.ParticleModuleRotationRateBase.ParticleModule.Object
RawDistributionFloat StartRotationRate;//[Offset: 0x30 , Size: 56]
--------------------------------
Class:
ParticleModuleRotationRate_Seeded.ParticleModuleRotationRate.ParticleModuleRotation
RateBase.ParticleModule.Object
ParticleRandomSeedInfo RandomSeedInfo;//[Offset: 0x68 , Size: 32]
--------------------------------
Class:
ParticleModuleRotationRateMultiplyLife.ParticleModuleRotationRateBase.ParticleModul
e.Object
RawDistributionFloat LifeMultiplier;//[Offset: 0x30 , Size: 56]
--------------------------------
Class: ParticleModuleSizeBase.ParticleModule.Object
--------------------------------
Class: ParticleModuleSize.ParticleModuleSizeBase.ParticleModule.Object
RawDistributionVector StartSize;//[Offset: 0x30 , Size: 80]
--------------------------------
Class:
ParticleModuleSize_Seeded.ParticleModuleSize.ParticleModuleSizeBase.ParticleModule.
Object
ParticleRandomSeedInfo RandomSeedInfo;//[Offset: 0x80 , Size: 32]
--------------------------------
Class: ParticleModuleSizeMultiplyLife.ParticleModuleSizeBase.ParticleModule.Object
RawDistributionVector LifeMultiplier;//[Offset: 0x30 , Size: 80]
bool MultiplyX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x80 ,
Size: 1]
bool MultiplyY;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x80 ,
Size: 1]
bool MultiplyZ;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x80 ,
Size: 1]
--------------------------------
Class: ParticleModuleSizeScale.ParticleModuleSizeBase.ParticleModule.Object
RawDistributionVector SizeScale;//[Offset: 0x30 , Size: 80]
bool EnableX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x80 ,
Size: 1]
bool EnableY;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x80 ,
Size: 1]
bool EnableZ;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x80 ,
Size: 1]
--------------------------------
Class: ParticleModuleSizeScaleBySpeed.ParticleModuleSizeBase.ParticleModule.Object
Vector2D SpeedScale;//[Offset: 0x2c , Size: 8]
Vector2D MaxScale;//[Offset: 0x34 , Size: 8]
--------------------------------
Class:
ParticleModuleSourceMovement.ParticleModuleLocationBase.ParticleModule.Object
RawDistributionVector SourceMovementScale;//[Offset: 0x30 , Size: 80]
--------------------------------
Class: ParticleModuleSpawnPerUnit.ParticleModuleSpawnBase.ParticleModule.Object
float UnitScalar;//[Offset: 0x2c , Size: 4]
RawDistributionFloat SpawnPerUnit;//[Offset: 0x30 , Size: 56]
bool bIgnoreSpawnRateWhenMoving;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x68 , Size: 1]
float MovementTolerance;//[Offset: 0x6c , Size: 4]
float MaxFrameDistance;//[Offset: 0x70 , Size: 4]
bool bIgnoreMovementAlongX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x74 , Size: 1]
bool bIgnoreMovementAlongY;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x74 , Size: 1]
bool bIgnoreMovementAlongZ;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x74 , Size: 1]
--------------------------------
Class: ParticleModuleSubUVBase.ParticleModule.Object
--------------------------------
Class: ParticleModuleSubUV.ParticleModuleSubUVBase.ParticleModule.Object
SubUVAnimation* Animation;//[Offset: 0x30 , Size: 8]
RawDistributionFloat SubImageIndex;//[Offset: 0x38 , Size: 56]
bool bUseRealTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x70 ,
Size: 1]
--------------------------------
Class: SubUVAnimation.Object
Texture2D* SubUVTexture;//[Offset: 0x28 , Size: 8]
int SubImages_Horizontal;//[Offset: 0x30 , Size: 4]
int SubImages_Vertical;//[Offset: 0x34 , Size: 4]
byte BoundingMode;//[Offset: 0x38 , Size: 1]
byte OpacitySourceMode;//[Offset: 0x39 , Size: 1]
float AlphaThreshold;//[Offset: 0x3c , Size: 4]
--------------------------------
Class:
ParticleModuleSubUVMovie.ParticleModuleSubUV.ParticleModuleSubUVBase.ParticleModule
.Object
bool bUseEmitterTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x71 , Size: 1]
RawDistributionFloat FrameRate;//[Offset: 0x78 , Size: 56]
int StartingFrame;//[Offset: 0xb0 , Size: 4]
bool bUseSmallImageIndex;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0xb4 , Size: 1]
--------------------------------
Class: ParticleModuleTrailBase.ParticleModule.Object
--------------------------------
Class: ParticleModuleTrailSource.ParticleModuleTrailBase.ParticleModule.Object
byte SourceMethod;//[Offset: 0x2b , Size: 1]
FName SourceName;//[Offset: 0x30 , Size: 8]
RawDistributionFloat SourceStrength;//[Offset: 0x38 , Size: 56]
bool bLockSourceStength;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x70 , Size: 1]
int SourceOffsetCount;//[Offset: 0x74 , Size: 4]
Vector[] SourceOffsetDefaults;//[Offset: 0x78 , Size: 16]
byte SelectionMethod;//[Offset: 0x88 , Size: 1]
bool bInheritRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x89 , Size: 1]
--------------------------------
Class:
ParticleModuleTypeDataAnimTrail.ParticleModuleTypeDataBase.ParticleModule.Object
bool bDeadTrailsOnDeactivate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x2b , Size: 1]
bool bEnablePreviousTangentRecalculation;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0x2b , Size: 1]
bool bTangentRecalculationEveryFrame;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0x2b , Size: 1]
float TilingDistance;//[Offset: 0x2c , Size: 4]
float DistanceTessellationStepSize;//[Offset: 0x30 , Size: 4]
float TangentTessellationStepSize;//[Offset: 0x34 , Size: 4]
float WidthTessellationStepSize;//[Offset: 0x38 , Size: 4]
--------------------------------
Class: ParticleModuleTypeDataBeam2.ParticleModuleTypeDataBase.ParticleModule.Object
byte BeamMethod;//[Offset: 0x2b , Size: 1]
int TextureTile;//[Offset: 0x2c , Size: 4]
float TextureTileDistance;//[Offset: 0x30 , Size: 4]
int Sheets;//[Offset: 0x34 , Size: 4]
int MaxBeamCount;//[Offset: 0x38 , Size: 4]
float Speed;//[Offset: 0x3c , Size: 4]
int InterpolationPoints;//[Offset: 0x40 , Size: 4]
bool bAlwaysOn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x44 ,
Size: 1]
int UpVectorStepSize;//[Offset: 0x48 , Size: 4]
FName BranchParentName;//[Offset: 0x50 , Size: 8]
RawDistributionFloat Distance;//[Offset: 0x58 , Size: 56]
byte TaperMethod;//[Offset: 0x90 , Size: 1]
RawDistributionFloat TaperFactor;//[Offset: 0x98 , Size: 56]
RawDistributionFloat TaperScale;//[Offset: 0xd0 , Size: 56]
bool RenderGeometry;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x108 , Size: 1]
bool RenderDirectLine;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x108 , Size: 1]
bool RenderLines;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x108 ,
Size: 1]
bool RenderTessellation;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x108 , Size: 1]
--------------------------------
Class: ParticleModuleTypeDataGpu.ParticleModuleTypeDataBase.ParticleModule.Object
GPUSpriteEmitterInfo EmitterInfo;//[Offset: 0x30 , Size: 688]
GPUSpriteResourceData ResourceData;//[Offset: 0x2e0 , Size: 352]
float CameraMotionBlurAmount;//[Offset: 0x440 , Size: 4]
bool bClearExistingParticlesOnInit;//(ByteOffset: 0, ByteMask: 1, FieldMask:
1)[Offset: 0x444 , Size: 1]
--------------------------------
Class: GPUSpriteEmitterInfo
ParticleModuleRequired* RequiredModule;//[Offset: 0x0 , Size: 8]
ParticleModuleSpawn* SpawnModule;//[Offset: 0x8 , Size: 8]
ParticleModuleSpawnPerUnit* SpawnPerUnitModule;//[Offset: 0x10 , Size: 8]
ParticleModule*[] SpawnModules;//[Offset: 0x18 , Size: 16]
GPUSpriteLocalVectorFieldInfo LocalVectorField;//[Offset: 0x30 , Size: 112]
FloatDistribution VectorFieldScale;//[Offset: 0xa0 , Size: 40]
FloatDistribution DragCoefficient;//[Offset: 0xc8 , Size: 40]
FloatDistribution PointAttractorStrength;//[Offset: 0xf0 , Size: 40]
FloatDistribution Resilience;//[Offset: 0x118 , Size: 40]
Vector ConstantAcceleration;//[Offset: 0x140 , Size: 12]
Vector PointAttractorPosition;//[Offset: 0x14c , Size: 12]
float PointAttractorRadiusSq;//[Offset: 0x158 , Size: 4]
Vector OrbitOffsetBase;//[Offset: 0x15c , Size: 12]
Vector OrbitOffsetRange;//[Offset: 0x168 , Size: 12]
Vector2D InvMaxSize;//[Offset: 0x174 , Size: 8]
float InvRotationRateScale;//[Offset: 0x17c , Size: 4]
float MaxLifetime;//[Offset: 0x180 , Size: 4]
int MaxParticleCount;//[Offset: 0x184 , Size: 4]
byte ScreenAlignment;//[Offset: 0x188 , Size: 1]
byte LockAxisFlag;//[Offset: 0x189 , Size: 1]
bool bEnableCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x18a , Size: 1]
byte CollisionMode;//[Offset: 0x18b , Size: 1]
bool bRemoveHMDRoll;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x18c , Size: 1]
float MinFacingCameraBlendDistance;//[Offset: 0x190 , Size: 4]
float MaxFacingCameraBlendDistance;//[Offset: 0x194 , Size: 4]
RawDistributionVector DynamicColor;//[Offset: 0x198 , Size: 80]
RawDistributionFloat DynamicAlpha;//[Offset: 0x1e8 , Size: 56]
RawDistributionVector DynamicColorScale;//[Offset: 0x220 , Size: 80]
RawDistributionFloat DynamicAlphaScale;//[Offset: 0x270 , Size: 56]
--------------------------------
Class: GPUSpriteLocalVectorFieldInfo
VectorField* Field;//[Offset: 0x0 , Size: 8]
Transform Transform;//[Offset: 0x10 , Size: 48]
Rotator MinInitialRotation;//[Offset: 0x40 , Size: 12]
Rotator MaxInitialRotation;//[Offset: 0x4c , Size: 12]
Rotator RotationRate;//[Offset: 0x58 , Size: 12]
float Intensity;//[Offset: 0x64 , Size: 4]
float Tightness;//[Offset: 0x68 , Size: 4]
bool bIgnoreComponentTransform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x6c , Size: 1]
bool bTileX;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x6c , Size:
1]
bool bTileY;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x6c , Size:
1]
bool bTileZ;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x6c , Size:
1]
bool bUseFixDT;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x6c ,
Size: 1]
--------------------------------
Class: VectorField.Object
Box Bounds;//[Offset: 0x28 , Size: 28]
float Intensity;//[Offset: 0x44 , Size: 4]
--------------------------------
Class: FloatDistribution
DistributionLookupTable Table;//[Offset: 0x0 , Size: 40]
--------------------------------
Class: GPUSpriteResourceData
Color[] QuantizedColorSamples;//[Offset: 0x0 , Size: 16]
Color[] QuantizedMiscSamples;//[Offset: 0x10 , Size: 16]
Color[] QuantizedSimulationAttrSamples;//[Offset: 0x20 , Size: 16]
Vector4 ColorScale;//[Offset: 0x30 , Size: 16]
Vector4 ColorBias;//[Offset: 0x40 , Size: 16]
Vector4 MiscScale;//[Offset: 0x50 , Size: 16]
Vector4 MiscBias;//[Offset: 0x60 , Size: 16]
Vector4 SimulationAttrCurveScale;//[Offset: 0x70 , Size: 16]
Vector4 SimulationAttrCurveBias;//[Offset: 0x80 , Size: 16]
Vector4 SubImageSize;//[Offset: 0x90 , Size: 16]
Vector4 SizeBySpeed;//[Offset: 0xa0 , Size: 16]
Vector ConstantAcceleration;//[Offset: 0xb0 , Size: 12]
Vector OrbitOffsetBase;//[Offset: 0xbc , Size: 12]
Vector OrbitOffsetRange;//[Offset: 0xc8 , Size: 12]
Vector OrbitFrequencyBase;//[Offset: 0xd4 , Size: 12]
Vector OrbitFrequencyRange;//[Offset: 0xe0 , Size: 12]
Vector OrbitPhaseBase;//[Offset: 0xec , Size: 12]
Vector OrbitPhaseRange;//[Offset: 0xf8 , Size: 12]
float GlobalVectorFieldScale;//[Offset: 0x104 , Size: 4]
float GlobalVectorFieldTightness;//[Offset: 0x108 , Size: 4]
float PerParticleVectorFieldScale;//[Offset: 0x10c , Size: 4]
float PerParticleVectorFieldBias;//[Offset: 0x110 , Size: 4]
float DragCoefficientScale;//[Offset: 0x114 , Size: 4]
float DragCoefficientBias;//[Offset: 0x118 , Size: 4]
float ResilienceScale;//[Offset: 0x11c , Size: 4]
float ResilienceBias;//[Offset: 0x120 , Size: 4]
float CollisionRadiusScale;//[Offset: 0x124 , Size: 4]
float CollisionRadiusBias;//[Offset: 0x128 , Size: 4]
float CollisionTimeBias;//[Offset: 0x12c , Size: 4]
float CollisionRandomSpread;//[Offset: 0x130 , Size: 4]
float CollisionRandomDistribution;//[Offset: 0x134 , Size: 4]
float OneMinusFriction;//[Offset: 0x138 , Size: 4]
float RotationRateScale;//[Offset: 0x13c , Size: 4]
float CameraMotionBlurAmount;//[Offset: 0x140 , Size: 4]
byte ScreenAlignment;//[Offset: 0x144 , Size: 1]
byte LockAxisFlag;//[Offset: 0x145 , Size: 1]
Vector2D PivotOffset;//[Offset: 0x148 , Size: 8]
bool bRemoveHMDRoll;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x150 , Size: 1]
float MinFacingCameraBlendDistance;//[Offset: 0x154 , Size: 4]
float MaxFacingCameraBlendDistance;//[Offset: 0x158 , Size: 4]
--------------------------------
Class: ParticleModuleTypeDataMesh.ParticleModuleTypeDataBase.ParticleModule.Object
StaticMesh* Mesh;//[Offset: 0x30 , Size: 8]
bool CastShadows;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x38 ,
Size: 1]
bool DoCollisions;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x38 ,
Size: 1]
byte MeshAlignment;//[Offset: 0x39 , Size: 1]
bool bOverrideMaterial;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x3a , Size: 1]
bool bOverrideDefaultMotionBlurSettings;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0x3a , Size: 1]
bool bEnableMotionBlur;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x3a , Size: 1]
float Pitch;//[Offset: 0x3c , Size: 4]
float Roll;//[Offset: 0x40 , Size: 4]
float Yaw;//[Offset: 0x44 , Size: 4]
RawDistributionVector RollPitchYawRange;//[Offset: 0x48 , Size: 80]
byte AxisLockOption;//[Offset: 0xa0 , Size: 1]
bool bCameraFacing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0xa1 , Size: 1]
byte CameraFacingUpAxisOption;//[Offset: 0xa2 , Size: 1]
byte CameraFacingOption;//[Offset: 0xa3 , Size: 1]
bool bApplyParticleRotationAsSpin;//(ByteOffset: 0, ByteMask: 1, FieldMask:
1)[Offset: 0xa4 , Size: 1]
bool bFaceCameraDirectionRatherThanPosition;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0xa4 , Size: 1]
bool bCollisionsConsiderPartilceSize;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0xa4 , Size: 1]
--------------------------------
Class:
ParticleModuleTypeDataRibbon.ParticleModuleTypeDataBase.ParticleModule.Object
int MaxTessellationBetweenParticles;//[Offset: 0x2c , Size: 4]
int SheetsPerTrail;//[Offset: 0x30 , Size: 4]
int MaxTrailCount;//[Offset: 0x34 , Size: 4]
int MaxParticleInTrailCount;//[Offset: 0x38 , Size: 4]
bool bDeadTrailsOnDeactivate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x3c , Size: 1]
bool bDeadTrailsOnSourceLoss;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x3c , Size: 1]
bool bClipSourceSegement;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x3c , Size: 1]
bool bEnablePreviousTangentRecalculation;//(ByteOffset: 0, ByteMask: 8,
FieldMask: 8)[Offset: 0x3c , Size: 1]
bool bTangentRecalculationEveryFrame;//(ByteOffset: 0, ByteMask: 16,
FieldMask: 16)[Offset: 0x3c , Size: 1]
bool bSpawnInitialParticle;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x3c , Size: 1]
byte RenderAxis;//[Offset: 0x3d , Size: 1]
float TangentSpawningScalar;//[Offset: 0x40 , Size: 4]
bool bRenderGeometry;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x44 , Size: 1]
bool bRenderSpawnPoints;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x44 , Size: 1]
bool bRenderTangents;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x44 , Size: 1]
bool bRenderTessellation;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x44 , Size: 1]
float TilingDistance;//[Offset: 0x48 , Size: 4]
float DistanceTessellationStepSize;//[Offset: 0x4c , Size: 4]
bool bEnableTangentDiffInterpScale;//(ByteOffset: 0, ByteMask: 1, FieldMask:
1)[Offset: 0x50 , Size: 1]
float TangentTessellationScalar;//[Offset: 0x54 , Size: 4]
--------------------------------
Class: ParticleModuleVectorFieldBase.ParticleModule.Object
--------------------------------
Class:
ParticleModuleVectorFieldGlobal.ParticleModuleVectorFieldBase.ParticleModule.Object
bool bOverrideGlobalVectorFieldTightness;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x2b , Size: 1]
float GlobalVectorFieldScale;//[Offset: 0x2c , Size: 4]
float GlobalVectorFieldTightness;//[Offset: 0x30 , Size: 4]
--------------------------------
Class:
ParticleModuleVectorFieldLocal.ParticleModuleVectorFieldBase.ParticleModule.Object
VectorField* VectorField;//[Offset: 0x30 , Size: 8]
Vector RelativeTranslation;//[Offset: 0x38 , Size: 12]
Rotator RelativeRotation;//[Offset: 0x44 , Size: 12]
Vector RelativeScale3D;//[Offset: 0x50 , Size: 12]
float Intensity;//[Offset: 0x5c , Size: 4]
float Tightness;//[Offset: 0x60 , Size: 4]
bool bIgnoreComponentTransform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x64 , Size: 1]
bool bTileX;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x64 , Size:
1]
bool bTileY;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x64 , Size:
1]
bool bTileZ;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x64 , Size:
1]
bool bUseFixDT;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x64 ,
Size: 1]
--------------------------------
Class:
ParticleModuleVectorFieldRotation.ParticleModuleVectorFieldBase.ParticleModule.Obje
ct
Vector MinInitialRotation;//[Offset: 0x2c , Size: 12]
Vector MaxInitialRotation;//[Offset: 0x38 , Size: 12]
--------------------------------
Class:
ParticleModuleVectorFieldRotationRate.ParticleModuleVectorFieldBase.ParticleModule.
Object
Vector RotationRate;//[Offset: 0x2c , Size: 12]
--------------------------------
Class:
ParticleModuleVectorFieldScale.ParticleModuleVectorFieldBase.ParticleModule.Object
DistributionFloat* VectorFieldScale;//[Offset: 0x30 , Size: 8]
RawDistributionFloat VectorFieldScaleRaw;//[Offset: 0x38 , Size: 56]
--------------------------------
Class:
ParticleModuleVectorFieldScaleOverLife.ParticleModuleVectorFieldBase.ParticleModule
.Object
DistributionFloat* VectorFieldScaleOverLife;//[Offset: 0x30 , Size: 8]
RawDistributionFloat VectorFieldScaleOverLifeRaw;//[Offset: 0x38 , Size: 56]
--------------------------------
Class: ParticleModuleVelocityBase.ParticleModule.Object
bool bInWorldSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x2b , Size: 1]
bool bApplyOwnerScale;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x2b , Size: 1]
--------------------------------
Class: ParticleModuleVelocity.ParticleModuleVelocityBase.ParticleModule.Object
RawDistributionVector StartVelocity;//[Offset: 0x30 , Size: 80]
RawDistributionFloat StartVelocityRadial;//[Offset: 0x80 , Size: 56]
--------------------------------
Class:
ParticleModuleVelocity_Seeded.ParticleModuleVelocity.ParticleModuleVelocityBase.Par
ticleModule.Object
ParticleRandomSeedInfo RandomSeedInfo;//[Offset: 0xb8 , Size: 32]
--------------------------------
Class: ParticleModuleVelocityCone.ParticleModuleVelocityBase.ParticleModule.Object
RawDistributionFloat Angle;//[Offset: 0x30 , Size: 56]
RawDistributionFloat Velocity;//[Offset: 0x68 , Size: 56]
Vector Direction;//[Offset: 0xa0 , Size: 12]
--------------------------------
Class:
ParticleModuleVelocityInheritParent.ParticleModuleVelocityBase.ParticleModule.Objec
t
RawDistributionVector Scale;//[Offset: 0x30 , Size: 80]
--------------------------------
Class:
ParticleModuleVelocityOverLifetime.ParticleModuleVelocityBase.ParticleModule.Object
RawDistributionVector VelOverLife;//[Offset: 0x30 , Size: 80]
bool Absolute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x80 ,
Size: 1]
--------------------------------
Class: ParticleSpriteEmitter.ParticleEmitter.Object
--------------------------------
Class: PawnNoiseEmitterComponent.ActorComponent.Object
bool bAIPerceptionSystemCompatibilityMode;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x110 , Size: 1]
Vector LastRemoteNoisePosition;//[Offset: 0x114 , Size: 12]
float NoiseLifetime;//[Offset: 0x120 , Size: 4]
float LastRemoteNoiseVolume;//[Offset: 0x124 , Size: 4]
float LastRemoteNoiseTime;//[Offset: 0x128 , Size: 4]
float LastLocalNoiseVolume;//[Offset: 0x12c , Size: 4]
float LastLocalNoiseTime;//[Offset: 0x130 , Size: 4]
void MakeNoise(Actor* NoiseMaker, float Loudness, out const Vector
NoiseLocation);// 0x50e8404
--------------------------------
Class: PhysicalAnimationComponent.ActorComponent.Object
float StrengthMultiplyer;//[Offset: 0x110 , Size: 4]
SkeletalMeshComponent* SkeletalMeshComponent;//[Offset: 0x118 , Size: 8]
void SetStrengthMultiplyer(float InStrengthMultiplyer);// 0x50e8ea4
void SetSkeletalMeshComponent(SkeletalMeshComponent*
InSkeletalMeshComponent);// 0x50e8e28
Transform GetBodyTargetTransform(FName BodyName);// 0x50e8d84
void ApplyPhysicalAnimationSettingsBelow(FName BodyName, out const
PhysicalAnimationData PhysicalAnimationData, bool bIncludeSelf);// 0x50e8c54
void ApplyPhysicalAnimationSettings(FName BodyName, out const
PhysicalAnimationData PhysicalAnimationData);// 0x50e8b74
void ApplyPhysicalAnimationProfileBelow(FName BodyName, FName ProfileName,
bool bIncludeSelf, bool bClearNotFound);// 0x50e8a30
--------------------------------
Class: RigidBodyBase.Actor.Object
--------------------------------
Class: PhysicsConstraintActor.RigidBodyBase.Actor.Object
PhysicsConstraintComponent* ConstraintComp;//[Offset: 0x398 , Size: 8]
Actor* ConstraintActor1;//[Offset: 0x3a0 , Size: 8]
Actor* ConstraintActor2;//[Offset: 0x3a8 , Size: 8]
bool bDisableCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x3b0 , Size: 1]
--------------------------------
Class: PhysicsConstraintComponent.SceneComponent.ActorComponent.Object
Actor* ConstraintActor1;//[Offset: 0x2d0 , Size: 8]
ConstrainComponentPropName ComponentName1;//[Offset: 0x2d8 , Size: 8]
Actor* ConstraintActor2;//[Offset: 0x2e0 , Size: 8]
ConstrainComponentPropName ComponentName2;//[Offset: 0x2e8 , Size: 8]
PhysicsConstraintTemplate* ConstraintSetup;//[Offset: 0x300 , Size: 8]
delegate OnConstraintBroken;//[Offset: 0x308 , Size: 16]
ConstraintInstance ConstraintInstance;//[Offset: 0x318 , Size: 440]
void SetOrientationDriveTwistAndSwing(bool bEnableTwistDrive, bool
bEnableSwingDrive);// 0x50eb7e0
void SetOrientationDriveSLERP(bool bEnableSLERP);// 0x50eb75c
void SetLinearZLimit(byte ConstraintType, float LimitSize);// 0x50eb6a4
void SetLinearYLimit(byte ConstraintType, float LimitSize);// 0x50eb5ec
void SetLinearXLimit(byte ConstraintType, float LimitSize);// 0x50eb534
void SetLinearVelocityTarget(out const Vector InVelTarget);// 0x50eb4ac
void SetLinearVelocityDrive(bool bEnableDriveX, bool bEnableDriveY, bool
bEnableDriveZ);// 0x50eb398
void SetLinearPositionTarget(out const Vector InPosTarget);// 0x50eb310
void SetLinearPositionDrive(bool bEnableDriveX, bool bEnableDriveY, bool
bEnableDriveZ);// 0x50eb1fc
void SetLinearDriveParams(float PositionStrength, float VelocityStrength,
float InForceLimit);// 0x50eb10c
void SetLinearBreakable(bool bLinearBreakable, float LinearBreakThreshold);//
0x50eb044
void SetDisableCollision(bool bDisableCollision);// 0x50eafc0
void SetConstraintReferencePosition(byte Frame, out const Vector
RefPosition);// 0x50eaefc
void SetConstraintReferenceOrientation(byte Frame, out const Vector PriAxis,
out const Vector SecAxis);// 0x50eade4
void SetConstraintReferenceFrame(byte Frame, out const Transform RefFrame);//
0x50ead04
void SetConstrainedComponents(PrimitiveComponent* Component1, FName
BoneName1, PrimitiveComponent* Component2, FName BoneName2);// 0x50eabdc
void SetAngularVelocityTarget(out const Vector InVelTarget);// 0x50eab54
void SetAngularVelocityDriveTwistAndSwing(bool bEnableTwistDrive, bool
bEnableSwingDrive);// 0x50eaa84
void SetAngularVelocityDriveSLERP(bool bEnableSLERP);// 0x50eaa00
void SetAngularVelocityDrive(bool bEnableSwingDrive, bool
bEnableTwistDrive);// 0x50ea930
void SetAngularTwistLimit(byte ConstraintType, float TwistLimitAngle);//
0x50ea878
void SetAngularSwing2Limit(byte MotionType, float Swing2LimitAngle);//
0x50ea7c0
void SetAngularSwing1Limit(byte MotionType, float Swing1LimitAngle);//
0x50ea708
void SetAngularOrientationTarget(out const Rotator InPosTarget);// 0x50ea680
void SetAngularOrientationDrive(bool bEnableSwingDrive, bool
bEnableTwistDrive);// 0x50ea5b0
void SetAngularDriveParams(float PositionStrength, float VelocityStrength,
float InForceLimit);// 0x50ea4c0
void SetAngularDriveMode(byte DriveMode);// 0x50ea444
void SetAngularBreakable(bool bAngularBreakable, float
AngularBreakThreshold);// 0x50ea37c
bool IsBroken();// 0x50ea344
float GetCurrentTwist();// 0x50ea310
float GetCurrentSwing2();// 0x50ea2dc
float GetCurrentSwing1();// 0x50ea2a8
void GetConstraintForce(out Vector OutLinearForce, out Vector
OutAngularForce);// 0x50ea1cc
void BreakConstraint();// 0x50ea1b8
--------------------------------
Class: ConstrainComponentPropName
FName ComponentName;//[Offset: 0x0 , Size: 8]
--------------------------------
Class: PhysicsHandleComponent.ActorComponent.Object
PrimitiveComponent* GrabbedComponent;//[Offset: 0x110 , Size: 8]
bool bSoftAngularConstraint;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x124 , Size: 1]
bool bSoftLinearConstraint;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x124 , Size: 1]
bool bInterpolateTarget;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x124 , Size: 1]
float LinearDamping;//[Offset: 0x128 , Size: 4]
float LinearStiffness;//[Offset: 0x12c , Size: 4]
float AngularDamping;//[Offset: 0x130 , Size: 4]
float AngularStiffness;//[Offset: 0x134 , Size: 4]
float InterpolationSpeed;//[Offset: 0x1a0 , Size: 4]
void SetTargetRotation(Rotator NewRotation);// 0x50ece68
void SetTargetLocationAndRotation(Vector NewLocation, Rotator NewRotation);//
0x50ecdb0
void SetTargetLocation(Vector NewLocation);// 0x50ecd34
void SetLinearStiffness(float NewLinearStiffness);// 0x50eccb8
void SetLinearDamping(float NewLinearDamping);// 0x50ecc3c
void SetInterpolationSpeed(float NewInterpolationSpeed);// 0x50ecbc0
void SetAngularStiffness(float NewAngularStiffness);// 0x50ecb44
void SetAngularDamping(float NewAngularDamping);// 0x50ecac8
void ReleaseComponent();// 0x50ecaac
void GrabComponentAtLocationWithRotation(PrimitiveComponent* Component, FName
InBoneName, Vector Location, Rotator Rotation);// 0x50ec97c
void GrabComponentAtLocation(PrimitiveComponent* Component, FName InBoneName,
Vector GrabLocation);// 0x50ec88c
void GrabComponent(PrimitiveComponent* Component, FName InBoneName, Vector
GrabLocation, bool bConstrainRotation);// 0x50ec74c
void GetTargetLocationAndRotation(out Vector TargetLocation, out Rotator
TargetRotation);// 0x50ec670
PrimitiveComponent* GetGrabbedComponent();// 0x50ec63c
--------------------------------
Class: PhysicsSpringComponent.SceneComponent.ActorComponent.Object
float SpringStiffness;//[Offset: 0x2cc , Size: 4]
float SpringDamping;//[Offset: 0x2d0 , Size: 4]
float SpringLengthAtRest;//[Offset: 0x2d4 , Size: 4]
float SpringRadius;//[Offset: 0x2d8 , Size: 4]
byte SpringChannel;//[Offset: 0x2dc , Size: 1]
bool bIgnoreSelf;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2dd
, Size: 1]
float SpringCompression;//[Offset: 0x2e0 , Size: 4]
Vector GetSpringRestingPoint();// 0x50edbb4
Vector GetSpringDirection();// 0x50edb7c
Vector GetSpringCurrentEndPoint();// 0x50edb44
float GetNormalizedCompressionScalar();// 0x50edb10
--------------------------------
Class: PhysicsThruster.RigidBodyBase.Actor.Object
PhysicsThrusterComponent* ThrusterComponent;//[Offset: 0x398 , Size: 8]
--------------------------------
Class: PhysicsThrusterComponent.SceneComponent.ActorComponent.Object
float ThrustStrength;//[Offset: 0x2cc , Size: 4]
--------------------------------
Class: PixelProjectedReflectionHeightAdjustmentVolume.Volume.Brush.Actor.Object
float DestinationHeight;//[Offset: 0x3d0 , Size: 4]
float FadeTime;//[Offset: 0x3d4 , Size: 4]
--------------------------------
Class: PixelProjectedReflectionVisibilityVolume.Volume.Brush.Actor.Object
float MaxDrawDistance;//[Offset: 0x3d0 , Size: 4]
--------------------------------
Class: SceneCapture.Actor.Object
StaticMeshComponent* MeshComp;//[Offset: 0x398 , Size: 8]
--------------------------------
Class: PixelProjectedReflection.SceneCapture.Actor.Object
PixelProjectedReflectionComponent*
PixelProjectedReflectionComponent;//[Offset: 0x3a0 , Size: 8]
bool bShowPreviewPlane;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3a8 , Size: 1]
void OnInterpToggle(bool bEnable);// 0x50ee728
--------------------------------
Class:
PixelProjectedReflectionComponent.SceneCaptureComponent.SceneComponent.ActorCompone
nt.Object
BoxComponent* PreviewBox;//[Offset: 0x350 , Size: 8]
float NormalDistortionStrength;//[Offset: 0x358 , Size: 4]
float SkyDistanceFadeoutStart;//[Offset: 0x35c , Size: 4]
float SkyDistanceFadeoutEnd;//[Offset: 0x360 , Size: 4]
float DistanceFromPlaneFadeStart;//[Offset: 0x364 , Size: 4]
float DistanceFromPlaneFadeEnd;//[Offset: 0x368 , Size: 4]
float DistanceFromPlaneFadeoutStart;//[Offset: 0x36c , Size: 4]
float DistanceFromPlaneFadeoutEnd;//[Offset: 0x370 , Size: 4]
float AngleFromPlaneFadeStart;//[Offset: 0x374 , Size: 4]
float AngleFromPlaneFadeEnd;//[Offset: 0x378 , Size: 4]
PixelProjectedReflectionHeightAdjustmentVolume*[]
HeightAdjustmentVolumes;//[Offset: 0x380 , Size: 16]
PixelProjectedReflectionVisibilityVolume*[] VisibilityVolumes;//[Offset:
0x390 , Size: 16]
--------------------------------
Class: SceneCaptureComponent.SceneComponent.ActorComponent.Object
enum PrimitiveRenderMode;//[Offset: 0x2c9 , Size: 1]
PrimitiveComponent*[] HiddenComponents;//[Offset: 0x2d0 , Size: 16]
Actor*[] HiddenActors;//[Offset: 0x2e0 , Size: 16]
PrimitiveComponent*[] ShowOnlyComponents;//[Offset: 0x2f0 , Size: 16]
Actor*[] ShowOnlyActors;//[Offset: 0x300 , Size: 16]
bool bCaptureEveryFrame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x310 , Size: 1]
bool bCaptureOnMovement;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x311 , Size: 1]
bool bAlwaysPersistRenderingState;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x312 , Size: 1]
float LODDistanceFactor;//[Offset: 0x314 , Size: 4]
float MaxViewDistanceOverride;//[Offset: 0x318 , Size: 4]
int CaptureSortPriority;//[Offset: 0x31c , Size: 4]
EngineShowFlagsSetting[] ShowFlagSettings;//[Offset: 0x320 , Size: 16]
void ShowOnlyComponent(PrimitiveComponent* InComponent);// 0x511aa74
void ShowOnlyActorComponents(Actor* InActor);// 0x511a9f8
void SetCaptureSortPriority(int NewCaptureSortPriority);// 0x511a97c
void RemoveShowOnlyComponent(PrimitiveComponent* InComponent);// 0x511a900
void RemoveShowOnlyActorComponents(Actor* InActor);// 0x511a884
void HideComponent(PrimitiveComponent* InComponent);// 0x511a808
void HideActorComponents(Actor* InActor);// 0x511a78c
void ClearShowOnlyComponents(PrimitiveComponent* InComponent);// 0x511a710
void ClearHiddenComponents();// 0x511a6fc
--------------------------------
Class: EngineShowFlagsSetting
FString ShowFlagName;//[Offset: 0x0 , Size: 16]
bool Enabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 ,
Size: 1]
--------------------------------
Class: PlanarReflection.SceneCapture.Actor.Object
PlanarReflectionComponent* PlanarReflectionComponent;//[Offset: 0x3a0 , Size:
8]
bool bShowPreviewPlane;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3a8 , Size: 1]
void OnInterpToggle(bool bEnable);// 0x50f02a4
--------------------------------
Class:
PlanarReflectionComponent.SceneCaptureComponent.SceneComponent.ActorComponent.Objec
t
BoxComponent* PreviewBox;//[Offset: 0x350 , Size: 8]
float NormalDistortionStrength;//[Offset: 0x358 , Size: 4]
float PrefilterRoughnessY;//[Offset: 0x35c , Size: 4]
float PrefilterRoughnessDistanceY;//[Offset: 0x360 , Size: 4]
int ScreenPercentage;//[Offset: 0x364 , Size: 4]
float ExtraFOV;//[Offset: 0x368 , Size: 4]
float DistanceFromPlaneFadeStart;//[Offset: 0x36c , Size: 4]
float DistanceFromPlaneFadeEnd;//[Offset: 0x370 , Size: 4]
float DistanceFromPlaneFadeoutStart;//[Offset: 0x374 , Size: 4]
float DistanceFromPlaneFadeoutEnd;//[Offset: 0x378 , Size: 4]
float AngleFromPlaneFadeStart;//[Offset: 0x37c , Size: 4]
float AngleFromPlaneFadeEnd;//[Offset: 0x380 , Size: 4]
bool bRenderSceneTwoSided;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x384 , Size: 1]
bool bBlurHorizontal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x385 , Size: 1]
float PrefilterRoughnessX;//[Offset: 0x388 , Size: 4]
float PrefilterRoughnessDistanceX;//[Offset: 0x38c , Size: 4]
float PrefilterRoughnessLowerBound;//[Offset: 0x390 , Size: 4]
float ScreenSizeCullScale;//[Offset: 0x394 , Size: 4]
bool FrustumOptim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x398 , Size: 1]
bool NoReflectionShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x399 , Size: 1]
bool FrameBufferCache;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x39a , Size: 1]
--------------------------------
Class: PlaneReflectionCapture.ReflectionCapture.Actor.Object
--------------------------------
Class:
PlaneReflectionCaptureComponent.ReflectionCaptureComponent.SceneComponent.ActorComp
onent.Object
float InfluenceRadiusScale;//[Offset: 0x368 , Size: 4]
DrawSphereComponent* PreviewInfluenceRadius;//[Offset: 0x370 , Size: 8]
BoxComponent* PreviewCaptureBox;//[Offset: 0x378 , Size: 8]
--------------------------------
Class: PlatformEventsComponent.ActorComponent.Object
delegate PlatformChangedToLaptopModeDelegate;//[Offset: 0x110 , Size: 16]
delegate PlatformChangedToTabletModeDelegate;//[Offset: 0x120 , Size: 16]
bool SupportsConvertibleLaptops();// 0x50f0b68
void PlatformEventDelegate__DelegateSignature();// 0x37db6c4
bool IsInTabletMode();// 0x50f0b30
bool IsInLaptopMode();// 0x50f0af8
--------------------------------
Class: PlatformInterfaceWebResponse.Object
FString OriginalURL;//[Offset: 0x28 , Size: 16]
int ResponseCode;//[Offset: 0x38 , Size: 4]
int Tag;//[Offset: 0x3c , Size: 4]
FString StringResponse;//[Offset: 0x40 , Size: 16]
byte[] BinaryResponse;//[Offset: 0x50 , Size: 16]
int GetNumHeaders();// 0x50f14b8
FString GetHeaderValue(FString HeaderName);// 0x50f1394
void GetHeader(int HeaderIndex, out FString Header, out FString Value);//
0x50f1214
--------------------------------
Class: PlayerStart.NavigationObjectBase.Actor.Object
FName PlayerStartTag;//[Offset: 0x3c0 , Size: 8]
--------------------------------
Class: PlayerStartPIE.PlayerStart.NavigationObjectBase.Actor.Object
--------------------------------
Class: PluginCommandlet.Commandlet.Object
--------------------------------
Class: PointLight.Light.Actor.Object
PointLightComponent* PointLightComponent;//[Offset: 0x3a8 , Size: 8]
void SetRadius(float NewRadius);// 0x51016f4
void SetLightFalloffExponent(float NewLightFalloffExponent);// 0x5101678
--------------------------------
Class: Polys.Object
--------------------------------
Class:
PoseableMeshComponent.SkinnedMeshComponent.MeshComponent.PrimitiveComponent.SceneCo
mponent.ActorComponent.Object
void SetBoneTransformByName(FName BoneName, out const Transform InTransform,
byte BoneSpace);// 0x5102c98
void SetBoneScaleByName(FName BoneName, Vector InScale3D, byte BoneSpace);//
0x5102ba4
void SetBoneRotationByName(FName BoneName, Rotator InRotation, byte
BoneSpace);// 0x5102ab0
void SetBoneLocationByName(FName BoneName, Vector InLocation, byte
BoneSpace);// 0x51029bc
void ResetBoneTransformByName(FName BoneName);// 0x5102940
Transform GetBoneTransformByName(FName BoneName, byte BoneSpace);// 0x5102860
Vector GetBoneScaleByName(FName BoneName, byte BoneSpace);// 0x5102794
Rotator GetBoneRotationByName(FName BoneName, byte BoneSpace);// 0x51026c8
Vector GetBoneLocationByName(FName BoneName, byte BoneSpace);// 0x51025fc
void CopyPoseFromSkeletalComponent(const SkeletalMeshComponent*
InComponentToCopy);// 0x5102580
--------------------------------
Class: PoseAsset.AnimationAsset.Object
PoseDataContainer PoseContainer;//[Offset: 0x78 , Size: 144]
bool bAdditivePose;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x108 , Size: 1]
int BasePoseIndex;//[Offset: 0x10c , Size: 4]
FName RetargetSource;//[Offset: 0x110 , Size: 8]
--------------------------------
Class: PoseDataContainer
SmartName[] PoseNames;//[Offset: 0x0 , Size: 16]
PoseData[] Poses;//[Offset: 0x10 , Size: 16]
FName[] Tracks;//[Offset: 0x20 , Size: 16]
<FName,int> TrackMap;//[Offset: 0x30 , Size: 80]
AnimCurveBase[] Curves;//[Offset: 0x80 , Size: 16]
--------------------------------
Class: PoseData
Transform[] LocalSpacePose;//[Offset: 0x0 , Size: 16]
bool[] LocalSpacePoseMask;//[Offset: 0x10 , Size: 16]
float[] CurveData;//[Offset: 0x20 , Size: 16]
--------------------------------
Class: PoseWatch.Object
EdGraphNode* Node;//[Offset: 0x28 , Size: 8]
Color PoseWatchColour;//[Offset: 0x30 , Size: 4]
--------------------------------
Class: PostProcessComponent.SceneComponent.ActorComponent.Object
PostProcessSettings Settings;//[Offset: 0x2e0 , Size: 1296]
float Priority;//[Offset: 0x7f0 , Size: 4]
float BlendRadius;//[Offset: 0x7f4 , Size: 4]
float BlendWeight;//[Offset: 0x7f8 , Size: 4]
bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7fc ,
Size: 1]
bool bUnbound;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7fc ,
Size: 1]
void AddOrUpdateBlendable(interface classNone InBlendableObject, float
InWeight);// 0x51037ac
--------------------------------
Class: PostProcessVolume.Volume.Brush.Actor.Object
PostProcessSettings Settings;//[Offset: 0x3e0 , Size: 1296]
float Priority;//[Offset: 0x8f0 , Size: 4]
float BlendRadius;//[Offset: 0x8f4 , Size: 4]
float BlendWeight;//[Offset: 0x8f8 , Size: 4]
bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x8fc ,
Size: 1]
bool bUnbound;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x8fc ,
Size: 1]
void RemoveBlendable(interface classNone InBlendableObject);// 0x5103c40
void AddOrUpdateBlendable(interface classNone InBlendableObject, float
InWeight);// 0x5103b00
--------------------------------
Class: PrecomputedVisibilityOverrideVolume.Volume.Brush.Actor.Object
Actor*[] OverrideVisibleActors;//[Offset: 0x3d0 , Size: 16]
Actor*[] OverrideInvisibleActors;//[Offset: 0x3e0 , Size: 16]
FName[] OverrideInvisibleLevels;//[Offset: 0x3f0 , Size: 16]
--------------------------------
Class: PrecomputedVisibilityVolume.Volume.Brush.Actor.Object
--------------------------------
Class: PreviewCollectionInterface.Interface.Object
--------------------------------
Class: PreviewMeshCollection.DataAsset.Object
Skeleton* Skeleton;//[Offset: 0x38 , Size: 8]
PreviewMeshCollectionEntry[] SkeletalMeshes;//[Offset: 0x40 , Size: 16]
--------------------------------
Class: PreviewMeshCollectionEntry
SkeletalMesh* SkeletalMesh;//[Offset: 0x0 , Size: 40]
--------------------------------
Class: PrimaryAssetLabel.PrimaryDataAsset.DataAsset.Object
PrimaryAssetRules Rules;//[Offset: 0x30 , Size: 16]
bool bLabelAssetsInMyDirectory;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x40 , Size: 1]
bool bIsRuntimeLabel;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x40 , Size: 1]
Object*[] ExplicitAssets;//[Offset: 0x48 , Size: 16]
class Object[] ExplicitBlueprints;//[Offset: 0x58 , Size: 16]
CollectionReference AssetCollection;//[Offset: 0x68 , Size: 8]
--------------------------------
Class: CollectionReference
FName CollectionName;//[Offset: 0x0 , Size: 8]
--------------------------------
Class: ProjectileMovementComponent.MovementComponent.ActorComponent.Object
float InitialSpeed;//[Offset: 0x150 , Size: 4]
float MaxSpeed;//[Offset: 0x154 , Size: 4]
bool bRotationFollowsVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x158 , Size: 1]
bool bShouldBounce;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x158
, Size: 1]
bool bInitialVelocityInLocalSpace;//(ByteOffset: 0, ByteMask: 4, FieldMask:
4)[Offset: 0x158 , Size: 1]
bool bForceSubStepping;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x158 , Size: 1]
bool bIsHomingProjectile;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x158 , Size: 1]
bool bBounceAngleAffectsFriction;//(ByteOffset: 0, ByteMask: 32, FieldMask:
32)[Offset: 0x158 , Size: 1]
bool bIsSliding;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset:
0x158 , Size: 1]
float PreviousHitTime;//[Offset: 0x15c , Size: 4]
Vector PreviousHitNormal;//[Offset: 0x160 , Size: 12]
float ProjectileGravityScale;//[Offset: 0x16c , Size: 4]
float Buoyancy;//[Offset: 0x170 , Size: 4]
float Bounciness;//[Offset: 0x174 , Size: 4]
float Friction;//[Offset: 0x178 , Size: 4]
float BounceVelocityStopSimulatingThreshold;//[Offset: 0x17c , Size: 4]
delegate OnProjectileBounce;//[Offset: 0x180 , Size: 16]
delegate OnProjectileStop;//[Offset: 0x190 , Size: 16]
float HomingAccelerationMagnitude;//[Offset: 0x1a0 , Size: 4]
SceneComponent* HomingTargetComponent;//[Offset: 0x1a4 , Size: 8]
float MaxSimulationTimeStep;//[Offset: 0x1ac , Size: 4]
int MaxSimulationIterations;//[Offset: 0x1b0 , Size: 4]
int BounceAdditionalIterations;//[Offset: 0x1b4 , Size: 4]
void StopSimulating(out const HitResult HitResult);// 0x510f050
void SetVelocityInLocalSpace(Vector NewVelocity);// 0x510efcc
void OnProjectileStopDelegate__DelegateSignature(out const HitResult
ImpactResult);// 0x37db6c4
void OnProjectileBounceDelegate__DelegateSignature(out const HitResult
ImpactResult, out const Vector ImpactVelocity);// 0x37db6c4
Vector LimitVelocity(Vector NewVelocity);// 0x510ef3c
--------------------------------
Class: RadialForceActor.RigidBodyBase.Actor.Object
RadialForceComponent* ForceComponent;//[Offset: 0x398 , Size: 8]
void ToggleForce();// 0x510f540
void FireImpulse();// 0x510f524
void EnableForce();// 0x510f508
void DisableForce();// 0x510f4ec
--------------------------------
Class: RadialForceComponent.SceneComponent.ActorComponent.Object
float Radius;//[Offset: 0x2cc , Size: 4]
byte Falloff;//[Offset: 0x2d0 , Size: 1]
float ImpulseStrength;//[Offset: 0x2d4 , Size: 4]
bool bImpulseVelChange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x2d8 , Size: 1]
bool bIgnoreOwningActor;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x2d8 , Size: 1]
float ForceStrength;//[Offset: 0x2dc , Size: 4]
float DestructibleDamage;//[Offset: 0x2e0 , Size: 4]
byte[] ObjectTypesToAffect;//[Offset: 0x2e8 , Size: 16]
void RemoveObjectTypeToAffect(byte ObjectType);// 0x510f9a0
void FireImpulse();// 0x510f984
void AddObjectTypeToAffect(byte ObjectType);// 0x510f8f8
--------------------------------
Class: RecastFilter_UseDefaultArea.NavigationQueryFilter.Object
--------------------------------
Class: RecastNavMesh.NavigationData.Actor.Object
bool bDrawTriangleEdges;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x53c , Size: 1]
bool bDrawPolyEdges;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x53c , Size: 1]
bool bDrawFilledPolys;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x53c , Size: 1]
bool bDrawNavMeshEdges;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x53c , Size: 1]
bool bDrawTileBounds;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x53c , Size: 1]
bool bDrawPathCollidingGeometry;//(ByteOffset: 0, ByteMask: 32, FieldMask:
32)[Offset: 0x53c , Size: 1]
bool bDrawTileLabels;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset:
0x53c , Size: 1]
bool bDrawPolygonLabels;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x53c , Size: 1]
bool bDrawDefaultPolygonCost;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x53d , Size: 1]
bool bDrawLabelsOnPathNodes;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x53d , Size: 1]
bool bDrawNavLinks;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x53d
, Size: 1]
bool bDrawFailedNavLinks;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x53d , Size: 1]
bool bDrawClusters;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x53d , Size: 1]
bool bDrawOctree;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x53d
, Size: 1]
bool bDistinctlyDrawTilesBeingBuilt;//(ByteOffset: 0, ByteMask: 64,
FieldMask: 64)[Offset: 0x53d , Size: 1]
bool bDrawNavMesh;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset:
0x53d , Size: 1]
float DrawOffset;//[Offset: 0x540 , Size: 4]
bool bFixedTilePoolSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x544 , Size: 1]
int TilePoolSize;//[Offset: 0x548 , Size: 4]
float TileSizeUU;//[Offset: 0x54c , Size: 4]
float CellSize;//[Offset: 0x550 , Size: 4]
float CellHeight;//[Offset: 0x554 , Size: 4]
float AgentRadius;//[Offset: 0x558 , Size: 4]
float AgentHeight;//[Offset: 0x55c , Size: 4]
float AgentMaxHeight;//[Offset: 0x560 , Size: 4]
float AgentMaxSlope;//[Offset: 0x564 , Size: 4]
float AgentMaxStepHeight;//[Offset: 0x568 , Size: 4]
float MinRegionArea;//[Offset: 0x56c , Size: 4]
float MergeRegionSize;//[Offset: 0x570 , Size: 4]
float MaxSimplificationError;//[Offset: 0x574 , Size: 4]
int MaxSimultaneousTileGenerationJobsCount;//[Offset: 0x578 , Size: 4]
int TileNumberHardLimit;//[Offset: 0x57c , Size: 4]
int PolyRefTileBits;//[Offset: 0x580 , Size: 4]
int PolyRefNavPolyBits;//[Offset: 0x584 , Size: 4]
int PolyRefSaltBits;//[Offset: 0x588 , Size: 4]
float DefaultDrawDistance;//[Offset: 0x58c , Size: 4]
float DefaultMaxSearchNodes;//[Offset: 0x590 , Size: 4]
float DefaultMaxHierarchicalSearchNodes;//[Offset: 0x594 , Size: 4]
bool bWithoutLayerCache;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x598 , Size: 1]
byte WithoutLayerCachePartitioning;//[Offset: 0x599 , Size: 1]
byte RegionPartitioning;//[Offset: 0x59a , Size: 1]
byte LayerPartitioning;//[Offset: 0x59b , Size: 1]
int RegionChunkSplits;//[Offset: 0x59c , Size: 4]
int LayerChunkSplits;//[Offset: 0x5a0 , Size: 4]
bool bSortNavigationAreasByCost;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x5a4 , Size: 1]
bool bPerformVoxelFiltering;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x5a4 , Size: 1]
bool bMarkLowHeightAreas;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x5a4 , Size: 1]
bool bDoFullyAsyncNavDataGathering;//(ByteOffset: 0, ByteMask: 8, FieldMask:
8)[Offset: 0x5a4 , Size: 1]
bool bUseBetterOffsetsFromCorners;//(ByteOffset: 0, ByteMask: 16, FieldMask:
16)[Offset: 0x5a4 , Size: 1]
bool bStoreEmptyTileLayers;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x5a4 , Size: 1]
bool bUseVirtualFilters;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x5a4 , Size: 1]
bool bAllowNavLinkAsPathEnd;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x5a4 , Size: 1]
bool bOnlySavedOnDS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x5a5 , Size: 1]
bool bUseVoxelCache;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x5a6 , Size: 1]
float TileSetUpdateInterval;//[Offset: 0x5a8 , Size: 4]
float HeuristicScale;//[Offset: 0x5ac , Size: 4]
float VerticalDeviationFromGroundCompensation;//[Offset: 0x5b0 , Size: 4]
--------------------------------
Class: RecastNavMeshDataChunk.NavigationDataChunk.Object
--------------------------------
Class: RegionObjectInterface.Interface.Object
--------------------------------
Class: RendererSettings.DeveloperSettings.Object
bool bMobileHDR;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x38 ,
Size: 1]
bool bMobileDisableVertexFog;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x38 , Size: 1]
bool bMobileVTFLandscape;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x38 , Size: 1]
bool bIdeaDecalOptimizedIO;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x38 , Size: 1]
int MaxMobileCascades;//[Offset: 0x3c , Size: 4]
byte MobileMSAASampleCount;//[Offset: 0x40 , Size: 1]
float CharacterDiffuseScale;//[Offset: 0x44 , Size: 4]
float CharacterDiffuseOffset;//[Offset: 0x48 , Size: 4]
float CharacterDiffusePower;//[Offset: 0x4c , Size: 4]
float CharacterMinShadowFactor;//[Offset: 0x50 , Size: 4]
float StaticMeshDiffuseScale;//[Offset: 0x54 , Size: 4]
float StaticMeshDiffuseOffset;//[Offset: 0x58 , Size: 4]
float StaticMeshDiffusePower;//[Offset: 0x5c , Size: 4]
float StaticMeshMinShadowFactor;//[Offset: 0x60 , Size: 4]
bool bDiscardUnusedQualityLevels;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x64 , Size: 1]
float GlobalStaticMeshCullingScreenSize;//[Offset: 0x68 , Size: 4]
bool bOcclusionCulling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x6c , Size: 1]
float MinScreenRadiusForLights;//[Offset: 0x70 , Size: 4]
float MinScreenRadiusForEarlyZPass;//[Offset: 0x74 , Size: 4]
float MinScreenRadiusForCSMdepth;//[Offset: 0x78 , Size: 4]
bool bPrecomputedVisibilityWarning;//(ByteOffset: 0, ByteMask: 1, FieldMask:
1)[Offset: 0x7c , Size: 1]
bool bTextureStreaming;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x7c , Size: 1]
bool bUseDXT5NormalMaps;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x7c , Size: 1]
bool bClearCoatEnableSecondNormal;//(ByteOffset: 0, ByteMask: 8, FieldMask:
8)[Offset: 0x7c , Size: 1]
int ReflectionCaptureResolution;//[Offset: 0x80 , Size: 4]
bool ReflectionEnvironmentLightmapMixBasedOnRoughness;//(ByteOffset: 0,
ByteMask: 1, FieldMask: 1)[Offset: 0x84 , Size: 1]
bool bForwardShading;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x84 , Size: 1]
bool bVertexFoggingForOpaque;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x84 , Size: 1]
bool bAllowStaticLighting;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x84 , Size: 1]
bool bUseNormalMapsForStaticLighting;//(ByteOffset: 0, ByteMask: 16,
FieldMask: 16)[Offset: 0x84 , Size: 1]
bool bGenerateMeshDistanceFields;//(ByteOffset: 0, ByteMask: 32, FieldMask:
32)[Offset: 0x84 , Size: 1]
bool bEightBitMeshDistanceFields;//(ByteOffset: 0, ByteMask: 64, FieldMask:
64)[Offset: 0x84 , Size: 1]
bool bGenerateLandscapeGIData;//(ByteOffset: 0, ByteMask: 128, FieldMask:
128)[Offset: 0x84 , Size: 1]
bool bCompressMeshDistanceFields;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x85 , Size: 1]
float TessellationAdaptivePixelsPerTriangle;//[Offset: 0x88 , Size: 4]
bool bSeparateTranslucency;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x8c , Size: 1]
byte TranslucentSortPolicy;//[Offset: 0x8d , Size: 1]
Vector TranslucentSortAxis;//[Offset: 0x90 , Size: 12]
byte CustomDepthStencil;//[Offset: 0x9c , Size: 1]
bool bCustomDepthTaaJitter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x9d , Size: 1]
bool bEnableAlphaChannelInPostProcessing;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0x9d , Size: 1]
bool bDefaultFeatureBloom;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x9d , Size: 1]
bool bDefaultFeatureAmbientOcclusion;//(ByteOffset: 0, ByteMask: 8,
FieldMask: 8)[Offset: 0x9d , Size: 1]
bool bDefaultFeatureAmbientOcclusionStaticFraction;//(ByteOffset: 0,
ByteMask: 16, FieldMask: 16)[Offset: 0x9d , Size: 1]
bool bDefaultFeatureAutoExposure;//(ByteOffset: 0, ByteMask: 32, FieldMask:
32)[Offset: 0x9d , Size: 1]
byte DefaultFeatureAutoExposure;//[Offset: 0x9e , Size: 1]
bool bDefaultFeatureMotionBlur;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x9f , Size: 1]
bool bDefaultFeatureLensFlare;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x9f , Size: 1]
byte DefaultFeatureAntiAliasing;//[Offset: 0xa0 , Size: 1]
bool bRenderUnbuiltPreviewShadowsInGame;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0xa1 , Size: 1]
bool bStencilForLODDither;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0xa1 , Size: 1]
byte EarlyZPass;//[Offset: 0xa2 , Size: 1]
bool bEarlyZPassMovable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0xa3 , Size: 1]
bool bEarlyZPassOnlyMaterialMasking;//(ByteOffset: 0, ByteMask: 2, FieldMask:
2)[Offset: 0xa3 , Size: 1]
bool bDBuffer;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xa3 ,
Size: 1]
byte ClearSceneMethod;//[Offset: 0xa4 , Size: 1]
bool bBasePassOutputsVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xa5 , Size: 1]
bool bSelectiveBasePassOutputs;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0xa5 , Size: 1]
bool bDefaultParticleCutouts;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0xa5 , Size: 1]
bool bGlobalClipPlane;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0xa5 , Size: 1]
byte GBufferFormat;//[Offset: 0xa6 , Size: 1]
bool bUseGPUMorphTargets;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0xa7 , Size: 1]
bool bNvidiaAftermathEnabled;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0xa7 , Size: 1]
bool bInstancedStereo;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0xa7 , Size: 1]
bool bMultiView;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xa7 ,
Size: 1]
bool bMobileMultiView;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0xa7 , Size: 1]
bool bMobileMultiViewDirect;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0xa7 , Size: 1]
bool bMonoscopicFarField;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0xa7 , Size: 1]
bool bDebugCanvasInLayer;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0xa7 , Size: 1]
float WireframeCullThreshold;//[Offset: 0xa8 , Size: 4]
bool bSupportStationarySkylight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xac , Size: 1]
bool bSupportLowQualityLightmaps;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0xac , Size: 1]
bool bSupportPointLightWholeSceneShadows;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0xac , Size: 1]
bool bSupportAtmosphericFog;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0xac , Size: 1]
bool bSupportSkinCacheShaders;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0xac , Size: 1]
bool bMobileEnableStaticAndCSMShadowReceivers;//(ByteOffset: 0, ByteMask: 32,
FieldMask: 32)[Offset: 0xac , Size: 1]
bool bMobileAllowDistanceFieldShadows;//(ByteOffset: 0, ByteMask: 64,
FieldMask: 64)[Offset: 0xac , Size: 1]
bool bMobileAllowMovableDirectionalLights;//(ByteOffset: 0, ByteMask: 128,
FieldMask: 128)[Offset: 0xac , Size: 1]
uint32 MobileNumDynamicPointLights;//[Offset: 0xb0 , Size: 4]
bool bMobileAllowMovableSpotlights;//(ByteOffset: 0, ByteMask: 1, FieldMask:
1)[Offset: 0xb4 , Size: 1]
float SkinCacheSceneMemoryLimitInMB;//[Offset: 0xb8 , Size: 4]
bool bGPUSkinLimit2BoneInfluences;//(ByteOffset: 0, ByteMask: 1, FieldMask:
1)[Offset: 0xbc , Size: 1]
bool bSupportDepthOnlyIndexBuffers;//(ByteOffset: 0, ByteMask: 2, FieldMask:
2)[Offset: 0xbc , Size: 1]
bool bSupportReversedIndexBuffers;//(ByteOffset: 0, ByteMask: 4, FieldMask:
4)[Offset: 0xbc , Size: 1]
--------------------------------
Class: RendererOverrideSettings.DeveloperSettings.Object
bool bSupportAllShaderPermutations;//(ByteOffset: 0, ByteMask: 1, FieldMask:
1)[Offset: 0x38 , Size: 1]
bool bForceRecomputeTangents;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x38 , Size: 1]
--------------------------------
Class: Rig.Object
TransformBase[] TransformBases;//[Offset: 0x28 , Size: 16]
Node[] Nodes;//[Offset: 0x38 , Size: 16]
--------------------------------
Class: TransformBase
FName Node;//[Offset: 0x0 , Size: 8]
TransformBaseConstraint Constraints;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: TransformBaseConstraint
RigTransformConstraint[] TransformConstraints;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: RigTransformConstraint
byte TranformType;//[Offset: 0x0 , Size: 1]
FName ParentSpace;//[Offset: 0x8 , Size: 8]
float Weight;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: Node
FName Name;//[Offset: 0x0 , Size: 8]
FName ParentName;//[Offset: 0x8 , Size: 8]
Transform Transform;//[Offset: 0x10 , Size: 48]
FString DisplayName;//[Offset: 0x40 , Size: 16]
bool bAdvanced;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50 ,
Size: 1]
--------------------------------
Class: RotatingMovementComponent.MovementComponent.ActorComponent.Object
Rotator RotationRate;//[Offset: 0x150 , Size: 12]
Vector PivotTranslation;//[Offset: 0x15c , Size: 12]
bool bRotationInLocalSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x168 , Size: 1]
--------------------------------
Class: RVOAvoidanceInterface.Interface.Object
--------------------------------
Class: Scene.Object
--------------------------------
Class: SceneCapture2D.SceneCapture.Actor.Object
SceneCaptureComponent2D* CaptureComponent2D;//[Offset: 0x3a0 , Size: 8]
DrawFrustumComponent* DrawFrustum;//[Offset: 0x3a8 , Size: 8]
void OnInterpToggle(bool bEnable);// 0x511a27c
--------------------------------
Class:
SceneCaptureComponent2D.SceneCaptureComponent.SceneComponent.ActorComponent.Object
byte ProjectionType;//[Offset: 0x350 , Size: 1]
float FOVAngle;//[Offset: 0x354 , Size: 4]
float OrthoWidth;//[Offset: 0x358 , Size: 4]
TextureRenderTarget2D* TextureTarget;//[Offset: 0x360 , Size: 8]
byte CaptureSource;//[Offset: 0x368 , Size: 1]
byte CompositeMode;//[Offset: 0x369 , Size: 1]
PostProcessSettings PostProcessSettings;//[Offset: 0x370 , Size: 1296]
float PostProcessBlendWeight;//[Offset: 0x880 , Size: 4]
bool bUseCustomProjectionMatrix;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x884 , Size: 1]
Matrix CustomProjectionMatrix;//[Offset: 0x890 , Size: 64]
bool bEnableClipPlane;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x8d0 , Size: 1]
Vector ClipPlaneBase;//[Offset: 0x8d4 , Size: 12]
Vector ClipPlaneNormal;//[Offset: 0x8e0 , Size: 12]
bool bCameraCutThisFrame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x8ec , Size: 1]
void CaptureScene();// 0x511b130
void AddOrUpdateBlendable(interface classNone InBlendableObject, float
InWeight);// 0x511aff0
--------------------------------
Class:
SceneCaptureComponentCube.SceneCaptureComponent.SceneComponent.ActorComponent.Objec
t
TextureRenderTargetCube* TextureTarget;//[Offset: 0x350 , Size: 8]
void CaptureScene();// 0x511b448
--------------------------------
Class: TextureRenderTargetCube.TextureRenderTarget.Texture.Object
int SizeX;//[Offset: 0xd8 , Size: 4]
LinearColor ClearColor;//[Offset: 0xdc , Size: 16]
byte OverrideFormat;//[Offset: 0xec , Size: 1]
bool bHDR;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xed , Size:
1]
bool bForceLinearGamma;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0xed , Size: 1]
--------------------------------
Class: SceneCaptureCube.SceneCapture.Actor.Object
SceneCaptureComponentCube* CaptureComponentCube;//[Offset: 0x3a0 , Size: 8]
DrawFrustumComponent* DrawFrustum;//[Offset: 0x3a8 , Size: 8]
void OnInterpToggle(bool bEnable);// 0x511b7a0
--------------------------------
Class: Selection.Object
--------------------------------
Class: ShadowMapTexture2D.Texture2D.Texture.Object
byte ShadowmapFlags;//[Offset: 0x114 , Size: 1]
--------------------------------
Class: SkeletalMeshActor.Actor.Object
bool bShouldDoAnimNotifies;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x3a0 , Size: 1]
bool bWakeOnLevelStart;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x3a0 , Size: 1]
SkeletalMeshComponent* SkeletalMeshComponent;//[Offset: 0x3a8 , Size: 8]
SkeletalMesh* ReplicatedMesh;//[Offset: 0x3b0 , Size: 8]
PhysicsAsset* ReplicatedPhysAsset;//[Offset: 0x3b8 , Size: 8]
MaterialInterface* ReplicatedMaterial0;//[Offset: 0x3c0 , Size: 8]
MaterialInterface* ReplicatedMaterial1;//[Offset: 0x3c8 , Size: 8]
void OnRep_ReplicatedPhysAsset();// 0x5124148
void OnRep_ReplicatedMesh();// 0x512412c
void OnRep_ReplicatedMaterial1();// 0x5124110
void OnRep_ReplicatedMaterial0();// 0x51240f4
--------------------------------
Class: SkeletalMeshReductionSettings.Object
SkeletalMeshLODGroupSettings[] Settings;//[Offset: 0x28 , Size: 16]
--------------------------------
Class: SkeletalMeshLODGroupSettings
float ScreenSize;//[Offset: 0x0 , Size: 4]
SkeletalMeshOptimizationSettings OptimizationSettings;//[Offset: 0x8 , Size:
368]
--------------------------------
Class: SkyLight.Info.Actor.Object
SkyLightComponent* LightComponent;//[Offset: 0x398 , Size: 8]
bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3a0 ,
Size: 1]
void OnRep_bEnabled();// 0x512d2b0
--------------------------------
Class: SkyLightComponent.LightComponentBase.SceneComponent.ActorComponent.Object
byte SourceType;//[Offset: 0x2f4 , Size: 1]
TextureCube* Cubemap;//[Offset: 0x2f8 , Size: 8]
float SourceCubemapAngle;//[Offset: 0x300 , Size: 4]
int CubemapResolution;//[Offset: 0x304 , Size: 4]
float SkyDistanceThreshold;//[Offset: 0x308 , Size: 4]
bool bCaptureEmissiveOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x30c , Size: 1]
bool bLowerHemisphereIsBlack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x30d , Size: 1]
LinearColor LowerHemisphereColor;//[Offset: 0x310 , Size: 16]
float OcclusionMaxDistance;//[Offset: 0x320 , Size: 4]
float Contrast;//[Offset: 0x324 , Size: 4]
float OcclusionExponent;//[Offset: 0x328 , Size: 4]
float MinOcclusion;//[Offset: 0x32c , Size: 4]
Color OcclusionTint;//[Offset: 0x330 , Size: 4]
byte OcclusionCombineMode;//[Offset: 0x334 , Size: 1]
TextureCube* BlendDestinationCubemap;//[Offset: 0x3d8 , Size: 8]
void SetVolumetricScatteringIntensity(float NewIntensity);// 0x512dc3c
void SetOcclusionTint(out const Color InTint);// 0x512dbb4
void SetOcclusionExponent(float InOcclusionExponent);// 0x512db38
void SetOcclusionContrast(float InOcclusionContrast);// 0x512dabc
void SetMinOcclusion(float InMinOcclusion);// 0x512da40
void SetLightColor(LinearColor NewLightColor);// 0x512d9c4
void SetIntensity(float NewIntensity);// 0x512d948
void SetIndirectLightingIntensity(float NewIntensity);// 0x512d8cc
void SetCubemapBlend(TextureCube* SourceCubemap, TextureCube*
DestinationCubemap, float InBlendFraction);// 0x512d7dc
void SetCubemap(TextureCube* NewCubemap);// 0x512d760
void RecaptureSky();// 0x512d74c
--------------------------------
Class: SlateBrushAsset.Object
SlateBrush Brush;//[Offset: 0x28 , Size: 168]
--------------------------------
Class: SlateTextureAtlasInterface.Interface.Object
--------------------------------
Class: SmokeTestCommandlet.Commandlet.Object
--------------------------------
Class: SoundCue.SoundBase.Object
bool bOverrideAttenuation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x9c , Size: 1]
SoundNode* FirstNode;//[Offset: 0xa0 , Size: 8]
float VolumeMultiplier;//[Offset: 0xa8 , Size: 4]
float PitchMultiplier;//[Offset: 0xac , Size: 4]
SoundAttenuationSettings AttenuationOverrides;//[Offset: 0xb0 , Size: 696]
float SubtitlePriority;//[Offset: 0x368 , Size: 4]
--------------------------------
Class: SoundNode.Object
SoundNode*[] ChildNodes;//[Offset: 0x28 , Size: 16]
--------------------------------
Class: SoundGroups.Object
SoundGroup[] SoundGroupProfiles;//[Offset: 0x28 , Size: 16]
--------------------------------
Class: SoundGroup
byte SoundGroup;//[Offset: 0x0 , Size: 1]
FString DisplayName;//[Offset: 0x8 , Size: 16]
bool bAlwaysDecompressOnLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x18 , Size: 1]
float DecompressedDuration;//[Offset: 0x1c , Size: 4]
--------------------------------
Class: SoundNodeAssetReferencer.SoundNode.Object
--------------------------------
Class: SoundNodeAttenuation.SoundNode.Object
SoundAttenuation* AttenuationSettings;//[Offset: 0x38 , Size: 8]
SoundAttenuationSettings AttenuationOverrides;//[Offset: 0x40 , Size: 696]
bool bOverrideAttenuation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x2f8 , Size: 1]
--------------------------------
Class: SoundNodeBranch.SoundNode.Object
FName BoolParameterName;//[Offset: 0x38 , Size: 8]
--------------------------------
Class: SoundNodeConcatenator.SoundNode.Object
float[] InputVolume;//[Offset: 0x38 , Size: 16]
--------------------------------
Class: SoundNodeDelay.SoundNode.Object
float DelayMin;//[Offset: 0x38 , Size: 4]
float DelayMax;//[Offset: 0x3c , Size: 4]
--------------------------------
Class: SoundNodeDialoguePlayer.SoundNode.Object
DialogueWaveParameter DialogueWaveParameter;//[Offset: 0x38 , Size: 32]
bool bLooping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x58 ,
Size: 1]
--------------------------------
Class: DialogueWaveParameter
DialogueWave* DialogueWave;//[Offset: 0x0 , Size: 8]
DialogueContext Context;//[Offset: 0x8 , Size: 24]
--------------------------------
Class: SoundNodeDistanceCrossFade.SoundNode.Object
DistanceDatum[] CrossFadeInput;//[Offset: 0x38 , Size: 16]
--------------------------------
Class: DistanceDatum
float FadeInDistanceStart;//[Offset: 0x0 , Size: 4]
float FadeInDistanceEnd;//[Offset: 0x4 , Size: 4]
float FadeOutDistanceStart;//[Offset: 0x8 , Size: 4]
float FadeOutDistanceEnd;//[Offset: 0xc , Size: 4]
float Volume;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: SoundNodeDoppler.SoundNode.Object
float DopplerIntensity;//[Offset: 0x38 , Size: 4]
--------------------------------
Class: SoundNodeEnveloper.SoundNode.Object
float LoopStart;//[Offset: 0x38 , Size: 4]
float LoopEnd;//[Offset: 0x3c , Size: 4]
float DurationAfterLoop;//[Offset: 0x40 , Size: 4]
int LoopCount;//[Offset: 0x44 , Size: 4]
bool bLoopIndefinitely;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x48 , Size: 1]
bool bLoop;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x48 , Size:
1]
DistributionFloatConstantCurve* VolumeInterpCurve;//[Offset: 0x50 , Size: 8]
DistributionFloatConstantCurve* PitchInterpCurve;//[Offset: 0x58 , Size: 8]
RuntimeFloatCurve VolumeCurve;//[Offset: 0x60 , Size: 120]
RuntimeFloatCurve PitchCurve;//[Offset: 0xd8 , Size: 120]
float PitchMin;//[Offset: 0x150 , Size: 4]
float PitchMax;//[Offset: 0x154 , Size: 4]
float VolumeMin;//[Offset: 0x158 , Size: 4]
float VolumeMax;//[Offset: 0x15c , Size: 4]
--------------------------------
Class: SoundNodeGroupControl.SoundNode.Object
int[] GroupSizes;//[Offset: 0x38 , Size: 16]
--------------------------------
Class: SoundNodeLooping.SoundNode.Object
int LoopCount;//[Offset: 0x38 , Size: 4]
bool bLoopIndefinitely;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x3c , Size: 1]
--------------------------------
Class: SoundNodeMature.SoundNode.Object
--------------------------------
Class: SoundNodeMixer.SoundNode.Object
float[] InputVolume;//[Offset: 0x38 , Size: 16]
--------------------------------
Class: SoundNodeModulator.SoundNode.Object
float PitchMin;//[Offset: 0x38 , Size: 4]
float PitchMax;//[Offset: 0x3c , Size: 4]
float VolumeMin;//[Offset: 0x40 , Size: 4]
float VolumeMax;//[Offset: 0x44 , Size: 4]
--------------------------------
Class: SoundNodeModulatorContinuous.SoundNode.Object
ModulatorContinuousParams PitchModulationParams;//[Offset: 0x38 , Size: 32]
ModulatorContinuousParams VolumeModulationParams;//[Offset: 0x58 , Size: 32]
--------------------------------
Class: ModulatorContinuousParams
FName ParameterName;//[Offset: 0x0 , Size: 8]
float Default;//[Offset: 0x8 , Size: 4]
float MinInput;//[Offset: 0xc , Size: 4]
float MaxInput;//[Offset: 0x10 , Size: 4]
float MinOutput;//[Offset: 0x14 , Size: 4]
float MaxOutput;//[Offset: 0x18 , Size: 4]
byte ParamMode;//[Offset: 0x1c , Size: 1]
--------------------------------
Class: SoundNodeOscillator.SoundNode.Object
bool bModulateVolume;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x38 , Size: 1]
bool bModulatePitch;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x38
, Size: 1]
float AmplitudeMin;//[Offset: 0x3c , Size: 4]
float AmplitudeMax;//[Offset: 0x40 , Size: 4]
float FrequencyMin;//[Offset: 0x44 , Size: 4]
float FrequencyMax;//[Offset: 0x48 , Size: 4]
float OffsetMin;//[Offset: 0x4c , Size: 4]
float OffsetMax;//[Offset: 0x50 , Size: 4]
float CenterMin;//[Offset: 0x54 , Size: 4]
float CenterMax;//[Offset: 0x58 , Size: 4]
--------------------------------
Class: SoundNodeParamCrossFade.SoundNodeDistanceCrossFade.SoundNode.Object
FName ParamName;//[Offset: 0x48 , Size: 8]
--------------------------------
Class: SoundNodeQualityLevel.SoundNode.Object
--------------------------------
Class: SoundNodeRandom.SoundNode.Object
float[] Weights;//[Offset: 0x38 , Size: 16]
int PreselectAtLevelLoad;//[Offset: 0x48 , Size: 4]
bool bRandomizeWithoutReplacement;//(ByteOffset: 0, ByteMask: 1, FieldMask:
1)[Offset: 0x4c , Size: 1]
bool[] HasBeenUsed;//[Offset: 0x50 , Size: 16]
int NumRandomUsed;//[Offset: 0x60 , Size: 4]
--------------------------------
Class: SoundNodeSoundClass.SoundNode.Object
SoundClass* SoundClassOverride;//[Offset: 0x38 , Size: 8]
--------------------------------
Class: SoundNodeSwitch.SoundNode.Object
FName IntParameterName;//[Offset: 0x38 , Size: 8]
--------------------------------
Class: SoundNodeWaveParam.SoundNode.Object
FName WaveParameterName;//[Offset: 0x38 , Size: 8]
--------------------------------
Class: SoundNodeWavePlayer.SoundNodeAssetReferencer.SoundNode.Object
SoundWave* SoundWaveAssetPtr;//[Offset: 0x38 , Size: 40]
SoundWave* SoundWave;//[Offset: 0x60 , Size: 8]
bool bLooping;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x68 ,
Size: 1]
--------------------------------
Class: SoundWaveProcedural.SoundWave.SoundBase.Object
--------------------------------
Class:
SpectatorPawnMovement.FloatingPawnMovement.PawnMovementComponent.NavMovementCompone
nt.MovementComponent.ActorComponent.Object
bool bIgnoreTimeDilation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x1a1 , Size: 1]
--------------------------------
Class: SphereReflectionCapture.ReflectionCapture.Actor.Object
DrawSphereComponent* DrawCaptureRadius;//[Offset: 0x3a0 , Size: 8]
--------------------------------
Class:
SphereReflectionCaptureComponent.ReflectionCaptureComponent.SceneComponent.ActorCom
ponent.Object
float InfluenceRadius;//[Offset: 0x368 , Size: 4]
float CaptureDistanceScale;//[Offset: 0x36c , Size: 4]
DrawSphereComponent* PreviewInfluenceRadius;//[Offset: 0x370 , Size: 8]
--------------------------------
Class: SplineComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
SplineCurves SplineCurves;//[Offset: 0x670 , Size: 96]
InterpCurveVector SplineInfo;//[Offset: 0x6d0 , Size: 24]
InterpCurveQuat SplineRotInfo;//[Offset: 0x6e8 , Size: 24]
InterpCurveVector SplineScaleInfo;//[Offset: 0x700 , Size: 24]
InterpCurveFloat SplineReparamTable;//[Offset: 0x718 , Size: 24]
bool bAllowSplineEditingPerInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x730 , Size: 1]
int ReparamStepsPerSegment;//[Offset: 0x734 , Size: 4]
float Duration;//[Offset: 0x738 , Size: 4]
bool bStationaryEndpoints;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x73c , Size: 1]
bool bSplineHasBeenEdited;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x73d , Size: 1]
bool bModifiedByConstructionScript;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x73e , Size: 1]
bool bInputSplinePointsToConstructionScript;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x73f , Size: 1]
bool bDrawDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x740 , Size: 1]
bool bClosedLoop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x741
, Size: 1]
bool bLoopPositionOverride;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x742 , Size: 1]
float LoopPosition;//[Offset: 0x744 , Size: 4]
Vector DefaultUpVector;//[Offset: 0x748 , Size: 12]
void UpdateSpline();// 0x513c720
void SetWorldLocationAtSplinePoint(int PointIndex, out const Vector
InLocation);// 0x513c654
void SetUpVectorAtSplinePoint(int PointIndex, out const Vector InUpVector,
byte CoordinateSpace, bool bUpdateSpline);// 0x513c504
void SetUnselectedSplineSegmentColor(out const LinearColor SegmentColor);//
0x513c47c
void SetTangentsAtSplinePoint(int PointIndex, out const Vector
InArriveTangent, out const Vector InLeaveTangent, byte CoordinateSpace, bool
bUpdateSpline);// 0x513c2e0
void SetTangentAtSplinePoint(int PointIndex, out const Vector InTangent, byte
CoordinateSpace, bool bUpdateSpline);// 0x513c190
void SetSplineWorldPoints(out const Vector[] Points);// 0x513c0d0
void SetSplinePointType(int PointIndex, byte Type, bool bUpdateSpline);//
0x513bfd4
void SetSplinePoints(out const Vector[] Points, byte CoordinateSpace, bool
bUpdateSpline);// 0x513be8c
void SetSplineLocalPoints(out const Vector[] Points);// 0x513bdcc
void SetSelectedSplineSegmentColor(out const LinearColor SegmentColor);//
0x513bd44
void SetLocationAtSplinePoint(int PointIndex, out const Vector InLocation,
byte CoordinateSpace, bool bUpdateSpline);// 0x513bbf4
void SetDrawDebug(bool bShow);// 0x513bb70
void SetDefaultUpVector(out const Vector UpVector, byte CoordinateSpace);//
0x513baa0
void SetClosedLoopAtPosition(bool bInClosedLoop, float Key, bool
bUpdateSpline);// 0x513b994
void SetClosedLoop(bool bInClosedLoop, bool bUpdateSpline);// 0x513b8c4
void RemoveSplinePoint(int Index, bool bUpdateSpline);// 0x513b804
bool IsClosedLoop();// 0x513b7cc
Vector GetWorldTangentAtDistanceAlongSpline(float Distance);// 0x513b738
Rotator GetWorldRotationAtTime(float Time, bool bUseConstantVelocity);//
0x513b660
Rotator GetWorldRotationAtDistanceAlongSpline(float Distance);// 0x513b5cc
Vector GetWorldLocationAtTime(float Time, bool bUseConstantVelocity);//
0x513b4f4
Vector GetWorldLocationAtSplinePoint(int PointIndex);// 0x513b460
Vector GetWorldLocationAtDistanceAlongSpline(float Distance);// 0x513b3cc
Vector GetWorldDirectionAtTime(float Time, bool bUseConstantVelocity);//
0x513b2f4
Vector GetWorldDirectionAtDistanceAlongSpline(float Distance);// 0x513b260
Vector GetUpVectorAtTime(float Time, byte CoordinateSpace, bool
bUseConstantVelocity);// 0x513b150
Vector GetUpVectorAtSplinePoint(int PointIndex, byte CoordinateSpace);//
0x513b084
Vector GetUpVectorAtDistanceAlongSpline(float Distance, byte
CoordinateSpace);// 0x513afb8
Transform GetTransformAtTime(float Time, byte CoordinateSpace, bool
bUseConstantVelocity, bool bUseScale);// 0x513ae50
Transform GetTransformAtSplinePoint(int PointIndex, byte CoordinateSpace,
bool bUseScale);// 0x513ad2c
Transform GetTransformAtDistanceAlongSpline(float Distance, byte
CoordinateSpace, bool bUseScale);// 0x513ac08
Vector GetTangentAtTime(float Time, byte CoordinateSpace, bool
bUseConstantVelocity);// 0x513aaf8
Vector GetTangentAtSplinePoint(int PointIndex, byte CoordinateSpace);//
0x513aa2c
Vector GetTangentAtDistanceAlongSpline(float Distance, byte
CoordinateSpace);// 0x513a960
byte GetSplinePointType(int PointIndex);// 0x513a8d4
float GetSplineLength();// 0x513a8a0
Vector GetScaleAtTime(float Time, bool bUseConstantVelocity);// 0x513a7cc
Vector GetScaleAtSplinePoint(int PointIndex);// 0x513a73c
Vector GetScaleAtDistanceAlongSpline(float Distance);// 0x513a6ac
Rotator GetRotationAtTime(float Time, byte CoordinateSpace, bool
bUseConstantVelocity);// 0x513a59c
Rotator GetRotationAtSplinePoint(int PointIndex, byte CoordinateSpace);//
0x513a4d0
Rotator GetRotationAtDistanceAlongSpline(float Distance, byte
CoordinateSpace);// 0x513a404
float GetRollAtTime(float Time, byte CoordinateSpace, bool
bUseConstantVelocity);// 0x513a2f8
float GetRollAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x513a230
float GetRollAtDistanceAlongSpline(float Distance, byte CoordinateSpace);//
0x513a168
Vector GetRightVectorAtTime(float Time, byte CoordinateSpace, bool
bUseConstantVelocity);// 0x513a058
Vector GetRightVectorAtSplinePoint(int PointIndex, byte CoordinateSpace);//
0x5139f8c
Vector GetRightVectorAtDistanceAlongSpline(float Distance, byte
CoordinateSpace);// 0x5139ec0
int GetNumberOfSplinePoints();// 0x5139e8c
Vector GetLocationAtTime(float Time, byte CoordinateSpace, bool
bUseConstantVelocity);// 0x5139d7c
Vector GetLocationAtSplinePoint(int PointIndex, byte CoordinateSpace);//
0x5139cb0
Vector GetLocationAtDistanceAlongSpline(float Distance, byte
CoordinateSpace);// 0x5139be4
void GetLocationAndTangentAtSplinePoint(int PointIndex, out Vector Location,
out Vector Tangent, byte CoordinateSpace);// 0x5139a8c
void GetLocalLocationAndTangentAtSplinePoint(int PointIndex, out Vector
LocalLocation, out Vector LocalTangent);// 0x5139970
Vector GetLeaveTangentAtSplinePoint(int PointIndex, byte CoordinateSpace);//
0x51398a4
float GetInputKeyAtDistanceAlongSpline(float Distance);// 0x5139818
float GetDistanceAlongSplineAtSplinePoint(int PointIndex);// 0x513978c
Vector GetDirectionAtTime(float Time, byte CoordinateSpace, bool
bUseConstantVelocity);// 0x513967c
Vector GetDirectionAtSplinePoint(int PointIndex, byte CoordinateSpace);//
0x51395b0
Vector GetDirectionAtDistanceAlongSpline(float Distance, byte
CoordinateSpace);// 0x51394e4
Vector GetDefaultUpVector(byte CoordinateSpace);// 0x5139454
Vector GetArriveTangentAtSplinePoint(int PointIndex, byte CoordinateSpace);//
0x5139388
Vector FindUpVectorClosestToWorldLocation(out const Vector WorldLocation,
byte CoordinateSpace);// 0x51392ac
Transform FindTransformClosestToWorldLocation(out const Vector WorldLocation,
byte CoordinateSpace, bool bUseScale);// 0x5139178
Vector FindTangentClosestToWorldLocation(out const Vector WorldLocation, byte
CoordinateSpace);// 0x513909c
Vector FindScaleClosestToWorldLocation(out const Vector WorldLocation);//
0x5139000
Rotator FindRotationClosestToWorldLocation(out const Vector WorldLocation,
byte CoordinateSpace);// 0x5138f24
float FindRollClosestToWorldLocation(out const Vector WorldLocation, byte
CoordinateSpace);// 0x5138e4c
Vector FindRightVectorClosestToWorldLocation(out const Vector WorldLocation,
byte CoordinateSpace);// 0x5138d70
Vector FindLocationClosestToWorldLocation(out const Vector WorldLocation,
byte CoordinateSpace);// 0x5138c94
float FindInputKeyClosestToWorldLocation(out const Vector WorldLocation);//
0x5138bfc
Vector FindDirectionClosestToWorldLocation(out const Vector WorldLocation,
byte CoordinateSpace);// 0x5138b20
void ClearSplinePoints(bool bUpdateSpline);// 0x5138a9c
void AddSplineWorldPoint(out const Vector Position);// 0x5138a0c
void AddSplinePointAtIndex(out const Vector Position, int Index, byte
CoordinateSpace, bool bUpdateSpline);// 0x51388bc
void AddSplinePoint(out const Vector Position, byte CoordinateSpace, bool
bUpdateSpline);// 0x51387a8
void AddSplineLocalPoint(out const Vector Position);// 0x5138718
void AddPoints(out const SplinePoint[] Points, bool bUpdateSpline);//
0x513860c
void AddPoint(out const SplinePoint Point, bool bUpdateSpline);// 0x5138514
--------------------------------
Class: SplineCurves
InterpCurveVector Position;//[Offset: 0x0 , Size: 24]
InterpCurveQuat Rotation;//[Offset: 0x18 , Size: 24]
InterpCurveVector Scale;//[Offset: 0x30 , Size: 24]
InterpCurveFloat ReparamTable;//[Offset: 0x48 , Size: 24]
--------------------------------
Class: InterpCurveQuat
InterpCurvePointQuat[] Points;//[Offset: 0x0 , Size: 16]
bool bIsLooped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 ,
Size: 1]
float LoopKeyOffset;//[Offset: 0x14 , Size: 4]
--------------------------------
Class: InterpCurvePointQuat
float InVal;//[Offset: 0x0 , Size: 4]
Quat OutVal;//[Offset: 0x10 , Size: 16]
Quat ArriveTangent;//[Offset: 0x20 , Size: 16]
Quat LeaveTangent;//[Offset: 0x30 , Size: 16]
byte InterpMode;//[Offset: 0x40 , Size: 1]
--------------------------------
Class: SplinePoint
float InputKey;//[Offset: 0x0 , Size: 4]
Vector Position;//[Offset: 0x4 , Size: 12]
Vector ArriveTangent;//[Offset: 0x10 , Size: 12]
Vector LeaveTangent;//[Offset: 0x1c , Size: 12]
Rotator Rotation;//[Offset: 0x28 , Size: 12]
Vector Scale;//[Offset: 0x34 , Size: 12]
byte Type;//[Offset: 0x40 , Size: 1]
--------------------------------
Class: SplineMeshActor.Actor.Object
SplineMeshComponent* SplineMeshComponent;//[Offset: 0x398 , Size: 8]
--------------------------------
Class:
SplineMeshComponent.StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneCompo
nent.ActorComponent.Object
SplineMeshParams SplineParams;//[Offset: 0x790 , Size: 88]
Vector SplineUpDir;//[Offset: 0x7e8 , Size: 12]
bool bAllowSplineEditingPerInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask:
1)[Offset: 0x7f4 , Size: 1]
bool bSmoothInterpRollScale;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x7f4 , Size: 1]
byte ForwardAxis;//[Offset: 0x7f5 , Size: 1]
float SplineBoundaryMin;//[Offset: 0x7f8 , Size: 4]
float SplineBoundaryMax;//[Offset: 0x7fc , Size: 4]
BodySetup* BodySetup;//[Offset: 0x800 , Size: 8]
Guid CachedMeshBodySetupGuid;//[Offset: 0x808 , Size: 16]
bool bMeshDirty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x818 ,
Size: 1]
void UpdateMesh();// 0x5140870
void SetStartTangent(Vector StartTangent, bool bUpdateMesh);// 0x51407b0
void SetStartScale(Vector2D StartScale, bool bUpdateMesh);// 0x51406f4
void SetStartRoll(float StartRoll, bool bUpdateMesh);// 0x5140634
void SetStartPosition(Vector StartPos, bool bUpdateMesh);// 0x5140574
void SetStartOffset(Vector2D StartOffset, bool bUpdateMesh);// 0x51404b8
void SetStartAndEnd(Vector StartPos, Vector StartTangent, Vector EndPos,
Vector EndTangent, bool bUpdateMesh);// 0x5140334
void SetSplineUpDir(out const Vector InSplineUpDir, bool bUpdateMesh);//
0x514025c
void SetForwardAxis(byte InForwardAxis, bool bUpdateMesh);// 0x514019c
void SetEndTangent(Vector EndTangent, bool bUpdateMesh);// 0x51400dc
void SetEndScale(Vector2D EndScale, bool bUpdateMesh);// 0x5140020
void SetEndRoll(float EndRoll, bool bUpdateMesh);// 0x513ff60
void SetEndPosition(Vector EndPos, bool bUpdateMesh);// 0x513fea0
void SetEndOffset(Vector2D EndOffset, bool bUpdateMesh);// 0x513fde4
void SetBoundaryMin(float InBoundaryMin, bool bUpdateMesh);// 0x513fd24
void SetBoundaryMax(float InBoundaryMax, bool bUpdateMesh);// 0x513fc64
Vector GetStartTangent();// 0x513fc2c
Vector2D GetStartScale();// 0x513fbf8
float GetStartRoll();// 0x513fbc4
Vector GetStartPosition();// 0x513fb8c
Vector2D GetStartOffset();// 0x513fb58
Vector GetSplineUpDir();// 0x513fb20
byte GetForwardAxis();// 0x513faec
Vector GetEndTangent();// 0x513fab4
Vector2D GetEndScale();// 0x513fa80
float GetEndRoll();// 0x513fa4c
Vector GetEndPosition();// 0x513fa14
Vector2D GetEndOffset();// 0x513f9e0
float GetBoundaryMin();// 0x513f9ac
float GetBoundaryMax();// 0x513f978
--------------------------------
Class: SplineMeshParams
Vector StartPos;//[Offset: 0x0 , Size: 12]
Vector StartTangent;//[Offset: 0xc , Size: 12]
Vector2D StartScale;//[Offset: 0x18 , Size: 8]
float StartRoll;//[Offset: 0x20 , Size: 4]
Vector2D StartOffset;//[Offset: 0x24 , Size: 8]
Vector EndPos;//[Offset: 0x2c , Size: 12]
Vector EndTangent;//[Offset: 0x38 , Size: 12]
Vector2D EndScale;//[Offset: 0x44 , Size: 8]
float EndRoll;//[Offset: 0x4c , Size: 4]
Vector2D EndOffset;//[Offset: 0x50 , Size: 8]
--------------------------------
Class: SpringArmComponent.SceneComponent.ActorComponent.Object
float TargetArmLength;//[Offset: 0x2cc , Size: 4]
Vector SocketOffset;//[Offset: 0x2d0 , Size: 12]
Vector TargetOffset;//[Offset: 0x2dc , Size: 12]
float ProbeSize;//[Offset: 0x2e8 , Size: 4]
byte ProbeChannel;//[Offset: 0x2ec , Size: 1]
bool bDoCollisionTest;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x2ed , Size: 1]
bool bUsePawnControlRotation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x2ed , Size: 1]
bool bInheritPitch;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2ed
, Size: 1]
bool bInheritYaw;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2ed ,
Size: 1]
bool bInheritRoll;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x2ed , Size: 1]
bool bEnableCameraLag;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x2ed , Size: 1]
bool bEnableCameraRotationLag;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x2ed , Size: 1]
bool bUseCameraLagSubstepping;//(ByteOffset: 0, ByteMask: 128, FieldMask:
128)[Offset: 0x2ed , Size: 1]
bool bDrawDebugLagMarkers;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x2ee , Size: 1]
float CameraLagSpeed;//[Offset: 0x2f0 , Size: 4]
float CameraRotationLagSpeed;//[Offset: 0x2f4 , Size: 4]
float CameraLagMaxTimeStep;//[Offset: 0x2f8 , Size: 4]
float CameraLagMaxDistance;//[Offset: 0x2fc , Size: 4]
void SetActive(bool bNewActive, bool bReset);// 0x5141ac4
Rotator GetTargetRotation();// 0x5141a84
--------------------------------
Class: StaticMeshActor.Actor.Object
StaticMeshComponent* StaticMeshComponent;//[Offset: 0x398 , Size: 8]
bool bStaticMeshReplicateMovement;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x3a0 , Size: 1]
enum NavigationGeometryGatheringMode;//[Offset: 0x3a1 , Size: 1]
--------------------------------
Class: StereoLayerComponent.SceneComponent.ActorComponent.Object
bool bLiveTexture;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x2c9 , Size: 1]
bool bSupportsDepth;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x2c9 , Size: 1]
bool bNoAlphaChannel;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x2c9 , Size: 1]
Texture* Texture;//[Offset: 0x2d0 , Size: 8]
Texture* LeftTexture;//[Offset: 0x2d8 , Size: 8]
bool bQuadPreserveTextureRatio;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x2e0 , Size: 1]
Vector2D QuadSize;//[Offset: 0x2e4 , Size: 8]
Box2D UVRect;//[Offset: 0x2ec , Size: 20]
float CylinderRadius;//[Offset: 0x300 , Size: 4]
float CylinderOverlayArc;//[Offset: 0x304 , Size: 4]
int CylinderHeight;//[Offset: 0x308 , Size: 4]
byte StereoLayerType;//[Offset: 0x30c , Size: 1]
byte StereoLayerShape;//[Offset: 0x30d , Size: 1]
int Priority;//[Offset: 0x310 , Size: 4]
void SetUVRect(Box2D InUVRect);// 0x51442cc
void SetTexture(Texture* InTexture);// 0x5144250
void SetQuadSize(Vector2D InQuadSize);// 0x51441d8
void SetPriority(int InPriority);// 0x514415c
void MarkTextureForUpdate();// 0x5144148
Box2D GetUVRect();// 0x5144120
Texture* GetTexture();// 0x5144104
Vector2D GetQuadSize();// 0x51440e4
int GetPriority();// 0x51440c8
--------------------------------
Class: StereoLayerFunctionLibrary.BlueprintFunctionLibrary.Object
static void ShowSplashScreen();// 0x514729c
static void SetSplashScreen(Texture* Texture, Vector2D Scale, Vector2D
Offset, bool bShowLoadingMovie, bool bShowOnSet);// 0x5147130
static void HideSplashScreen();// 0x514711c
static void EnableAutoLoadingSplashScreen(bool InAutoShowEnabled);//
0x51470a0
--------------------------------
Class: StringTable.Object
--------------------------------
Class: TargetPoint.Actor.Object
--------------------------------
Class: TextPropertyTestObject.Object
FText DefaultedText;//[Offset: 0x28 , Size: 24]
FText UndefaultedText;//[Offset: 0x40 , Size: 24]
FText TransientText;//[Offset: 0x58 , Size: 24]
--------------------------------
Class: TextRenderActor.Actor.Object
TextRenderComponent* TextRender;//[Offset: 0x398 , Size: 8]
--------------------------------
Class: TextRenderComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
FText Text;//[Offset: 0x670 , Size: 24]
MaterialInterface* TextMaterial;//[Offset: 0x688 , Size: 8]
Font* Font;//[Offset: 0x690 , Size: 8]
byte HorizontalAlignment;//[Offset: 0x698 , Size: 1]
byte VerticalAlignment;//[Offset: 0x699 , Size: 1]
Color TextRenderColor;//[Offset: 0x69c , Size: 4]
float XScale;//[Offset: 0x6a0 , Size: 4]
float YScale;//[Offset: 0x6a4 , Size: 4]
float WorldSize;//[Offset: 0x6a8 , Size: 4]
float InvDefaultSize;//[Offset: 0x6ac , Size: 4]
float HorizSpacingAdjust;//[Offset: 0x6b0 , Size: 4]
float VertSpacingAdjust;//[Offset: 0x6b4 , Size: 4]
bool bAlwaysRenderAsText;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x6b8 , Size: 1]
void SetYScale(float Value);// 0x5148a6c
void SetXScale(float Value);// 0x51489f0
void SetWorldSize(float Value);// 0x5148974
void SetVertSpacingAdjust(float Value);// 0x51488f8
void SetVerticalAlignment(byte Value);// 0x514887c
void SetTextRenderColor(Color Value);// 0x5148804
void SetTextMaterial(MaterialInterface* Material);// 0x5148788
void SetText(FString Value);// 0x51486e0
void SetHorizSpacingAdjust(float Value);// 0x5148664
void SetHorizontalAlignment(byte Value);// 0x51485e8
void SetFont(Font* Value);// 0x514856c
void K2_SetText(out const FText Value);// 0x5148418
Vector GetTextWorldSize();// 0x51483e0
Vector GetTextLocalSize();// 0x51483a8
--------------------------------
Class: TextTextureAtlas.Object
Texture2D*[] TextAtlases;//[Offset: 0x48 , Size: 16]
--------------------------------
Class: TextureProperty.Object
CollectionStructParameter[] Propertys;//[Offset: 0x28 , Size: 16]
--------------------------------
Class: CollectionStructParameter
FString MatchRules;//[Offset: 0x0 , Size: 16]
CollectionScalarParameter[] ScalarParameters;//[Offset: 0x10 , Size: 16]
CollectionVectorParameter[] VectorParameters;//[Offset: 0x20 , Size: 16]
CollectionBoolParameter[] BoolParameters;//[Offset: 0x30 , Size: 16]
CollectionIntParameter[] IntParameters;//[Offset: 0x40 , Size: 16]
--------------------------------
Class: CollectionBoolParameter.CollectionParameterBase
bool DefaultValue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18
, Size: 1]
--------------------------------
Class: CollectionIntParameter.CollectionParameterBase
int DefaultValue;//[Offset: 0x18 , Size: 4]
--------------------------------
Class: Texture2DDynamic.Texture.Object
byte Format;//[Offset: 0xd8 , Size: 1]
--------------------------------
Class: TimelineComponent.ActorComponent.Object
Timeline TheTimeline;//[Offset: 0x110 , Size: 160]
bool bIgnoreTimeDilation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x1b0 , Size: 1]
void Stop();// 0x514c1bc
void SetVectorCurve(CurveVector* NewVectorCurve, FName VectorTrackName);//
0x514c108
void SetTimelineLengthMode(byte NewLengthMode);// 0x514c08c
void SetTimelineLength(float NewLength);// 0x514c010
void SetPlayRate(float NewRate);// 0x514bf94
void SetPlaybackPosition(float NewPosition, bool bFireEvents, bool
bFireUpdate);// 0x514be88
void SetNewTime(float NewTime);// 0x514be0c
void SetLooping(bool bNewLooping);// 0x514bd88
void SetLinearColorCurve(CurveLinearColor* NewLinearColorCurve, FName
LinearColorTrackName);// 0x514bcd4
void SetIgnoreTimeDilation(bool bNewIgnoreTimeDilation);// 0x514bc50
void SetFloatCurve(CurveFloat* NewFloatCurve, FName FloatTrackName);//
0x514bb9c
void ReverseFromEnd();// 0x514bb88
void Reverse();// 0x514bb74
void PlayFromStart();// 0x514bb60
void Play();// 0x514bb4c
void OnRep_Timeline();// 0x514bb38
bool IsReversing();// 0x514bb00
bool IsPlaying();// 0x514bac8
bool IsLooping();// 0x514ba90
float GetTimelineLength();// 0x514ba5c
float GetPlayRate();// 0x514ba28
float GetPlaybackPosition();// 0x514b9f4
bool GetIgnoreTimeDilation();// 0x514b9bc
--------------------------------
Class: Timeline
byte LengthMode;//[Offset: 0x0 , Size: 1]
float Length;//[Offset: 0x4 , Size: 4]
bool bLooping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x8 ,
Size: 1]
bool bReversePlayback;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x8 , Size: 1]
bool bPlaying;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x8 ,
Size: 1]
float PlayRate;//[Offset: 0xc , Size: 4]
float Position;//[Offset: 0x10 , Size: 4]
TimelineEventEntry[] Events;//[Offset: 0x18 , Size: 16]
TimelineVectorTrack[] InterpVectors;//[Offset: 0x28 , Size: 16]
TimelineFloatTrack[] InterpFloats;//[Offset: 0x38 , Size: 16]
TimelineLinearColorTrack[] InterpLinearColors;//[Offset: 0x48 , Size: 16]
delegate TimelinePostUpdateFunc;//[Offset: 0x58 , Size: 16]
delegate TimelineFinishedFunc;//[Offset: 0x68 , Size: 16]
Object* PropertySetObject;//[Offset: 0x88 , Size: 8]
FName DirectionPropertyName;//[Offset: 0x90 , Size: 8]
Property* DirectionProperty;//[Offset: 0x98 , Size: 8]
--------------------------------
Class: TimelineEventEntry
float Time;//[Offset: 0x0 , Size: 4]
delegate EventFunc;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: TimelineVectorTrack
CurveVector* VectorCurve;//[Offset: 0x0 , Size: 8]
delegate InterpFunc;//[Offset: 0x8 , Size: 16]
FName TrackName;//[Offset: 0x18 , Size: 8]
FName VectorPropertyName;//[Offset: 0x20 , Size: 8]
StructProperty* VectorProperty;//[Offset: 0x28 , Size: 8]
--------------------------------
Class: TimelineFloatTrack
CurveFloat* FloatCurve;//[Offset: 0x0 , Size: 8]
delegate InterpFunc;//[Offset: 0x8 , Size: 16]
FName TrackName;//[Offset: 0x18 , Size: 8]
FName FloatPropertyName;//[Offset: 0x20 , Size: 8]
FloatProperty* FloatProperty;//[Offset: 0x28 , Size: 8]
--------------------------------
Class: TimelineLinearColorTrack
CurveLinearColor* LinearColorCurve;//[Offset: 0x0 , Size: 8]
delegate InterpFunc;//[Offset: 0x8 , Size: 16]
FName TrackName;//[Offset: 0x18 , Size: 8]
FName LinearColorPropertyName;//[Offset: 0x20 , Size: 8]
StructProperty* LinearColorProperty;//[Offset: 0x28 , Size: 8]
--------------------------------
Class: TriggerBase.Actor.Object
ShapeComponent* CollisionComponent;//[Offset: 0x398 , Size: 8]
--------------------------------
Class: TriggerBox.TriggerBase.Actor.Object
--------------------------------
Class: TriggerCapsule.TriggerBase.Actor.Object
--------------------------------
Class: TriggerSphere.TriggerBase.Actor.Object
--------------------------------
Class: TriggerVolume.Volume.Brush.Actor.Object
--------------------------------
Class: TwitterIntegrationBase.PlatformInterfaceBase.Object
bool TwitterRequest(FString URL, out const FString[] ParamKeysAndValues, byte
RequestMethod, int AccountIndex);// 0x5151940
bool ShowTweetUI(FString InitialMessage, FString URL, FString Picture);//
0x51517b0
void Init();// 0x5151794
int GetNumAccounts();// 0x5151758
FString GetAccountName(int AccountIndex);// 0x515165c
bool CanShowTweetUI();// 0x515161c
bool AuthorizeAccounts();// 0x51515dc
--------------------------------
Class: UserDefinedEnum.Enum.Field.Object
<FName,FText> DisplayNameMap;//[Offset: 0x60 , Size: 80]
--------------------------------
Class: UserDefinedStruct.ScriptStruct.Struct.Field.Object
Guid Guid;//[Offset: 0x98 , Size: 16]
--------------------------------
Class: UserInterfaceSettings.DeveloperSettings.Object
enum RenderFocusRule;//[Offset: 0x38 , Size: 1]
<byte,HardwareCursorReference> HardwareCursors;//[Offset: 0x40 , Size: 80]
<byte,SoftClassPath> SoftwareCursors;//[Offset: 0x90 , Size: 80]
SoftClassPath DefaultCursor;//[Offset: 0xe0 , Size: 24]
SoftClassPath TextEditBeamCursor;//[Offset: 0xf8 , Size: 24]
SoftClassPath CrosshairsCursor;//[Offset: 0x110 , Size: 24]
SoftClassPath HandCursor;//[Offset: 0x128 , Size: 24]
SoftClassPath GrabHandCursor;//[Offset: 0x140 , Size: 24]
SoftClassPath GrabHandClosedCursor;//[Offset: 0x158 , Size: 24]
SoftClassPath SlashedCircleCursor;//[Offset: 0x170 , Size: 24]
float ApplicationScale;//[Offset: 0x188 , Size: 4]
enum UIScaleRule;//[Offset: 0x18c , Size: 1]
SoftClassPath CustomScalingRuleClass;//[Offset: 0x190 , Size: 24]
RuntimeFloatCurve UIScaleCurve;//[Offset: 0x1a8 , Size: 120]
bool bScreenAdaption;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x220 , Size: 1]
bool bLoadWidgetsOnDedicatedServer;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x221 , Size: 1]
Object*[] CursorClasses;//[Offset: 0x228 , Size: 16]
class Object* CustomScalingRuleClassInstance;//[Offset: 0x238 , Size: 8]
DPICustomScalingRule* CustomScalingRule;//[Offset: 0x240 , Size: 8]
--------------------------------
Class: HardwareCursorReference
FName CursorPath;//[Offset: 0x0 , Size: 8]
Vector2D HotSpot;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: VectorFieldAnimated.VectorField.Object
Texture2D* Texture;//[Offset: 0x48 , Size: 8]
byte ConstructionOp;//[Offset: 0x50 , Size: 1]
int VolumeSizeX;//[Offset: 0x54 , Size: 4]
int VolumeSizeY;//[Offset: 0x58 , Size: 4]
int VolumeSizeZ;//[Offset: 0x5c , Size: 4]
int SubImagesX;//[Offset: 0x60 , Size: 4]
int SubImagesY;//[Offset: 0x64 , Size: 4]
int FrameCount;//[Offset: 0x68 , Size: 4]
float FramesPerSecond;//[Offset: 0x6c , Size: 4]
bool bLoop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x70 , Size:
1]
VectorFieldStatic* NoiseField;//[Offset: 0x78 , Size: 8]
float NoiseScale;//[Offset: 0x80 , Size: 4]
float NoiseMax;//[Offset: 0x84 , Size: 4]
--------------------------------
Class: VectorFieldStatic.VectorField.Object
int SizeX;//[Offset: 0x48 , Size: 4]
int SizeY;//[Offset: 0x4c , Size: 4]
int SizeZ;//[Offset: 0x50 , Size: 4]
--------------------------------
Class: VectorFieldComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
VectorField* VectorField;//[Offset: 0x670 , Size: 8]
float Intensity;//[Offset: 0x678 , Size: 4]
float Tightness;//[Offset: 0x67c , Size: 4]
bool bPreviewVectorField;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x680 , Size: 1]
void SetIntensity(float NewIntensity);// 0x5152a48
--------------------------------
Class: VectorFieldVolume.Actor.Object
VectorFieldComponent* VectorFieldComponent;//[Offset: 0x398 , Size: 8]
--------------------------------
Class: VisualLoggerAutomationTests.Object
--------------------------------
Class: VisualLoggerDebugSnapshotInterface.Interface.Object
--------------------------------
Class: VisualLoggerKismetLibrary.BlueprintFunctionLibrary.Object
static void LogText(Object* WorldContextObject, FString Text, FName
LogCategory);// 0x51537a0
static void LogLocation(Object* WorldContextObject, Vector Location, FString
Text, LinearColor ObjectColor, float Radius, FName LogCategory);// 0x5153528
static void LogBox(Object* WorldContextObject, Box BoxShape, FString Text,
LinearColor ObjectColor, FName LogCategory);// 0x51532dc
--------------------------------
Class: VoiceChannel.Channel.Object
--------------------------------
Class:
VolumetricFogBoxComponent.BoxComponent.ShapeComponent.PrimitiveComponent.SceneCompo
nent.ActorComponent.Object
Color VolumetricFogAlbedo;//[Offset: 0x69c , Size: 4]
LinearColor VolumetricFogEmissive;//[Offset: 0x6a0 , Size: 16]
float VolumetricFogExtinctionScale;//[Offset: 0x6b0 , Size: 4]
void SetVolumetricFogExtinctionScale(float NewValue);// 0x5154010
void SetVolumetricFogEmissive(LinearColor NewValue);// 0x5153f94
void SetVolumetricFogAlbedo(Color NewValue);// 0x5153f1c
--------------------------------
Class:
VolumetricFogSphereComponent.SphereComponent.ShapeComponent.PrimitiveComponent.Scen
eComponent.ActorComponent.Object
Color VolumetricFogAlbedo;//[Offset: 0x694 , Size: 4]
LinearColor VolumetricFogEmissive;//[Offset: 0x698 , Size: 16]
float VolumetricFogExtinctionScale;//[Offset: 0x6a8 , Size: 4]
void SetVolumetricFogExtinctionScale(float NewValue);// 0x515449c
void SetVolumetricFogEmissive(LinearColor NewValue);// 0x5154420
void SetVolumetricFogAlbedo(Color NewValue);// 0x51543a8
--------------------------------
Class: VolumetricFogTriggerBox.TriggerBase.Actor.Object
--------------------------------
Class: VolumetricFogTriggerSphere.TriggerBase.Actor.Object
--------------------------------
Class: WindDirectionalSource.Info.Actor.Object
WindDirectionalSourceComponent* Component;//[Offset: 0x398 , Size: 8]
--------------------------------
Class: WindDirectionalSourceComponent.SceneComponent.ActorComponent.Object
float Strength;//[Offset: 0x2cc , Size: 4]
float Speed;//[Offset: 0x2d0 , Size: 4]
float MinGustAmount;//[Offset: 0x2d4 , Size: 4]
float MaxGustAmount;//[Offset: 0x2d8 , Size: 4]
float Radius;//[Offset: 0x2dc , Size: 4]
bool bPointWind;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2e0 ,
Size: 1]
void SetWindType(enum InNewType);// 0x5154ed8
void SetStrength(float InNewStrength);// 0x5154e5c
void SetSpeed(float InNewSpeed);// 0x5154de0
void SetRadius(float InNewRadius);// 0x5154d64
void SetMinimumGustAmount(float InNewMinGust);// 0x5154ce8
void SetMaximumGustAmount(float InNewMaxGust);// 0x5154c6c
--------------------------------
Class: DmgTypeBP_Environmental_C.DamageType.Object
--------------------------------
Class: DecoratorActor.Actor.Object
int resID;//[Offset: 0x3b8 , Size: 4]
int TlogID;//[Offset: 0x3bc , Size: 4]
int Health;//[Offset: 0x3c0 , Size: 4]
int TeamID;//[Offset: 0x3c4 , Size: 4]
int IconID;//[Offset: 0x3c8 , Size: 4]
bool IsInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3cc ,
Size: 1]
bool bDisableCollisionOnDS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3cd , Size: 1]
FString LuaFilePath;//[Offset: 0x3d0 , Size: 16]
bool bShowBulletImpactEffectInOnlyAutonomous;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x3e2 , Size: 1]
void ShowIconInPlayerMap(uint32 PlayerKey);// 0x2c6f178
void ShowIconInMap();// 0x2c6f164
void SetHealth(int ToHealth);// 0x2c6f0ec
void SendLuaDSToClient(int ID, out const byte[] Content);// 0x2c6eff4
void RPC_LuaDSToClient(int ID, const byte[] Content);// 0x2c6eed4
void OnDie();// 0x2c6eeb8
void OnBPRespawned();// 0x2c6ee9c
bool IsDead();// 0x2c6ee78
void HideIconInMap();// 0x2c6ee64
int GetHitBodyType(FString HitPart);// 0x2c6ed18
int GetActorResId();// 0x2c6ecfc
void EatEffectMulticast(FString DriverKey);// 0x2c6ec4c
void Client_OnEatEffect(FString DriverKey);// 0x37db6c4
--------------------------------
Class: CustomDecoratorActor.DecoratorActor.Actor.Object
int[] CustomIntValueArray;//[Offset: 0x3e8 , Size: 16]
bool SetCustomIntValue(int Index, int Value);// 0x2c60274
int GetCustomIntValue(int Index);// 0x2c601e8
--------------------------------
Class: ActivityActorBase.CustomDecoratorActor.DecoratorActor.Actor.Object
FString actorName;//[Offset: 0x3f8 , Size: 16]
bool bActived;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x408 ,
Size: 1]
bool bClientActived;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x409 , Size: 1]
bool bButtonShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40a
, Size: 1]
Character* ClientMainCharacter;//[Offset: 0x40c , Size: 8]
Character* CurActiveCharacter;//[Offset: 0x414 , Size: 8]
MeshComponent* Mesh;//[Offset: 0x420 , Size: 8]
ShapeComponent* ShapeCollision;//[Offset: 0x428 , Size: 8]
bool bActivityEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x430 , Size: 1]
bool bEanbleSimulatedInteractive;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x431 , Size: 1]
FString ActivityName;//[Offset: 0x438 , Size: 16]
int SkillIndex;//[Offset: 0x448 , Size: 4]
enum SkillEntry;//[Offset: 0x44c , Size: 1]
AnimMontage* SoftAnimMontage;//[Offset: 0x450 , Size: 40]
bool bShowButtonWhenActived;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x478 , Size: 1]
bool bButtonShowWhenFinished;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x479 , Size: 1]
int ButtonShowTextID;//[Offset: 0x47c , Size: 4]
FString ButtonShowAdditionalTextString;//[Offset: 0x480 , Size: 16]
Object* ButtonShowPic;//[Offset: 0x490 , Size: 40]
int ButtonShowConsumeItemID;//[Offset: 0x4b8 , Size: 4]
int CancleButtonShowTextID;//[Offset: 0x4bc , Size: 4]
Object* CancleButtonShowPic;//[Offset: 0x4c0 , Size: 40]
delegate OnActorReset;//[Offset: 0x4e8 , Size: 16]
bool bIsIgnoreShootHistoryLocusVerify;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x4f8 , Size: 1]
bool bEnablePickupInActived;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4f9 , Size: 1]
bool bEnableSyncControllerRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x4fa , Size: 1]
void UpdateButtonInfo(Character* Character, bool bShow, bool bForce);//
0x2b8eaa4
void TriggerSkillEvent(Character* Character);// 0x2b8ea20
void SetEnable(bool bIsEnable);// 0x2b8e99c
void RPC_Client_ShowInteractiveButton(Character* Character, bool bAdd);//
0x2b8e8d4
void OnRep_bActived();// 0x2b8e8c0
void OnEndOverlap(PrimitiveComponent* activatedComp, Actor* OtherActor,
PrimitiveComponent* OtherComp, int OtherBodyIndex);// 0x2b8e78c
void OnBeginOverlap(PrimitiveComponent* activatedComp, Actor* OtherActor,
PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out const
HitResult SweepResult);// 0x2b8e5ac
bool LocalStartActive(Character* Character);// 0x2b8e514
void LocalReset(Character* Character);// 0x2b8e490
bool LocalInterruptActive(Character* Character);// 0x2b8e3f8
bool LocalActiveFinished(Character* Character);// 0x2b8e360
bool IsCharaterInActived(Character* InCharacter);// 0x2b8e2c8
MeshComponent* GetMesh();// 0x2b8e2ac
Character* GetMainCharacter();// 0x2b8e270
Character* GetActivedCharacter();// 0x2b8e238
bool ClientClickCancleButton(Character* Character, out int OutReason);//
0x2b8e15c
bool ClientClickButton(Character* Character, out int OutReason);// 0x2b8e078
void BPUpdateButtonInfo();// 0x37db6c4
bool BPStartActive(Character* Character, bool bSuccess, bool bClient);//
0x2b8df58
bool BPShowButton(Character* Character, bool bShow);// 0x2b8de7c
void BPReset(Character* Character);// 0x2b8ddf8
void BPOnCharacterAttached(Character* InCharacter);// 0x2b8dd74
bool BPInterruptActive(Character* Character, bool bSuccess, bool bClient);//
0x2b8dc54
AnimMontage* BPGetSoftAnimMontage(Character* InCharacter);// 0x2b8db68
bool BPClientClickCancleButton(Character* Character, int Reason);// 0x37db6c4
bool BPClientClickButtonFailed(Character* Character, int Reason);// 0x37db6c4
void BPActiveStateChange();// 0x37db6c4
bool BPActiveFinished(Character* Character, bool bSuccess, bool bClient);//
0x2b8da48
bool AllowShowButton(Character* Character, out int Reason);// 0x2b8d964
bool AllowInteractive(Character* Character, out int Reason);// 0x2b8d880
bool AllowClickButton(Character* Character, out int Reason);// 0x2b8d79c
--------------------------------
Class: ActivityActorInterface.Interface.Object
bool IsAllowInteractive(bool bEanbleSimulatedInteractive);// 0x2b8faa0
bool HasActivityActor(ActivityActorBase* InActor);// 0x2b8fa08
ActivityActorBase* GetCurActivityActor();// 0x2b8f9cc
void DeleteActivityActor(ActivityActorBase* InActor);// 0x2b8f948
void AddActivityActor(ActivityActorBase* InActor);// 0x2b8f8c4
--------------------------------
Class:
ActivityInteractiveActor.ActivityActorBase.CustomDecoratorActor.DecoratorActor.Acto
r.Object
bool bIsInFightingUse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x508 , Size: 1]
float CoolDownTime;//[Offset: 0x50c , Size: 4]
int ConsumeItemType;//[Offset: 0x510 , Size: 4]
int ConsumeItemID;//[Offset: 0x514 , Size: 4]
int ConsumeItemNum;//[Offset: 0x518 , Size: 4]
bool bButtonShowCheckObstruct;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x51c , Size: 1]
bool bShouldOccupy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x51d , Size: 1]
float OccupiedStateTimeout;//[Offset: 0x520 , Size: 4]
bool bIsCoolingDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x524 , Size: 1]
bool bIsOccupied;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x525
, Size: 1]
int NetRegionSize;//[Offset: 0x528 , Size: 4]
bool bUseDefautInteractiveBtn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x52c , Size: 1]
bool bUseCodeKey;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x52d
, Size: 1]
int CodeKey;//[Offset: 0x530 , Size: 4]
delegate OnOccupyDelegate;//[Offset: 0x548 , Size: 16]
delegate OnCoolDownDelegate;//[Offset: 0x558 , Size: 16]
delegate OnUpdateButton;//[Offset: 0x568 , Size: 16]
void UpdateButtonInfo(Character* Character, bool bShow, bool bForce);//
0x2b91060
void TriggerSkillEvent(Character* Character);// 0x2b90fdc
void StartOccupied();// 0x2b90fc8
void StartCoolDown();// 0x2b90fb4
void OnRep_bIsOccupied();// 0x2b90fa0
void OnRep_bIsCoolingDown();// 0x2b90f8c
void OnOccupyFinished();// 0x2b90f78
void OnHandleSkillEndEvent(Character* Character, enum StopReason, int
SkillID);// 0x2b90e7c
void OnCoolDownFinished();// 0x2b90e68
bool LocalStartActive(Character* Character);// 0x2b90dd0
void LocalReset(Character* Character);// 0x2b90d4c
bool LocalInterruptActive(Character* Character);// 0x2b90cb4
bool LocalActiveFinished(Character* Character);// 0x2b90c1c
bool IsOccupied();// 0x2b90be4
bool IsCoolingDown();// 0x2b90bac
bool IsConsumeItemEnough();// 0x2b90b74
void GetRegionID(out RegionID OutRegionID);// 0x2b90ad4
bool GetRegionBasedNetConsideration();// 0x2b90a94
Character* GetMainCharacter();// 0x2b90a58
byte GetIsWeakNetUpdate();// 0x2b90a1c
int GetConsumeItemNum();// 0x2b909e8
int GetConsumeItemID();// 0x2b909b4
int GetConsumeItemCurCount();// 0x2b90980
void ForceNetConsider();// 0x2b90964
bool BPAllowShowButton(Character* Character, out int Reason);// 0x2b90880
bool BPAllowInteractive(Character* Character);// 0x2b907e8
bool BPAllowClickButton(Character* Character);// 0x2b90750
bool AllowShowButton(Character* Character, out int Reason);// 0x2b9066c
bool AllowInteractive(Character* Character, out int Reason);// 0x2b90588
bool AllowClickButton(Character* Character, out int Reason);// 0x2b904a4
--------------------------------
Class: RegionID
--------------------------------
Class: MapDataBase.Object
Widget*[] PlayerInfoRotWidgetArrayC;//[Offset: 0x28 , Size: 16]
Widget*[] PlayerInfoBPArrayC;//[Offset: 0x38 , Size: 16]
Widget*[] PlayerMarkBPArrayC;//[Offset: 0x48 , Size: 16]
MapUIBase* CurrentMapUI;//[Offset: 0x58 , Size: 8]
void Init(MapUIBase* INMapUI);// 0x2d1bdcc
World* GetWorldInternal();// 0x2d1bd98
--------------------------------
Class: MapUIBase.Object
delegate OnSetupUIMarkRoot;//[Offset: 0x28 , Size: 16]
delegate OnUpdateMark;//[Offset: 0x38 , Size: 16]
delegate OnUpdateMultiMark;//[Offset: 0x48 , Size: 16]
delegate OnRepositionItemOnMap;//[Offset: 0x58 , Size: 16]
CanvasPanel* m_pMarkRoot;//[Offset: 0x68 , Size: 8]
CanvasPanel*[] CustomTagMarkRootMap;//[Offset: 0x70 , Size: 16]
<int,MapUIMarkBaseWidget*> AllUIMarks;//[Offset: 0x80 , Size: 80]
bool bMapDynamicScaleDirty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xd0 , Size: 1]
Vector LevelLandScapeCenterC;//[Offset: 0xd4 , Size: 12]
Vector2D SelfMarkerAligmentC;//[Offset: 0xe0 , Size: 8]
Image* Image_Inner;//[Offset: 0xe8 , Size: 8]
Image* Image_CarTips;//[Offset: 0xf0 , Size: 8]
Image* Image_AirIcon;//[Offset: 0xf8 , Size: 8]
Image* Image_PassedRoute;//[Offset: 0x100 , Size: 8]
Image* Image_LineUV;//[Offset: 0x108 , Size: 8]
CanvasPanel* CanvasPanel_Airline;//[Offset: 0x110 , Size: 8]
bool bFixedAirlineScaleC;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x118 , Size: 1]
FString[] InnerCircleGameModeIDC;//[Offset: 0x120 , Size: 16]
FakeRadiationCircle* InnerCircle;//[Offset: 0x130 , Size: 8]
Border* Border_RingFX;//[Offset: 0x138 , Size: 8]
Border* Border_FullRing;//[Offset: 0x140 , Size: 8]
float ImageBlueCircleScale;//[Offset: 0x148 , Size: 4]
MapRealTimeInfo MapRealTimeInfoC;//[Offset: 0x150 , Size: 240]
MapRealTimeInfo CacheMapRealTimeInfoC;//[Offset: 0x240 , Size: 240]
MapDataBase* CurrentMapData;//[Offset: 0x330 , Size: 8]
UserWidget* BindWidget;//[Offset: 0x338 , Size: 8]
Vector LandscapeCenterCpp;//[Offset: 0x340 , Size: 12]
float LevelToMapScaleC;//[Offset: 0x34c , Size: 4]
float MapScaleCpp;//[Offset: 0x350 , Size: 4]
Vector2D MapImageSizeCpp;//[Offset: 0x354 , Size: 8]
float MapScalingRadio;//[Offset: 0x35c , Size: 4]
delegate OnDrawOrHideAirDropPath;//[Offset: 0x360 , Size: 16]
int LocalPlayerIndexC;//[Offset: 0x370 , Size: 4]
float MapImageExtentC;//[Offset: 0x374 , Size: 4]
float MapWindowExtentC;//[Offset: 0x378 , Size: 4]
bool bNeedDrawSelfGuideLineC;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x37c , Size: 1]
LinearColor GuideLineColor;//[Offset: 0x380 , Size: 16]
LinearColor WhiteCircleColorC;//[Offset: 0x390 , Size: 16]
bool IsAntiAliasC;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3a0 , Size: 1]
float GuideLineDashSizeC;//[Offset: 0x3a4 , Size: 4]
float DefaultLineThicknessC;//[Offset: 0x3a8 , Size: 4]
Vector2D MapAdjustLocation;//[Offset: 0x3ac , Size: 8]
CanvasPanel* PlayerAddPanel;//[Offset: 0x3b4 , Size: 8]
CanvasPanel* ExtraAddBottomPanel;//[Offset: 0x3bc , Size: 8]
CanvasPanel* ExtraAddTopPanel;//[Offset: 0x3c4 , Size: 8]
bool bDrawOrHideAirDropPathDirty;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x3cc , Size: 1]
bool bIsDrawAirDropFlightPathBackup;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x3cd , Size: 1]
int AirDropIndex;//[Offset: 0x3d0 , Size: 4]
void UpdatePlayersLocAndRotC(STExtraPlayerController* STEPC,
STExtraPlayerState* STEPS, STExtraGameStateBase* STEGS);// 0x2d1cb7c
void UpdateMultiMarkC(int Index, out const Vector2D[] MultiMarkLocs, bool
IsShow, float Opacity);// 0x2d1c9f8
void UpdateMarkC(int Index, Vector2D FLoc, bool IsShow, float Opacity);//
0x2d1c8bc
void UpdateLeftRouteLengthC();// 0x2d1c8a0
void UpdateLastDriveVehicleC();// 0x2d1c88c
void UpdateAirIconC();// 0x2d1c878
void TickWidget(out const Geometry MyGeometry, float InDeltaTime);//
0x2d1c798
bool TickInnerCircleC();// 0x2d1c758
void TickCircleC();// 0x2d1c744
void SetupUIMarkRoot();// 0x2d1c730
void RepositionMapMultiMarkC(int PlayerIndex, Vector2D CurSize);// 0x2d1c67c
void RepositionMapMarkC(int FIndex, int LocalPlayerIndex, Vector2D
CurSize);// 0x2d1c590
void RedrawAllMapMarkC(Vector2D CurSize);// 0x2d1c518
void ReCalMapInfoC();// 0x2d1c504
void OnUpdateUIMarks();// 0x2d1c4e8
void OnPaint(PaintContext InContext);// 0x2d1c450
void InitMap(MapDataBase* InMapData, UserWidget* InUserWidget);// 0x2d1c394
void HideAllMapMarkC();// 0x2d1c380
World* GetWorldInternal();// 0x2d1c34c
float GetLevelToMapScale();// 0x2d1c310
void DrawOrHideAirDropPath();// 0x2d1c2fc
--------------------------------
Class: CanvasPanel.PanelWidget.Widget.Visual.Object
bool bDontPaintWhenChildEmpty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x128 , Size: 1]
void SetDontPaintWhenChildEmpty(bool Enable);// 0x44f7108
bool GetDontPaintWhenChildEmpty();// 0x44f70d0
CanvasPanelSlot* AddChildToCanvas(Widget* Content);// 0x44f7044
--------------------------------
Class: CanvasPanelSlot.PanelSlot.Visual.Object
AnchorData LayoutData;//[Offset: 0x38 , Size: 40]
bool bAutoSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x60 ,
Size: 1]
bool bSupportNotch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x61 , Size: 1]
int ZOrder;//[Offset: 0x64 , Size: 4]
void SetZOrder(int InZOrder);// 0x44f7dcc
void SetSupportNotch(bool InSupportNotch);// 0x44f7d48
void SetSize(Vector2D InSize);// 0x44f7cd0
void SetPosition(Vector2D InPosition);// 0x44f7c58
void SetOffsets(Margin InOffset);// 0x44f7bdc
void SetMinimum(Vector2D InMinimumAnchors);// 0x44f7b64
void SetMaximum(Vector2D InMaximumAnchors);// 0x44f7aec
void SetLayout(out const AnchorData InLayoutData);// 0x44f7a5c
void SetAutoSize(bool InbAutoSize);// 0x44f79d8
void SetAnchors(Anchors InAnchors);// 0x44f795c
void SetAlignment(Vector2D InAlignment);// 0x44f78e4
int GetZOrder();// 0x44f78b0
Vector2D GetSize();// 0x44f787c
Vector2D GetPosition();// 0x44f7848
Margin GetOffsets();// 0x44f7810
AnchorData GetLayout();// 0x44f77bc
bool GetAutoSize();// 0x44f7784
Anchors GetAnchors();// 0x44f774c
Vector2D GetAlignment();// 0x44f7718
bool GeSupportNotch();// 0x44f76e0
--------------------------------
Class: AnchorData
Margin Offsets;//[Offset: 0x0 , Size: 16]
Anchors Anchors;//[Offset: 0x10 , Size: 16]
Vector2D Alignment;//[Offset: 0x20 , Size: 8]
--------------------------------
Class: MapUIMarkBaseWidget.UAEUserWidget.UserWidget.Widget.Visual.Object
bool bLimitedInMinimap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3e8 , Size: 1]
bool isUpdateScale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3e9 , Size: 1]
bool bDoCallFunctionWhenEnterEntireMap;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x3ea , Size: 1]
bool bDoUsSelfZOrder;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3eb , Size: 1]
Vector2D LimitedSize;//[Offset: 0x3ec , Size: 8]
void UpdateUIBPState(out const CustomMarkEventData InState);// 0x2d1e17c
void UpdateMarkSize(float inScale);// 0x2d1e0f8
void UpdateMarkPosition(Vector2D NewMapPos, Vector2D MapAdjustOffset, float
Angle, float MapWindowHalfExtent);// 0x2d1dfcc
void OnUIBPShow(out const CustomMarkEventData InState);// 0x2d1def4
void OnUIBPDestroy();// 0x2d1ded8
void OnUIBPCreate(out const CustomMarkEventData InState, byte ParentState);//
0x2d1ddb4
void OnEnterEntireMap();// 0x37db6c4
Vector GetWidgetCurWorldPos();// 0x2d1dd7c
--------------------------------
Class: UAEUserWidget.UserWidget.Widget.Visual.Object
FrontendHUD* OwningFrontendHUD;//[Offset: 0x218 , Size: 8]
LogicManagerBase* OwningLogicManager;//[Offset: 0x220 , Size: 8]
UAEWidgetContainer* OwningWidgetContainer;//[Offset: 0x228 , Size: 8]
UAEUserWidget* ParentWidget;//[Offset: 0x230 , Size: 8]
Property*[] Params;//[Offset: 0x2d8 , Size: 16]
delegate widgetSizeNofity;//[Offset: 0x2f8 , Size: 16]
UserWidgetState DefaultUserWidgetState;//[Offset: 0x308 , Size: 40]
UserWidgetState CurrentUserWidgetState;//[Offset: 0x330 , Size: 40]
float TickRate;//[Offset: 0x358 , Size: 4]
bool bReceiveOnClickedEvent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x35c , Size: 1]
bool bReceiveOnRightClickedEvent;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x35d , Size: 1]
bool bReceiveOnDoubleClickedEvent;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x35e , Size: 1]
bool bAutoSetScreenPosOnMouseEnter;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x35f , Size: 1]
Vector2D ScreenPos;//[Offset: 0x360 , Size: 8]
Vector2D LastMouseEventScreenPos;//[Offset: 0x368 , Size: 8]
enum FadingStatus;//[Offset: 0x378 , Size: 1]
float CurrentOpacity;//[Offset: 0x37c , Size: 4]
float FadingInTime;//[Offset: 0x380 , Size: 4]
float FadingOutTime;//[Offset: 0x384 , Size: 4]
bool bNoFadeIn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x388 ,
Size: 1]
bool bNoFadeOut;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x389 , Size: 1]
bool bShouldCollapse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x38a , Size: 1]
bool bRegistUIMsg;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x38b , Size: 1]
FString UIMsgPrefix;//[Offset: 0x390 , Size: 16]
FString[] UIMsgFunctionList;//[Offset: 0x3a0 , Size: 16]
bool bRegistedUIMsgToMoudle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3b0 , Size: 1]
FString MoudleToRegisted;//[Offset: 0x3b8 , Size: 16]
bool Visible();// 0x528e258
void UnRegistFromGameFrontendHUD();// 0x528e244
void SynchronizeBlueprintProperties();// 0x37db6c4
void Show();// 0x528e230
void SetParentWidgetRecursive(UAEUserWidget* InParentWidget);// 0x528e1b4
void SetParentWidget(UAEUserWidget* InParentWidget);// 0x528e138
static void SetOnWidgetShow(delegate onShow);// 0x528e0a4
static void SetOnWidgetHide(delegate OnHide);// 0x528e010
static void SetOnClearUIStack(delegate onClear);// 0x528df7c
void SetAdapation(float Left, float Top, float Right, float Bottom);//
0x528de50
void RegistToGameFrontendHUD(FrontendHUD* GameFrontHUD);// 0x528ddd4
void Register(LogicManagerBase* LogicManager, bool bAddToViewport);//
0x528dd14
void ReceiveShow();// 0x37db6c4
void ReceiveHide();// 0x37db6c4
void ReceivedMountWidget();// 0x528dcf8
void ReceivedInitWidget();// 0x37db6c4
void ReCachedUIMsgFunction();// 0x528dce4
static void PushOpenedUIStack(FString Name);// 0x528dc44
static void PopOpenedUIStack(FString curOpen);// 0x528dba4
void OnWidgetShow__DelegateSignature(FString ClassName);// 0x37db6c4
void OnWidgetHide__DelegateSignature(FString ClassName);// 0x37db6c4
void OnRightClicked(Vector2D TempScreenPos);// 0x37db6c4
void OnFadeOutFinished();// 0x528db88
void OnFadeInFinished();// 0x528db6c
void OnDoubleClicked(Vector2D TempScreenPos);// 0x37db6c4
void OnClicked(Vector2D TempScreenPos);// 0x37db6c4
void OnClearUIStack__DelegateSignature();// 0x37db6c4
bool IntCompare(int A, int B, enum CompareType);// 0x528da68
void InitWidget(bool Recursive);// 0x528d9e4
void InitCustomWidget(Actor* OwnerActor, WidgetComponent* WidgetComponent);//
0x528d928
void Hide();// 0x528d914
void HandleUIMessageBattle(FString UIMessage);// 0x528d86c
void HandleUIMessage(FString UIMessage);// 0x528d7c4
Widget* GetWidgetsByName(FString WidgetName, FString OuterName, bool
bUseContains);// 0x528d660
UAEUserWidget* GetParentWidget();// 0x528d62c
PlayerController* GetOwningPlayer();// 0x528d5f0
LogicManagerBase* GetOwningLogicManager();// 0x528d5bc
FrontendHUD* GetOwningFrontendHUD();// 0x528d588
MaterialInstanceDynamic* GetImgDynamicMaterial(Image* ImageMat);// 0x528d4fc
UserWidget* GetChildWidgetByEqualPolitics(FString ChildName, enum
EqualPolitics, int RecursiveDepth);// 0x528d3c8
UserWidget* GetChildWidget(FString WName);// 0x528d310
Margin GetAdapation();// 0x528d2ec
bool FloatCompare(float A, float B, enum CompareType);// 0x528d1e8
void DynamicRegistUIMsgToCache(UAEUserWidget* Widget);// 0x528d16c
void DestroyWidget();// 0x528d158
static void ClearOpenedUIStack();// 0x528d144
void ClearFunctionCacheByMsgName(FString InUIMsg);// 0x528d09c
void ClearFunctionCache();// 0x528d088
void ClearClassWidgetTree();// 0x528d074
void BindCustomUserEvent(Actor* OwnerActor, WidgetComponent*
WidgetComponent);// 0x528cfb8
--------------------------------
Class: CustomMarkEventData
float CreateTime;//[Offset: 0x0 , Size: 4]
int CustomState;//[Offset: 0x4 , Size: 4]
FString CustomString;//[Offset: 0x8 , Size: 16]
enum InWhichMap;//[Offset: 0x18 , Size: 1]
int CustomCanvasTag;//[Offset: 0x1c , Size: 4]
--------------------------------
Class: FrontendHUD.Object
GameInstance* GameInstance;//[Offset: 0x40 , Size: 8]
FString FrontendUtilsClassName;//[Offset: 0x50 , Size: 16]
FrontendUtils* Utils;//[Offset: 0x60 , Size: 8]
LogicManagerBase*[] LogicManagerList;//[Offset: 0x68 , Size: 16]
<FString,LogicManagerBase*> LogicManagerMap;//[Offset: 0x78 , Size: 80]
int UnusedWidgetMinCount;//[Offset: 0xd8 , Size: 4]
int UnusedWidgetMaxCount;//[Offset: 0xdc , Size: 4]
int UnusedWidgetKeepTime;//[Offset: 0xe0 , Size: 4]
float MaxLowLevelMemoryLimit;//[Offset: 0xe4 , Size: 4]
float MaxMiddleMemoryLimit;//[Offset: 0xe8 , Size: 4]
float MaxGCArrayObjectSize;//[Offset: 0xec , Size: 4]
FName CurrentGameStatus;//[Offset: 0xf0 , Size: 8]
FName LastGameStatus;//[Offset: 0xf8 , Size: 8]
bool InComBatStatus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x100 , Size: 1]
FName PendingGameStatus;//[Offset: 0x108 , Size: 8]
FString LatestGameStatusURL;//[Offset: 0x110 , Size: 16]
delegate OnPostSwitchGameStatusStartEvent;//[Offset: 0x120 , Size: 16]
delegate OnPostSwitchGameStatusEvent;//[Offset: 0x130 , Size: 16]
delegate OnPreSwitchGameStatusEvent;//[Offset: 0x140 , Size: 16]
delegate OnGameStatusSwitchTerminate;//[Offset: 0x160 , Size: 16]
delegate OnPreSwitchGameStatusEndEvent;//[Offset: 0x170 , Size: 16]
delegate OnCreateLogicManagerListEvent;//[Offset: 0x180 , Size: 16]
delegate OnSetGameStatusEvent;//[Offset: 0x190 , Size: 16]
delegate OnAddLuaLogicManagerEvent;//[Offset: 0x1a0 , Size: 16]
delegate OnRemoveLuaLogicManagerEvent;//[Offset: 0x1b0 , Size: 16]
World* CurrentGameStatusWorld;//[Offset: 0x1c0 , Size: 8]
void SwitchGameStatus(FName GameStatus, FString Options);// 0x5288bbc
void StandAloneSwitchGameStatus(FName InGameStatus, FString Options);//
0x5288a38
void OnPreLoadMap(FString MapName);// 0x5288988
void OnPostLoadMapWithWorld(World* World);// 0x5288904
void OnGameViewportClientCreated();// 0x52888f0
World* GetWorld();// 0x52888b4
FrontendUtils* GetUtils();// 0x5288880
PlayerController* GetPlayerController();// 0x528884c
LogicManagerBase* GetLogicManagerByName(FString LogicManagerTagName);//
0x5288710
LogicManagerBase* GetLogicManager(int LogicManagerIndex);// 0x5288684
GameViewportClient* GetGameViewportClient();// 0x5288650
GameMode* GetGameMode();// 0x528861c
GameInstance* GetGameInstance();// 0x52885e8
Object*[] FindRegistedUIFunctionList(FString strMsg, FString moduleMsg);//
0x5288468
void EnableGuiTest(bool bEnable);// 0x52883e4
void DynamicRegistUIMsgToCache(UAEUserWidget* Widget, FString module);//
0x52882fc
void ClearLogicManagerByName(FString managerName);// 0x52881c8
--------------------------------
Class: FrontendUtils.Object
FrontendHUD* OwningFrontendHUD;//[Offset: 0x28 , Size: 8]
delegate SceneCameraSwitchedDelegate;//[Offset: 0x30 , Size: 16]
FName CurrentSceneCameraName;//[Offset: 0x40 , Size: 8]
CameraActor*[] SceneCameraList;//[Offset: 0x48 , Size: 16]
<FName,CameraActor*> SceneCameraMap;//[Offset: 0x58 , Size: 80]
DirectionalLight*[] SceneDirectionalLightList;//[Offset: 0xa8 , Size: 16]
<FName,DirectionalLight*> SceneDirectionalLightMap;//[Offset: 0xb8 , Size:
80]
PointLight*[] ScenePointLightList;//[Offset: 0x108 , Size: 16]
<FName,PointLight*> ScenePointLightMap;//[Offset: 0x118 , Size: 80]
<FName,SkyLight*> SceneSkyLightMap;//[Offset: 0x168 , Size: 80]
<FName,Actor*> SceneMatChangeableMeshMap;//[Offset: 0x1b8 , Size: 80]
FString GlobalUIEventDispatcherClassName;//[Offset: 0x270 , Size: 16]
class Object* GlobalUIEventDispatcherClass;//[Offset: 0x280 , Size: 8]
Object* GlobalUIEventDispatcher;//[Offset: 0x288 , Size: 8]
FString GlobalUIContainerClassName;//[Offset: 0x290 , Size: 16]
FName[] GlobalUIContainerNames;//[Offset: 0x2a0 , Size: 16]
<FName,UAEWidgetContainer*> GlobalUIContainers;//[Offset: 0x2b0 , Size: 80]
UAEWidgetContainer*[] GlobalPushUIContainers;//[Offset: 0x300 , Size: 16]
void SwitchSceneCameraToTransform(Transform targetTrans, byte ProjectionMode,
float FOV, float blendTime, bool bForce);// 0x528a414
void SwitchSceneCamera(FName SceneCameraName, float blendTime, bool
bForce);// 0x528a318
void SetSceneSkyLightProperty(FName sceneLightName, Transform targetTrans,
float Intensity, LinearColor Color);// 0x528a1c0
void SetScenePointLightProperty(FName sceneLightName, Transform targetTrans,
float Intensity, LinearColor Color, int inverseSquareFalloff, float Radius);//
0x5289ff0
void SetSceneDirectionalLightProperty(FName sceneLightName, Transform
targetTrans, float Intensity, LinearColor Color, LightingChannels Channel);//
0x5289e58
void RegisterSceneSkyLight(FName sceneLightName, SkyLight* Light);//
0x5289da4
void RegisterScenePointLight(FName sceneLightName, PointLight* Light);//
0x5289cf0
void RegisterSceneMatChangeableMesh(FName meshName, Actor* Mesh);// 0x5289c3c
void RegisterSceneDirectionalLight(FName sceneLightName, DirectionalLight*
Light);// 0x5289b88
void RegisterSceneCamera(FName SceneCameraName, CameraActor* SceneCamera);//
0x5289ad4
void PopAllPushedUI();// 0x5289ac0
void OnAllSceneCamerasRegistered();// 0x5289aa4
bool IsPushedPanel(out const FName managerName);// 0x5289a04
bool GlobalUIEventDispatcher_GetDelegateIsBound(FString DelegateNum);//
0x52898c4
FString GetUIStackTopSrcTag();// 0x5289820
FString GetUIStackTopDstTag();// 0x528977c
FString GetUIStackTop();// 0x52896d8
Actor* GetSceneMatChangeableMeshByIdx(FName meshName);// 0x528964c
CameraActor* GetSceneCamera();// 0x5289618
FrontendHUD* GetOwningFrontendHUD();// 0x52895e4
Object* GetGlobalUIEventDispatcher();// 0x52895b0
UAEWidgetContainer* GetGlobalUIContainer(FName ContainerName);// 0x5289524
void EnableLobbyMainLight(bool NewEnable);// 0x52894a0
void ClearAllSceneCameras();// 0x528948c
--------------------------------
Class: UAEWidgetContainer.UAEUserWidget.UserWidget.Widget.Visual.Object
UserWidget*[] WidgetList;//[Offset: 0x3d0 , Size: 16]
void RemoveWidgetInternal(UserWidget* Widget);// 0x528f794
void RemoveWidget(UserWidget* Widget);// 0x528f718
void AddWidgetWithZOrderInternal(UserWidget* Widget, int ZOrder);// 0x528f658
void AddWidgetWithZOrder(UserWidget* Widget, int ZOrder);// 0x528f5a0
void AddWidgetInternal(UserWidget* Widget);// 0x528f51c
void AddWidget(UserWidget* Widget);// 0x528f4a0
--------------------------------
Class: LogicManagerBase.Object
FrontendHUD* OwningFrontendHUD;//[Offset: 0x38 , Size: 8]
bool bPersistentUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x50 , Size: 1]
bool bDynamicWidget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x51 , Size: 1]
bool bKeepDynamicWidget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x52 , Size: 1]
bool bUseNewHandleUIMessage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x53 , Size: 1]
int iUIControlState;//[Offset: 0x54 , Size: 4]
int DefaultSceneCameraIndex;//[Offset: 0x58 , Size: 4]
FName[] GameStatusList;//[Offset: 0x70 , Size: 16]
class Object[] WidgetUClassList;//[Offset: 0xb0 , Size: 16]
UAEUserWidget*[] WidgetList;//[Offset: 0xc0 , Size: 16]
Object*[] DelayMessage_Obj;//[Offset: 0xe8 , Size: 16]
void SetEnableRemoveDynamicWidgets(bool bEnable);// 0x528b724
bool IsEnableRemoveDynamicWidgets();// 0x528b6ec
UAEUserWidget*[] GetWidgetList();// 0x528b648
UAEUserWidget* GetWidgetByName(FString InName);// 0x528b590
UAEUserWidget* GetWidgetByClass(class Object InClass);// 0x528b504
FrontendHUD* GetOwningFrontendHUD();// 0x528b4d0
int GetDefaultSceneCamera();// 0x528b49c
void DispatchUIMessage(FString UIMessage, Object* Source, UAEUserWidget*
Target);// 0x528b2f4
--------------------------------
Class: UserWidgetState
FString WidgetName;//[Offset: 0x0 , Size: 16]
FName ContainerName;//[Offset: 0x10 , Size: 8]
int ZOrder;//[Offset: 0x18 , Size: 4]
UAEUserWidget* Widget;//[Offset: 0x20 , Size: 8]
--------------------------------
Class:
WidgetComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Obje
ct
enum Space;//[Offset: 0x693 , Size: 1]
enum TimingPolicy;//[Offset: 0x694 , Size: 1]
class UserWidget* WidgetClass;//[Offset: 0x698 , Size: 8]
IntPoint DrawSize;//[Offset: 0x6a0 , Size: 8]
bool bManuallyRedraw;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x6a8 , Size: 1]
bool bRedrawRequested;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x6a9 , Size: 1]
float RedrawTime;//[Offset: 0x6ac , Size: 4]
IntPoint CurrentDrawSize;//[Offset: 0x6b8 , Size: 8]
bool bDrawAtDesiredSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x6c0 , Size: 1]
Vector2D Pivot;//[Offset: 0x6c4 , Size: 8]
bool bReceiveHardwareInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x6cc , Size: 1]
bool bWindowFocusable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x6cd , Size: 1]
LocalPlayer* OwnerPlayer;//[Offset: 0x6d0 , Size: 8]
LinearColor BackgroundColor;//[Offset: 0x6d8 , Size: 16]
LinearColor TintColorAndOpacity;//[Offset: 0x6e8 , Size: 16]
float OpacityFromTexture;//[Offset: 0x6f8 , Size: 4]
enum BlendMode;//[Offset: 0x6fc , Size: 1]
bool bIsTwoSided;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6fd
, Size: 1]
bool TickWhenOffscreen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x6fe , Size: 1]
UserWidget* Widget;//[Offset: 0x700 , Size: 8]
BodySetup* BodySetup;//[Offset: 0x728 , Size: 8]
MaterialInterface* TranslucentMaterial;//[Offset: 0x730 , Size: 8]
MaterialInterface* TranslucentMaterial_OneSided;//[Offset: 0x738 , Size: 8]
MaterialInterface* OpaqueMaterial;//[Offset: 0x740 , Size: 8]
MaterialInterface* OpaqueMaterial_OneSided;//[Offset: 0x748 , Size: 8]
MaterialInterface* MaskedMaterial;//[Offset: 0x750 , Size: 8]
MaterialInterface* MaskedMaterial_OneSided;//[Offset: 0x758 , Size: 8]
TextureRenderTarget2D* RenderTarget;//[Offset: 0x760 , Size: 8]
MaterialInstanceDynamic* MaterialInstance;//[Offset: 0x768 , Size: 8]
bool bAddedToScreen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x770 , Size: 1]
bool bEditTimeUsable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x771 , Size: 1]
FName SharedLayerName;//[Offset: 0x778 , Size: 8]
int LayerZOrder;//[Offset: 0x780 , Size: 4]
enum GeometryMode;//[Offset: 0x784 , Size: 1]
float CylinderArcAngle;//[Offset: 0x788 , Size: 4]
void SetWidget(UserWidget* Widget);// 0x452759c
void SetTintColorAndOpacity(const LinearColor NewTintColorAndOpacity);//
0x4527520
void SetOwnerPlayer(LocalPlayer* LocalPlayer);// 0x45274a4
void SetDrawSize(Vector2D Size);// 0x452742c
void SetBackgroundColor(const LinearColor NewBackgroundColor);// 0x45273b0
void RequestRedraw();// 0x4527394
UserWidget* GetUserWidgetObject();// 0x4527360
TextureRenderTarget2D* GetRenderTarget();// 0x452732c
LocalPlayer* GetOwnerPlayer();// 0x45272f8
MaterialInstanceDynamic* GetMaterialInstance();// 0x45272c4
Vector2D GetDrawSize();// 0x4527290
--------------------------------
Class: Image.Widget.Visual.Object
SlateBrush Brush;//[Offset: 0x100 , Size: 168]
delegate BrushDelegate;//[Offset: 0x1a8 , Size: 16]
LinearColor ColorAndOpacity;//[Offset: 0x1b8 , Size: 16]
delegate ColorAndOpacityDelegate;//[Offset: 0x1c8 , Size: 16]
bool bIsUseEnhancedHitTest;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1d8 , Size: 1]
bool bVersionImg;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d9
, Size: 1]
FString imageSrcPath;//[Offset: 0x1e0 , Size: 16]
float HitTestAreaRadius;//[Offset: 0x1f0 , Size: 4]
delegate OnMouseButtonDownEvent;//[Offset: 0x1f8 , Size: 16]
bool bDontPaintWhenAlphaZero;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x208 , Size: 1]
void SetOpacity(float InOpacity);// 0x4500758
void SetDontPaintWhenAlphaZero(bool Enable);// 0x45006d4
void SetColorAndOpacity(LinearColor InColorAndOpacity);// 0x4500658
void SetBrushFromTextureDynamic(Texture2DDynamic* Texture, bool
bMatchSize);// 0x4500598
void SetBrushFromTexture(Texture2D* Texture, bool bMatchSize);// 0x45004d8
void SetBrushFromPathAsync(FString ResourcePath);// 0x4500430
void SetBrushFromMaterial(MaterialInterface* Material);// 0x45003b4
void SetBrushFromAsset(SlateBrushAsset* Asset);// 0x4500338
void SetBrush(out const SlateBrush InBrush);// 0x4500130
MaterialInstanceDynamic* GetDynamicMaterial();// 0x45000fc
bool GetDontPaintWhenAlphaZero();// 0x45000c4
--------------------------------
Class: FakeRadiationCircle.Actor.Object
--------------------------------
Class: Border.ContentWidget.PanelWidget.Widget.Visual.Object
byte HorizontalAlignment;//[Offset: 0x111 , Size: 1]
byte VerticalAlignment;//[Offset: 0x112 , Size: 1]
bool bShowEffectWhenDisabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x113 , Size: 1]
LinearColor ContentColorAndOpacity;//[Offset: 0x114 , Size: 16]
delegate ContentColorAndOpacityDelegate;//[Offset: 0x128 , Size: 16]
Margin Padding;//[Offset: 0x138 , Size: 16]
SlateBrush Background;//[Offset: 0x148 , Size: 168]
delegate BackgroundDelegate;//[Offset: 0x1f0 , Size: 16]
LinearColor BrushColor;//[Offset: 0x200 , Size: 16]
delegate BrushColorDelegate;//[Offset: 0x210 , Size: 16]
Vector2D DesiredSizeScale;//[Offset: 0x220 , Size: 8]
delegate OnMouseButtonDownEvent;//[Offset: 0x228 , Size: 16]
delegate OnMouseButtonUpEvent;//[Offset: 0x238 , Size: 16]
delegate OnMouseMoveEvent;//[Offset: 0x248 , Size: 16]
delegate OnMouseDoubleClickEvent;//[Offset: 0x258 , Size: 16]
bool bDontPaintWhenChildEmpty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x268 , Size: 1]
bool bDontPaintWhenAlphaZero;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x269 , Size: 1]
void SetVerticalAlignment(byte InVerticalAlignment);// 0x44f50c4
void SetPadding(Margin InPadding);// 0x44f5048
void SetHorizontalAlignment(byte InHorizontalAlignment);// 0x44f4fcc
void SetDontPaintWhenChildEmpty(bool Enable);// 0x44f4f48
void SetDontPaintWhenAlphaZero(bool Enable);// 0x44f4ec4
void SetDesiredSizeScale(Vector2D inScale);// 0x44f4e4c
void SetContentColorAndOpacity(LinearColor InContentColorAndOpacity);//
0x44f4dd0
void SetBrushFromTexture(Texture2D* Texture);// 0x44f4d54
void SetBrushFromMaterial(MaterialInterface* Material);// 0x44f4cd8
void SetBrushFromAsset(SlateBrushAsset* Asset);// 0x44f4c5c
void SetBrushColor(LinearColor InBrushColor);// 0x44f4be0
void SetBrush(out const SlateBrush InBrush);// 0x44f49d8
MaterialInstanceDynamic* GetDynamicMaterial();// 0x44f49a4
bool GetDontPaintWhenChildEmpty();// 0x44f496c
bool GetDontPaintWhenAlphaZero();// 0x44f4934
--------------------------------
Class: ContentWidget.PanelWidget.Widget.Visual.Object
PanelSlot* SetContent(Widget* Content);// 0x44fa128
PanelSlot* GetContentSlot();// 0x44fa0f4
Widget* GetContent();// 0x44fa0c0
--------------------------------
Class: MapRealTimeInfo
Vector2D MapCenterToPlayer;//[Offset: 0x0 , Size: 8]
Vector MapCenterToBlueCircle;//[Offset: 0x8 , Size: 12]
Vector MapCenterToWhiteCircle;//[Offset: 0x14 , Size: 12]
Vector2D PlayerCoord;//[Offset: 0x20 , Size: 8]
Vector2D SpectatedPlayerCoord;//[Offset: 0x28 , Size: 8]
Vector2D WhiteCircleCoord;//[Offset: 0x30 , Size: 8]
Vector2D BlueCircleCoord;//[Offset: 0x38 , Size: 8]
float WhiteCircleRadius;//[Offset: 0x40 , Size: 4]
float BlueCircleRadius;//[Offset: 0x44 , Size: 4]
Vector2D LastDriveVehicleCoord;//[Offset: 0x48 , Size: 8]
bool bCanPlayerSeeLastVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x50 , Size: 1]
AirplaneRouteData PlaneRouteData;//[Offset: 0x58 , Size: 80]
AirDropPathData AirDropPathData;//[Offset: 0xa8 , Size: 72]
--------------------------------
Class: AirplaneRouteData
float PlaneFlyingProcess;//[Offset: 0x0 , Size: 4]
Vector2D CanJumpLocInMap;//[Offset: 0x4 , Size: 8]
Vector2D ForceJumpLocInMap;//[Offset: 0xc , Size: 8]
float RouteWidgetRotateAngle;//[Offset: 0x14 , Size: 4]
float RouteLengthInMap;//[Offset: 0x18 , Size: 4]
Vector2D PlaneLocInMap;//[Offset: 0x1c , Size: 8]
float PlaneRotation;//[Offset: 0x24 , Size: 4]
AirDropPathData[] AirDropPaths;//[Offset: 0x28 , Size: 16]
Vector2D CanJumpLocInMapForCamp;//[Offset: 0x38 , Size: 8]
Vector2D ForceJumpLocInMapForCamp;//[Offset: 0x40 , Size: 8]
float CampRouteLengthInMap;//[Offset: 0x48 , Size: 4]
float CampRouteWidgetRotateAngle;//[Offset: 0x4c , Size: 4]
--------------------------------
Class: AirDropPathData
int AirDropIndex;//[Offset: 0x0 , Size: 4]
Vector2D StartLoc;//[Offset: 0x4 , Size: 8]
Vector2D TargetLoc;//[Offset: 0xc , Size: 8]
float RouteWidgetRotateAngle;//[Offset: 0x14 , Size: 4]
float RouteLengthInMap;//[Offset: 0x18 , Size: 4]
Vector2D[] AirDropLocs;//[Offset: 0x20 , Size: 16]
Vector[] AirDropLocs3D;//[Offset: 0x30 , Size: 16]
bool bIsDrawAirDropFlightPath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x40 , Size: 1]
--------------------------------
Class:
STExtraPlayerController.UAEPlayerController.PlayerController.Controller.Actor.Objec
t
float FreeCameraStartMinPitchMin;//[Offset: 0xe7c , Size: 4]
float FreeCameraStartMinPitchMax;//[Offset: 0xe80 , Size: 4]
bool bTrackingKillerEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xe84 , Size: 1]
<int> TouchIndexSet;//[Offset: 0xe88 , Size: 80]
byte OnFireTouchFingerIndex;//[Offset: 0xed8 , Size: 1]
enum TouchEndTriggerSkillEntry;//[Offset: 0xed9 , Size: 1]
int TouchEndTriggerSkillID;//[Offset: 0xedc , Size: 4]
<STExtraBaseCharacter*> FriendOBRelevancyCharacterSet;//[Offset: 0xf48 ,
Size: 80]
FName FeatureActorName;//[Offset: 0xf98 , Size: 8]
byte[] IgnoreCameraMovingIndexArray;//[Offset: 0xfa0 , Size: 16]
byte[] IgnoreCameraMovePendingArray;//[Offset: 0xfb0 , Size: 16]
byte[] AddTouchMoveFingerArray;//[Offset: 0xfc0 , Size: 16]
bool bNeedSetFireTouchFingerIndex;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xfd0 , Size: 1]
byte OnFreeCameraFingerIndex;//[Offset: 0xfd1 , Size: 1]
float FreeCameraSPL_Hor;//[Offset: 0xfd4 , Size: 4]
float FreeCameraSPL_Ver;//[Offset: 0xfd8 , Size: 4]
float FreeCamera_FPP_MIN;//[Offset: 0xfdc , Size: 4]
float FreeCamera_FPP_MAX;//[Offset: 0xfe0 , Size: 4]
float FreeCamera_FPP_PITCH_MIN;//[Offset: 0xfe4 , Size: 4]
float FreeCamera_FPP_PITCH_MAX;//[Offset: 0xfe8 , Size: 4]
float FreeCamera_FPP_PITCH_MIN_LIMITED;//[Offset: 0xfec , Size: 4]
float FreeCamera_FPP_PITCH_MAX_LIMITED;//[Offset: 0xff0 , Size: 4]
float FreeCameraSPL_Hor_Parachute;//[Offset: 0xff4 , Size: 4]
float FreeCameraSPL_Ver_Parachute;//[Offset: 0xff8 , Size: 4]
float RecoverLagDelayTime;//[Offset: 0xffc , Size: 4]
Vector2D StartPosition;//[Offset: 0x1000 , Size: 8]
Vector2D CurFreeCamPosition;//[Offset: 0x1008 , Size: 8]
Rotator EmoteFreeCamPrevFigureResultDelta;//[Offset: 0x1010 , Size: 12]
Rotator SelfieFreeCamPrevFigureResultDelta;//[Offset: 0x101c , Size: 12]
FString FollowCandidateName;//[Offset: 0x1030 , Size: 16]
<FString,bool> IsTeammatesAutoFollowing;//[Offset: 0x1040 , Size: 80]
Rotator FreeCameraStartRotation;//[Offset: 0x1090 , Size: 12]
Transform FPPModeSpringArmTrans;//[Offset: 0x10a0 , Size: 48]
byte FreeCameraFigerIndex;//[Offset: 0x10d0 , Size: 1]
int8 CurrentBuildingIndex;//[Offset: 0x10d1 , Size: 1]
int WeaponReconnectOpIndex;//[Offset: 0x10d4 , Size: 4]
bool bHasInitUIFinished;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x10d8 , Size: 1]
bool isShowVaultEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x10da , Size: 1]
BattleSceneAvatarDisplayInfo[] BattleSceneAvatarDisplayInfoList;//[Offset:
0x10e0 , Size: 16]
LinearColor CrossHairColor;//[Offset: 0x10f0 , Size: 16]
byte AutoAimType;//[Offset: 0x1100 , Size: 1]
bool bIsTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1110 , Size: 1]
bool bEnableAutoAimTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x1111 , Size: 1]
bool bIsInResultView;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1120 , Size: 1]
bool bForceHideConcentric;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1121 , Size: 1]
bool bForceShowBlueCircleEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x1122 , Size: 1]
FString[] ScreenAppearToBeRemovedInResult;//[Offset: 0x1128 , Size: 16]
ClientFatalDamageRecordData[] ClientFatalDamageRecords;//[Offset: 0x1138 ,
Size: 16]
ClientFatalDamageRecordData ClientFatalDamageLastRecords;//[Offset: 0x1148 ,
Size: 208]
SensibilityConfig SensibilityConfig;//[Offset: 0x1218 , Size: 192]
bool bSingleShotWeaponShootMode;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x12d8 , Size: 1]
bool bShotGunShootMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x12d9 , Size: 1]
int UseMotionControlType;//[Offset: 0x12dc , Size: 4]
delegate OnCharacterNearDeathOrRescueingOtherNotifyDelegate;//[Offset: 0x12e0
, Size: 16]
delegate OnPlayerEnterFlying;//[Offset: 0x12f0 , Size: 16]
delegate OnPlayerChangeViewtargetToPlane;//[Offset: 0x1300 , Size: 16]
delegate OnPlayerExitFlying;//[Offset: 0x1310 , Size: 16]
delegate OnPlayerEnterJumping;//[Offset: 0x1320 , Size: 16]
delegate OnPlayerExitJumping;//[Offset: 0x1330 , Size: 16]
delegate OnPlayerEnterParachute;//[Offset: 0x1340 , Size: 16]
delegate OnPlayerExitParachute;//[Offset: 0x1350 , Size: 16]
delegate OnPlayerEnterWater;//[Offset: 0x1360 , Size: 16]
delegate OnPlayerExitWater;//[Offset: 0x1370 , Size: 16]
delegate OnPlayerEnterFighting;//[Offset: 0x1380 , Size: 16]
delegate OnPlayerExitFighting;//[Offset: 0x1390 , Size: 16]
delegate OnPlayerEnterFinished;//[Offset: 0x13a0 , Size: 16]
delegate OnPlayerStartReloadWeapon;//[Offset: 0x13b0 , Size: 16]
delegate OnPlayerEndReloadWeapon;//[Offset: 0x13c0 , Size: 16]
delegate OnTeammateHPChangeDelegate;//[Offset: 0x13d0 , Size: 16]
delegate OnCharacterBreathChange;//[Offset: 0x13e0 , Size: 16]
delegate OnTeammateTemperatureChangeDelegate;//[Offset: 0x13f0 , Size: 16]
delegate OnLocalCharacterTemperatureChangeDel;//[Offset: 0x1400 , Size: 16]
delegate OnCharacterAntidoteChange;//[Offset: 0x1410 , Size: 16]
delegate OnOneTeamPlayerHPChangeDelegate;//[Offset: 0x1420 , Size: 16]
delegate OnNightBeggan;//[Offset: 0x1430 , Size: 16]
delegate OnNightEnded;//[Offset: 0x1440 , Size: 16]
delegate OnPlayerHitInfoUpdate;//[Offset: 0x1450 , Size: 16]
int SelectedNightRenderConfig;//[Offset: 0x1460 , Size: 4]
delegate OnInitTaskData;//[Offset: 0x1468 , Size: 16]
delegate OnInitCollectionData;//[Offset: 0x1478 , Size: 16]
delegate OnPlayerDoEmote;//[Offset: 0x1488 , Size: 16]
delegate OnPlayerEnterArea;//[Offset: 0x1498 , Size: 16]
delegate OnPlayerKilling;//[Offset: 0x14a8 , Size: 16]
delegate OnPickupItem;//[Offset: 0x14b8 , Size: 16]
delegate OnDropItem;//[Offset: 0x14c8 , Size: 16]
delegate OnDeathBoxSpawned;//[Offset: 0x14d8 , Size: 16]
delegate OnTaskConditionActived;//[Offset: 0x14e8 , Size: 16]
delegate OnTaskConditionDeactived;//[Offset: 0x14f8 , Size: 16]
KillOrPutDownMessage KillOrPutDownMessageData;//[Offset: 0x1548 , Size: 96]
delegate OnStartFireEvent;//[Offset: 0x15a8 , Size: 16]
delegate OnStopFireEvent;//[Offset: 0x15b8 , Size: 16]
delegate OnReleaseFireBtn;//[Offset: 0x15c8 , Size: 16]
delegate OnReleaseScreen;//[Offset: 0x15d8 , Size: 16]
delegate OnFingerMove;//[Offset: 0x15e8 , Size: 16]
delegate OnHandleCameraModeChanged;//[Offset: 0x15f8 , Size: 16]
delegate OnSwitchCameraModeStart;//[Offset: 0x1608 , Size: 16]
delegate OnSwitchCameraModeEnd;//[Offset: 0x1618 , Size: 16]
delegate OnPlayerPickUpActor;//[Offset: 0x1628 , Size: 16]
delegate OnPlayerPutDownActor;//[Offset: 0x1638 , Size: 16]
delegate OnPlayerPutDownAllProp;//[Offset: 0x1648 , Size: 16]
delegate OnSwitchWeapon;//[Offset: 0x1658 , Size: 16]
delegate OnEquipWeaponDel;//[Offset: 0x1668 , Size: 16]
delegate OnUnequipWeaponDel;//[Offset: 0x1678 , Size: 16]
delegate OnUseInventoryItem;//[Offset: 0x1688 , Size: 16]
delegate OnChangeBattleOwnerDel;//[Offset: 0x1698 , Size: 16]
delegate OnDamageToOther;//[Offset: 0x16a8 , Size: 16]
delegate OnLocalCharacterHPChangeDel;//[Offset: 0x16b8 , Size: 16]
delegate OnLocalCharacterSignalHPChangeDelegate;//[Offset: 0x16c8 , Size: 16]
delegate OnServerCharacterSignalHPChangeDelegate;//[Offset: 0x16d8 , Size:
16]
delegate OnLocalCharacterSignalHPRemaingingTimeDelegate;//[Offset: 0x16e8 ,
Size: 16]
delegate DelegatePlayerGoldChange;//[Offset: 0x16f8 , Size: 16]
delegate DelegatePlayerLevelChange;//[Offset: 0x1708 , Size: 16]
delegate OnGameStartCountDownDelegate;//[Offset: 0x1718 , Size: 16]
delegate OnRank;//[Offset: 0x1728 , Size: 16]
delegate OnGameStartDelegate;//[Offset: 0x1738 , Size: 16]
delegate OnPlayerNameChange;//[Offset: 0x1748 , Size: 16]
delegate OnUseMainSlot;//[Offset: 0x1758 , Size: 16]
delegate OnBackpackMainSlot;//[Offset: 0x1768 , Size: 16]
delegate OnRemoveMainSlot;//[Offset: 0x1778 , Size: 16]
delegate OnRepPlayerState;//[Offset: 0x1788 , Size: 16]
delegate OnRepTeammateChange;//[Offset: 0x1798 , Size: 16]
delegate OnRepTeammateAvatarDisplayInfo;//[Offset: 0x17a8 , Size: 16]
delegate OnMapMarkChangeDelegate;//[Offset: 0x17c0 , Size: 16]
delegate OnShowSkillPrompt;//[Offset: 0x17d0 , Size: 16]
delegate OnStartAutoSprintCountDown;//[Offset: 0x17e0 , Size: 16]
delegate OnShowAutoSprintButton;//[Offset: 0x17f0 , Size: 16]
delegate OnPlayerChangeWearingDone;//[Offset: 0x1800 , Size: 16]
delegate OnPlayerChangeWearingAnimFinished;//[Offset: 0x1810 , Size: 16]
delegate OnPlayerFinalAssistKill;//[Offset: 0x1820 , Size: 16]
delegate OnConsumableAvatarChange;//[Offset: 0x1830 , Size: 16]
delegate OnEquipmentAvatarChange;//[Offset: 0x1840 , Size: 16]
delegate OnEquipmentWeaponAvatarChange;//[Offset: 0x1850 , Size: 16]
delegate OnGameStateChange;//[Offset: 0x1860 , Size: 16]
delegate OnChangeCharacterBeforeDelegate;//[Offset: 0x1870 , Size: 16]
delegate OnChangeCharacterLogicDelegate;//[Offset: 0x1880 , Size: 16]
delegate OnInfectionSelectZombieDelegate;//[Offset: 0x1890 , Size: 16]
delegate OnSetChangeCharacterStateDelegate;//[Offset: 0x18a0 , Size: 16]
delegate OnCacheRecvInfectionSelectZombie;//[Offset: 0x18d0 , Size: 16]
delegate OpenSequencerDelegate;//[Offset: 0x18e0 , Size: 16]
STExtraBaseCharacter* tmpAnchorCharacter;//[Offset: 0x1900 , Size: 8]
delegate OnInterruptAutoSprintCountDown;//[Offset: 0x1908 , Size: 16]
delegate OnAutoSprintActive;//[Offset: 0x1918 , Size: 16]
delegate OnTakeDamagedDelegate;//[Offset: 0x1928 , Size: 16]
delegate OnPostTakeDamageForBP;//[Offset: 0x1950 , Size: 16]
delegate OnLostConnection;//[Offset: 0x1960 , Size: 16]
delegate OnReconnected;//[Offset: 0x1970 , Size: 16]
delegate OnExitGame;//[Offset: 0x1980 , Size: 16]
delegate OnSpectatorChange;//[Offset: 0x1990 , Size: 16]
delegate OnCharacterRecoveryHealth;//[Offset: 0x19a0 , Size: 16]
delegate RunOnNextFrameDelegate;//[Offset: 0x19b0 , Size: 16]
NewbieGuideComponent* NewbieComponent;//[Offset: 0x19c0 , Size: 8]
int MaternalZombieWeight;//[Offset: 0x19c8 , Size: 4]
TimeLineSyncComponent* TimeLineSyncComponent;//[Offset: 0x19d0 , Size: 8]
TimeWatchDogComponent* TimeWatchDogComponent;//[Offset: 0x19d8 , Size: 8]
PlayerAntiCheatManager* AntiCheatManagerComp;//[Offset: 0x19e0 , Size: 8]
bool bShouldReportAntiCheat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x19e8 , Size: 1]
delegate NewbieShowCurGuide;//[Offset: 0x1c30 , Size: 16]
delegate PlayerControllerEnterFightingStateDelegate;//[Offset: 0x1c40 , Size:
16]
bool EnableAsyncLoading;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1c54 , Size: 1]
bool DisableNewStopFireLogic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1c55 , Size: 1]
bool UseScreenStopFireCheckOnlyInModeTwo;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x1c56 , Size: 1]
bool EnableDebugRotatoInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1c57 , Size: 1]
bool EnableDebugRotatoInfoTimeLimit;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x1c58 , Size: 1]
bool EnableNewUpdateTeamPlayerState;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x1c59 , Size: 1]
bool EnableNetCullingDistOnVeryLowDevice;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x1c5a , Size: 1]
float PC_CameraMoveRateX;//[Offset: 0x1c5c , Size: 4]
float PC_CameraMoveRateY;//[Offset: 0x1c60 , Size: 4]
float Mobile_CameraMoveRateX;//[Offset: 0x1c64 , Size: 4]
float Mobile_CameraMoveRateY;//[Offset: 0x1c68 , Size: 4]
CurveFloat* CameraMoveSpeedUpAdditionalRateCurveBaseXMoveDis;//[Offset:
0x1c70 , Size: 8]
CurveFloat* CameraMoveSpeedUpAdditionalRateCurveBaseXMoveSpeed;//[Offset:
0x1c78 , Size: 8]
bool bUseDisCurve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1c80 , Size: 1]
CommonCameraModeData NormalCameraModeData;//[Offset: 0x1c84 , Size: 36]
CommonCameraModeData NearCameraModeData;//[Offset: 0x1ca8 , Size: 36]
Vector2D NearCameraModeCameraMoveAdditionalRate;//[Offset: 0x1ccc , Size: 8]
Vector2D NearCameraModeCameraMoveMaxSpeed;//[Offset: 0x1cd4 , Size: 8]
AimCameraModeData AimCameraModeData;//[Offset: 0x1cdc , Size: 36]
Vector2D AimCameraModeCameraMoveAdditionalRate;//[Offset: 0x1d00 , Size: 8]
Vector2D AimCameraModeCameraMoveMaxSpeed;//[Offset: 0x1d08 , Size: 8]
CommonCameraModeData PlaneCameraModeData;//[Offset: 0x1d10 , Size: 36]
<byte,CameraViewPitchLimitData> CameraViewPitchLimitDataMap;//[Offset: 0x1d38
, Size: 80]
float MoveCameraMinDistanceThreshold;//[Offset: 0x1d88 , Size: 4]
float MoveCameraMinTimeThreshold;//[Offset: 0x1d8c , Size: 4]
<byte,int> PlayerClothLODLevel;//[Offset: 0x1d90 , Size: 80]
bool ShouldShowPawnDetailInfoOnHUD;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x1de0 , Size: 1]
bool ShouldSpringUsePawnControlRotation;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x1de1 , Size: 1]
Actor* BonfireUIAttachedActor;//[Offset: 0x1de8 , Size: 8]
bool bShowSuperCodeUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1df0 , Size: 1]
byte CurCameraMode;//[Offset: 0x1df1 , Size: 1]
FString BPClassOverrideTag;//[Offset: 0x1df8 , Size: 16]
FName AutoScopeAimCompName;//[Offset: 0x1e08 , Size: 8]
float AutoScopeAimTraceDistance;//[Offset: 0x1e10 , Size: 4]
bool bMoveable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1e14 , Size: 1]
bool bMoveablePickup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1e15 , Size: 1]
bool bMoveableAirborne;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1e16 , Size: 1]
bool bMoveableLandHard;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1e17 , Size: 1]
float MoveableLandHardTime;//[Offset: 0x1e18 , Size: 4]
float CanMoveCDTime;//[Offset: 0x1e1c , Size: 4]
float CanSprintCDTime;//[Offset: 0x1e20 , Size: 4]
float SwitchPoseCDTime;//[Offset: 0x1e24 , Size: 4]
float MovealbeSwitchPoseTime;//[Offset: 0x1e28 , Size: 4]
float AutoSprintRequestCD;//[Offset: 0x1e2c , Size: 4]
bool bCanGetTouchInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1e30 , Size: 1]
Vector CurScreenMoveSpeed;//[Offset: 0x1e34 , Size: 12]
float Mobile_CameraMoveAdjustSensitiveValue;//[Offset: 0x1e40 , Size: 4]
float SpecialDeviceRate;//[Offset: 0x1e44 , Size: 4]
<FString,float> SpecialDeviceRateConfigs;//[Offset: 0x1e48 , Size: 80]
bool bIsBattleOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1e98 , Size: 1]
bool bIsAutoAimEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1e99 , Size: 1]
bool bIsMeleeAutoAimEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1e9a , Size: 1]
STExtraBaseCharacter* STExtraBaseCharacter;//[Offset: 0x1ea0 , Size: 8]
bool CharacterTouchMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1ea8 , Size: 1]
bool IsDeadForLogout;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1ea9 , Size: 1]
ServerHitEnemyReplicatedData ServerHitEnemyReplicatedData;//[Offset: 0x1eb0 ,
Size: 16]
bool bDebugShowYawInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1ec0 , Size: 1]
float AccumulateYawInput;//[Offset: 0x1ec4 , Size: 4]
float LandAfterJumpPlaneDelayMoveTime;//[Offset: 0x1ec8 , Size: 4]
bool bLandAfterJumpPlane;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1ecc , Size: 1]
bool bIsLandingOnGround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1ecd , Size: 1]
bool bIsNeedCheckPullPercentage;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x1ece , Size: 1]
float NoRespondArea;//[Offset: 0x1ed0 , Size: 4]
float ComfortableSwipeAddition;//[Offset: 0x1ed4 , Size: 4]
bool bIsLeftScreenUseComfortableSwipe;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x1ed8 , Size: 1]
bool bIsRightScreenUseComfortableSwipe;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x1ed9 , Size: 1]
byte sprintOptType;//[Offset: 0x1eda , Size: 1]
float JoystickSprintDisThreshold;//[Offset: 0x1edc , Size: 4]
float JoystickSprintDisThresholdNew;//[Offset: 0x1ee0 , Size: 4]
float JoystickSprintBtnHeight;//[Offset: 0x1ee4 , Size: 4]
float JoystickSprintAngleThreshold;//[Offset: 0x1ee8 , Size: 4]
bool bIsUseDisOrSpeedMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1eec , Size: 1]
byte JoystickOperatingMode;//[Offset: 0x1eed , Size: 1]
float EasyGoStraightAngle;//[Offset: 0x1ef0 , Size: 4]
bool bIsTouching;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1ef4 , Size: 1]
<byte,float> TouchForceMap;//[Offset: 0x1ef8 , Size: 80]
float TouchForceFireThreshold;//[Offset: 0x1f48 , Size: 4]
float DoubleClickFireTimeThreshold;//[Offset: 0x1f4c , Size: 4]
float DoubleClickFireDistanceThreshold;//[Offset: 0x1f50 , Size: 4]
float DoubleClickCancelDistanceThreshold;//[Offset: 0x1f54 , Size: 4]
int TouchForceWatchFrame;//[Offset: 0x1f58 , Size: 4]
bool bUseTouchForce;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1f5c , Size: 1]
float InputTouchRepeatLastTime;//[Offset: 0x1f60 , Size: 4]
byte TouchFireType;//[Offset: 0x1f64 , Size: 1]
float TestForce;//[Offset: 0x1f68 , Size: 4]
delegate On3DTouchForceChange;//[Offset: 0x1f70 , Size: 16]
delegate OnDoubleClickCheck;//[Offset: 0x1f80 , Size: 16]
bool bIsAutoAimOnlyInTouch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1f90 , Size: 1]
bool bIsAutoAimOnlyOnFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1f91 , Size: 1]
bool bMoveInMiniMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1f92 , Size: 1]
bool bAutoSprint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1f93 , Size: 1]
float AutoSprintBtnTime;//[Offset: 0x1f94 , Size: 4]
float AutoSprintWaitingTime;//[Offset: 0x1f98 , Size: 4]
float AutoSprintThreshold;//[Offset: 0x1f9c , Size: 4]
float JoystickTriggerSprintDuration;//[Offset: 0x1fa0 , Size: 4]
float InHouseSpringArmLengthModifier;//[Offset: 0x1fa4 , Size: 4]
float InHouseSpringArmLengthModifierChangeSpeed;//[Offset: 0x1fa8 , Size: 4]
bool IsPlayerUnableToDoAutoSprintOperation;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x1fac , Size: 1]
float CurrentCameraFOV;//[Offset: 0x1fb0 , Size: 4]
float MinFovChangeView;//[Offset: 0x1fb4 , Size: 4]
WeaponSystemReconnectReplicateData
WeaponSystemReconnectReplicateData;//[Offset: 0x1fb8 , Size: 48]
int GameTipMsgID;//[Offset: 0x1fe8 , Size: 4]
FString GameTipParam1;//[Offset: 0x1ff0 , Size: 16]
FString GameTipParam2;//[Offset: 0x2000 , Size: 16]
float AutoSprintCD;//[Offset: 0x2060 , Size: 4]
<uint32,TeamMateStateInfo> TeamMateStates;//[Offset: 0x2068 , Size: 80]
<byte,TeamMateStateInfo> DoubleClickLastTouchInfoMap;//[Offset: 0x20b8 ,
Size: 80]
<byte,TeamMateStateInfo> DoubleClickCurTouchInfoMap;//[Offset: 0x2108 , Size:
80]
bool bEnableSignalBar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x215c , Size: 1]
class GameMode[] AdditionalSignalBarDisplayGameModes;//[Offset: 0x2160 ,
Size: 16]
delegate OnReceiveHasSignal;//[Offset: 0x2170 , Size: 16]
Transform FPPCameraLerpStartTransformRelative;//[Offset: 0x21a0 , Size: 48]
CurveFloat* CurveFPPCameraLerp;//[Offset: 0x2268 , Size: 8]
CameraComponent* PreActiveCameraCache;//[Offset: 0x2270 , Size: 8]
CameraComponent* CurrentActiveCameraCache;//[Offset: 0x2278 , Size: 8]
SpringArmComponent* CurrentActiveSpringArmCache;//[Offset: 0x2280 , Size: 8]
PlayerTombBox* DeadTombBox;//[Offset: 0x2298 , Size: 8]
FString[] ForbitPickList;//[Offset: 0x22a8 , Size: 16]
bool bForbitPickupEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x22c8 , Size: 1]
int pickupPlayerChoice;//[Offset: 0x22cc , Size: 4]
bool bCanImprisonmentTeammate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x22d0 , Size: 1]
bool bShouldDisplayHitFinalDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x22d1 , Size: 1]
float RescueRemainingSeconds;//[Offset: 0x22d4 , Size: 4]
float RescueTotalSeconds;//[Offset: 0x22d8 , Size: 4]
bool IsCurrentSpectatorFreeView;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x22dc , Size: 1]
float FreeViewUpRate;//[Offset: 0x22e0 , Size: 4]
byte MaxTouchMoveDelayFrame;//[Offset: 0x22e4 , Size: 1]
int MaxCacheInputSpeedNum;//[Offset: 0x22e8 , Size: 4]
bool bBleFreeCameraUse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x22ec , Size: 1]
bool IsCatchUpByMonster;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x22ee , Size: 1]
Vector PreMonsterCatchUpPos;//[Offset: 0x22f0 , Size: 12]
TeamateStateUAVChangedCompressData
TeammateUAVStateChangeCompressedData;//[Offset: 0x22fc , Size: 20]
bool isPressingBtn_AimAndFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2310 , Size: 1]
byte CurTouchAimAndFireFingerIndex;//[Offset: 0x2311 , Size: 1]
bool bOpeningBackpack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2312 , Size: 1]
bool DiedisableInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2313 , Size: 1]
byte CurAimFireFingerIndex;//[Offset: 0x235c , Size: 1]
STExtraBaseCharacter* closedAimTarget;//[Offset: 0x23c8 , Size: 8]
BackpackComponent* BackpackComponent;//[Offset: 0x2488 , Size: 8]
CommonBtnComponent* CommonBtnComponent;//[Offset: 0x2490 , Size: 8]
ChatComponent* ChatComponent;//[Offset: 0x2498 , Size: 8]
GuideComponent* GuideComponent;//[Offset: 0x24a0 , Size: 8]
QuickSignComponent* QuickSignComponent;//[Offset: 0x24a8 , Size: 8]
BaseTaskComponent* TaskComponent;//[Offset: 0x24b0 , Size: 8]
bool bEnableDeathPlayback;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x24c9 , Size: 1]
int8 bEnableDeathPlaybackDelay;//[Offset: 0x24ca , Size: 1]
int[] ObserveReplicateItems;//[Offset: 0x24d0 , Size: 16]
BattleItemData[] ObservedItemList;//[Offset: 0x2500 , Size: 16]
uint32[] FiringPlayerList;//[Offset: 0x25e0 , Size: 16]
delegate OnAboutToChangeViewTarget;//[Offset: 0x25f0 , Size: 16]
delegate OnFinishedChangeViewTarget;//[Offset: 0x2600 , Size: 16]
delegate OnCharacterStatesChange;//[Offset: 0x2610 , Size: 16]
FriendObserver[] FriendObserverDetails;//[Offset: 0x2620 , Size: 16]
bool bShowWhoObservingMe;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2630 , Size: 1]
delegate ObservedTargetDieDelegate;//[Offset: 0x2638 , Size: 16]
float GotoSpectatingDelayTime;//[Offset: 0x264c , Size: 4]
PlayerBaseInfoInOB[] TotalPlayers;//[Offset: 0x2650 , Size: 16]
PlayerInfoInOB[] TotalPlayerList;//[Offset: 0x2660 , Size: 16]
PlayerInfoInOB[] TotalPlayerList_SortedByTeamID;//[Offset: 0x2670 , Size: 16]
PlayerInfoInOB[] NearPlayerList;//[Offset: 0x2680 , Size: 16]
PlayerInfoInOB[] SameTeamPlayerList;//[Offset: 0x2690 , Size: 16]
<int,TeamInfoInOB> TeamInfoMap;//[Offset: 0x26a0 , Size: 80]
ObservedData ObservedData;//[Offset: 0x26f0 , Size: 80]
delegate OnSignalHPChanged;//[Offset: 0x2750 , Size: 16]
bool bShowClubLogoInOB;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2765 , Size: 1]
AirDropBoxInOb[] AirDropBoxList;//[Offset: 0x2768 , Size: 16]
delegate OnToggleOBMapShowHide;//[Offset: 0x2780 , Size: 16]
delegate OnInterruptGameButtonShow;//[Offset: 0x2790 , Size: 16]
delegate OnToggleOBPlayerList;//[Offset: 0x27a8 , Size: 16]
delegate OnSwitchToPlayerByNumPressed;//[Offset: 0x27b8 , Size: 16]
delegate OnSwitchToTeamByNumPressed;//[Offset: 0x27c8 , Size: 16]
delegate OnToggleOBTeamList;//[Offset: 0x27d8 , Size: 16]
delegate WeaponEquipAttachment;//[Offset: 0x27e8 , Size: 16]
delegate OnVehicleExitFreeCamera;//[Offset: 0x27f8 , Size: 16]
delegate OnFreeViewChangedDelegate;//[Offset: 0x2808 , Size: 16]
float OBTPPFreeViewArmLengthMax;//[Offset: 0x2828 , Size: 4]
float OBTPPFreeViewArmLengthMin;//[Offset: 0x282c , Size: 4]
float fPlayerAliasInfoDistanceLimit;//[Offset: 0x2830 , Size: 4]
byte iPlayerAliasInfoCount;//[Offset: 0x2834 , Size: 1]
bool IsCharacterInitFlushStreaming;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x2835 , Size: 1]
bool IsAutoGetCircleInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2836 , Size: 1]
int FireMode;//[Offset: 0x2838 , Size: 4]
bool bNotMoveFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x283c , Size: 1]
bool bAlreadyFired;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x283d , Size: 1]
bool bFireNotToBuild;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x283e , Size: 1]
bool WallFeedBack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x283f , Size: 1]
STExtraBaseCharacter*[] nowNearCharacterList;//[Offset: 0x2840 , Size: 16]
STExtraVehicleBase*[] nowNearVehicleList;//[Offset: 0x2850 , Size: 16]
STExtraVehicleBase*[] nowNearBlowVehicleList;//[Offset: 0x2860 , Size: 16]
STExtraShootWeapon*[] nowShotWeaponList;//[Offset: 0x2870 , Size: 16]
STExtraShootWeapon*[] nowOneShotWeaponList;//[Offset: 0x2880 , Size: 16]
Actor*[] nowGrenadeList;//[Offset: 0x2890 , Size: 16]
bool bIsLastTwoCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x28a0 , Size: 1]
delegate triggerVoiceCheckDelegate;//[Offset: 0x28a8 , Size: 16]
delegate triggerMoveVoiceCheckDelegate;//[Offset: 0x28b8 , Size: 16]
delegate triggerShotVoiceCheckDelegate;//[Offset: 0x28c8 , Size: 16]
delegate triggerVehicleVoiceCheckDelegate;//[Offset: 0x28d8 , Size: 16]
delegate triggerGlassVoiceCheckDelegate;//[Offset: 0x28e8 , Size: 16]
bool bCanJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28f9 ,
Size: 1]
delegate OnPlayerCanJump;//[Offset: 0x2900 , Size: 16]
delegate OnPlayerCannotJump;//[Offset: 0x2910 , Size: 16]
bool bCanOpenParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2920 , Size: 1]
delegate OnPlayerCanOpenParachute;//[Offset: 0x2928 , Size: 16]
delegate OnPlayerCannotOpenParachute;//[Offset: 0x2938 , Size: 16]
bool bCanCloseParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2948 , Size: 1]
float PlaneFlyHeightFromGameMode;//[Offset: 0x294c , Size: 4]
float CanOpenParachuteHeight;//[Offset: 0x2950 , Size: 4]
float ForceOpenParachuteHeight;//[Offset: 0x2954 , Size: 4]
float CloseParachuteHeight;//[Offset: 0x2958 , Size: 4]
float RealTimePawnHeight;//[Offset: 0x295c , Size: 4]
float OB_RotationLagSpeed;//[Offset: 0x296c , Size: 4]
ItemDefineID[] SpawnAndBackpackWeaponReplicatedDataArray;//[Offset: 0x2988 ,
Size: 16]
OwnerClientCreateWeaponCache OwnerClientCreateWeaponCache;//[Offset: 0x2998 ,
Size: 24]
WeaponMgrInfo[] SpawnAndBackpackWeaponReplicatedDataWithMgr;//[Offset: 0x29b0
, Size: 16]
Actor* ThePlane;//[Offset: 0x29c0 , Size: 8]
float GameAssistantJoyStickOpacity;//[Offset: 0x29d0 , Size: 4]
delegate OnNotifyServerOpenPickUpBox;//[Offset: 0x29d8 , Size: 16]
delegate OnNotifyServerFirstOpenPickUpBox;//[Offset: 0x29e8 , Size: 16]
bool bClientCheckResetViewTargetToCharacter;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x29f8 , Size: 1]
float ClientCheckResetViewTargetToCharacterConfigSeconds;//[Offset: 0x29fc ,
Size: 4]
STExtraWeapon*[] TargetClientWeaponWaitForReconnectList;//[Offset: 0x2a18 ,
Size: 16]
class KillerTracker* KillerTrackerTemplate;//[Offset: 0x2a30 , Size: 8]
FString LastBreathMurder;//[Offset: 0x2a40 , Size: 16]
bool LastBreathMurderIsAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2a50 , Size: 1]
uint64 LastBreathMurderUID;//[Offset: 0x2a58 , Size: 8]
VehicleUserComponent* VehicleUserComp;//[Offset: 0x2a60 , Size: 8]
FString murderName;//[Offset: 0x2a68 , Size: 16]
FString FinalMurderName;//[Offset: 0x2a78 , Size: 16]
uint64 MurderUID;//[Offset: 0x2a88 , Size: 8]
bool MurderIsSameTeam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2a90 , Size: 1]
bool LastBreathMurderIsSameTeam;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x2a91 , Size: 1]
bool MurderIsAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a92
, Size: 1]
<class Object,ImpactMapValueData>
ImpactEffectCachedListSimulateMap;//[Offset: 0x2af0 , Size: 80]
<class Object,ImpactMapValueData> ImpactEffectCachedListLocalMap;//[Offset:
0x2b40 , Size: 80]
float OceanSideDetectDistance;//[Offset: 0x2b98 , Size: 4]
float OceanSideDetectInterval;//[Offset: 0x2b9c , Size: 4]
int CurrOBAirDropID;//[Offset: 0x2ba0 , Size: 4]
<byte,FString> EndTouchScreenCommandMap;//[Offset: 0x2ba8 , Size: 80]
AkAudioEvent* HitVehicleSound;//[Offset: 0x2ca8 , Size: 8]
bool bIsPressingFireBtn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2cb0 , Size: 1]
FString ClientActivePlatformProfileName;//[Offset: 0x2cb8 , Size: 16]
float ZMoveDisCalcThreshold;//[Offset: 0x2d18 , Size: 4]
bool bDebugDrawHUDCrossLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2d1c , Size: 1]
StateMachineComponent* NewStateMachineComp;//[Offset: 0x2d20 , Size: 8]
bool ExitFromHelicopterParachuteJump;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x2d28 , Size: 1]
enum ServerStateType;//[Offset: 0x2d29 , Size: 1]
enum ClientStateType;//[Offset: 0x2d2a , Size: 1]
bool bRepServerMsgType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2d2b , Size: 1]
enum GameStateMsgType;//[Offset: 0x2d2c , Size: 1]
bool bSwitchesInMapsExecuted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2d4c , Size: 1]
bool bIsEnterBattleResultStep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2d4d , Size: 1]
bool bAddPoseStateCheckResponse;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x2d4e , Size: 1]
float ObservingTime;//[Offset: 0x2d50 , Size: 4]
KillerTracker* tracker;//[Offset: 0x2d58 , Size: 8]
bool bEnableOBBulletTrackEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x2d74 , Size: 1]
bool bEnableOBBulletTrackEffectSetting;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x2d75 , Size: 1]
MonsterTreasureBox* CurHUDMonsterTreasureBox;//[Offset: 0x2dd8 , Size: 8]
FString DefaultHUDClassPath;//[Offset: 0x2de0 , Size: 16]
delegate OnClientReportPeerVisualFieldAcotrList;//[Offset: 0x2e08 , Size: 16]
STExtraPlayerController* DieInstigator;//[Offset: 0x2e18 , Size: 8]
bool IsImprisonmentTeammate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2e20 , Size: 1]
bool IsCharacterDie;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2e21 , Size: 1]
AvatarCapture* AvatarCaptureInfo;//[Offset: 0x2e28 , Size: 8]
int BOptimizeBulletHit;//[Offset: 0x2e30 , Size: 4]
ClientSettingBaseOnGameMode ClientSettingBaseOnGameMode;//[Offset: 0x2e38 ,
Size: 80]
FootprintActorInfo[] FootprintActorInfo;//[Offset: 0x2e88 , Size: 16]
int MaxTeamFootprintCount;//[Offset: 0x2e98 , Size: 4]
int MaxOtherFootprintCount;//[Offset: 0x2e9c , Size: 4]
<enum,FootprintActorBlock> FootprintActorLookupTable;//[Offset: 0x2ea0 ,
Size: 80]
<class Object,TrailMarkActorBlock> TrailMarkActorLookupTable;//[Offset:
0x2ef0 , Size: 80]
IdeaDecalManager* IdeaDecalManager;//[Offset: 0x2f48 , Size: 8]
MaterialInstanceDynamic*[] BloodDecalMaterials;//[Offset: 0x2f50 , Size: 16]
<int,BackpackDecalHandle*> LocalDecalHandleMap;//[Offset: 0x2f60 , Size: 80]
SupplySpot* CurrentSupplySpot;//[Offset: 0x2fd0 , Size: 8]
EnhancerSpot* CurrentEnhancerSpot;//[Offset: 0x2fd8 , Size: 8]
PlayerRevivalComponent* PlayerRevivalComp;//[Offset: 0x2fe0 , Size: 8]
delegate OnEnterVehicleDelegate;//[Offset: 0x3098 , Size: 16]
delegate ClientOnEnterVehicle;//[Offset: 0x30a8 , Size: 16]
delegate ClientOnLeaveVehicle;//[Offset: 0x30b8 , Size: 16]
delegate ClientOnChangeVehicleSeatCompletedDelegate;//[Offset: 0x30c8 , Size:
16]
delegate OnVehicleWeaponIsReadyForFireDelegate;//[Offset: 0x30d8 , Size: 16]
bool bEnableClampControllerRelativeYaw;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x30e8 , Size: 1]
bool bClampControllerRelativeYaw;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x30e9 , Size: 1]
float ControllerRelativeYawMin;//[Offset: 0x30ec , Size: 4]
float ControllerRelativeYawMax;//[Offset: 0x30f0 , Size: 4]
RevivalPointActor* CurOperatePlayerRevivalPoint;//[Offset: 0x30fc , Size: 8]
int IdCardMarkType;//[Offset: 0x3108 , Size: 4]
bool DisableJoystickMultiControl;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x3128 , Size: 1]
int VehicleControlMode;//[Offset: 0x312c , Size: 4]
bool VehicleJoystickLRSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3130 , Size: 1]
delegate InfectionShowKillNumDelegate;//[Offset: 0x3138 , Size: 16]
delegate InfectionPlayerPawnInitType;//[Offset: 0x3148 , Size: 16]
float StreamingDistanceScaleFlying;//[Offset: 0x3158 , Size: 4]
bool bIsPlayerInWhiteCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x315c , Size: 1]
delegate OnPlayerInOutWhiteCircleChangedDelegate;//[Offset: 0x3160 , Size:
16]
float MoveDistanceThreshold;//[Offset: 0x3170 , Size: 4]
float SpeedRecordTime;//[Offset: 0x3174 , Size: 4]
float SpeedRecordAccTime;//[Offset: 0x3178 , Size: 4]
delegate OnSelfPawnDeathDelegate;//[Offset: 0x3180 , Size: 16]
delegate OnChangeToWalkingDead;//[Offset: 0x3190 , Size: 16]
bool bCanChangeToWalkingDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x31a0 , Size: 1]
delegate OnNotifyCanChangeToWalkingDead;//[Offset: 0x31a8 , Size: 16]
delegate OnChangeToWalkingDeadRes;//[Offset: 0x31b8 , Size: 16]
bool GMDisableLeftScreenControl;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x31c8 , Size: 1]
bool IsJoystickInLeft;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x31c9 , Size: 1]
delegate OnWeakGuidEventDelegate;//[Offset: 0x31d0 , Size: 16]
delegate OnStopWeakGuidDelegate;//[Offset: 0x31e0 , Size: 16]
delegate OnEnableGuidActorDelegate;//[Offset: 0x31f0 , Size: 16]
delegate OnInfectionShowTipMsgDelegate;//[Offset: 0x3200 , Size: 16]
delegate OnInfectionPlaySoundEventDelegate;//[Offset: 0x3210 , Size: 16]
class DamageType* GiveupDamageTypeClass;//[Offset: 0x3220 , Size: 8]
uint32 LastKillerKey;//[Offset: 0x3228 , Size: 4]
bool bAAlOpen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x322c ,
Size: 1]
bool bIsBackPackPanelOpen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x322d , Size: 1]
bool bUseAntiDataReportFilter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3238 , Size: 1]
bool bUseAntiDataReportFilterNew;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x3239 , Size: 1]
bool bUseAntiDataReportFilterCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x323a , Size: 1]
float LastReportAntiDataTime;//[Offset: 0x323c , Size: 4]
delegate RefreshPickupFlagStatusDelegate;//[Offset: 0x3240 , Size: 16]
delegate OnRevivalAndEnterAirplane;//[Offset: 0x3250 , Size: 16]
delegate OnSpawnVehicleServerTimeUpdatedDelegate;//[Offset: 0x3260 , Size:
16]
bool bDisableTouchMoveInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3270 , Size: 1]
delegate OnPlayerControllerStateChangedDelegate;//[Offset: 0x3278 , Size: 16]
delegate OnPlayerNumOnPlaneChangedDelegate;//[Offset: 0x3288 , Size: 16]
delegate OnReconnectResetUIByPlayerControllerStateDelegate;//[Offset:
0x3298 , Size: 16]
delegate OnMemberVoiceDelegate;//[Offset: 0x32a8 , Size: 16]
delegate HideAllUIAfterDeadTipsShowDelegate;//[Offset: 0x32b8 , Size: 16]
Actor* InteractiveActor;//[Offset: 0x32c8 , Size: 8]
delegate OnVehicleWarKilledTrackerStartDelegate;//[Offset: 0x32d0 , Size: 16]
delegate OnVehicleWarKilledTrackerFinishDelegate;//[Offset: 0x32e0 , Size:
16]
delegate OnVehicleWarVehicleRepawnDelegate;//[Offset: 0x32f0 , Size: 16]
delegate OnShowGeneralGameTipsDelegate;//[Offset: 0x3300 , Size: 16]
FloatingTextComponent* FloatingTextComp;//[Offset: 0x3310 , Size: 8]
delegate OnTouchInterfaceChangedDelegate;//[Offset: 0x3330 , Size: 16]
<byte,ParachuteAnimAssetData> ParachuteAnimAssetCache;//[Offset: 0x3340 ,
Size: 80]
enum CurrentWeaponFunction;//[Offset: 0x3390 , Size: 1]
float WeaponFunctionChangingInterval;//[Offset: 0x3394 , Size: 4]
bool bWeaponFunctionIsChanging;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3398 , Size: 1]
float WeaponFunctionLastChangingTime;//[Offset: 0x339c , Size: 4]
WeatherConfigComponent* WeatherConfigComponent;//[Offset: 0x33a0 , Size: 8]
DynamicWeatherExMgr* DynamicWeatherExMgr;//[Offset: 0x33a8 , Size: 8]
bool bDstWeather;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x33b8 , Size: 1]
bool bDstWeatherFog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x33c8 , Size: 1]
delegate OnIndoorStateChangeDelegate;//[Offset: 0x33d0 , Size: 16]
double LastFlyLeapPlatfromTime;//[Offset: 0x35a8 , Size: 8]
bool bEnableDSErrorLogReport;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3600 , Size: 1]
bool InWateringRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3601 , Size: 1]
<int,int> ActivitdedIDMap;//[Offset: 0x3608 , Size: 80]
WeaponHitDetailInfo ShowWeaponHitDetailInfo;//[Offset: 0x3670 , Size: 24]
WeaponHitDetailInfo CacheWeaponHitDetailInfo;//[Offset: 0x3688 , Size: 24]
LastGameRemainItemData LastGameRemainItemData;//[Offset: 0x36a0 , Size: 56]
bool bAddMovementTickInSpect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x36d8 , Size: 1]
bool bIsOpenGraySceneOnDeath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x36da , Size: 1]
bool bSceneIsGrayOnDeath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x36db , Size: 1]
float FadeGrayInterpSpeed;//[Offset: 0x36dc , Size: 4]
void VW_Seat(int change);// 0x2ea41f4
void VisualizeItem();// 0x2ea41e0
void ViewVehicle(float YawAdd, float PitchAdd, Vector Loc);// 0x2ea40ec
void ViewPlane();// 0x2ea40d8
void VehicleWarOpenSequencerDelegate__DelegateSignature(out const
BattleOpenSequencerInfo SequencerInfo);// 0x37db6c4
void VehicleWarFireTakeDamagedEvent(Vector CauserLocation);// 0x2ea405c
void VehicleResetTo(float X, float Y, float Z);// 0x2ea3f6c
void VehicleMoveTo(float X, float Y, float Z);// 0x2ea3e7c
void UseZombieModeSkill();// 0x2ea3e68
void UserDropItemOperation(ItemDefineID DefineID);// 0x2ea3ddc
void UseItem(int ID);// 0x2ea3d60
void UpdateSurfboardUI();// 0x2ea3d4c
void UpdateSelfRevivalCountdown(int CurCountdown);// 0x2ea3cc8
void UpdatePoseViewPitchLimit();// 0x2ea3cb4
void UpdatePoseState(byte PoseType);// 0x2ea3c38
void UpdateBodyIndoorState(bool BodyIndoor);// 0x2ea3b74
void UnLoadAllCollision(bool Unload);// 0x2ea3af0
void TryReqMoveToTarget(int FollowType, FString FollowUID);// 0x2ea397c
void TriggerVehicleVoiceCheckFuction(STExtraVehicleBase* nowVehicle, Vector
posVector, float showTime);// 0x2ea3888
void TriggerShotVoiceCheckFuction(STExtraShootWeapon* nowWeapon, Vector
posVector, float showTime, bool isslience, bool isExplosion);// 0x2ea3704
void TriggerMoveVoiceCheckFuction(STExtraBaseCharacter* nowCharacter, Vector
posVector, float showTime);// 0x2ea3610
void TriggerGlassVoiceCheckFuction(Vector posVector, float showTime);//
0x2ea3558
void TouchMove(Vector Loc, byte FingerIndex);// 0x2ea34a0
bool TouchEnd(byte PressType);// 0x2ea3410
void TouchBegin(byte PressType);// 0x2ea3394
void ToggleVehicleSync(bool Val);// 0x2ea3310
void ToggleUserCmdDeltaSendAck(bool Val);// 0x2ea328c
void ToggleUserCmdDeltaFlag(bool Val);// 0x2ea3208
void ToggleUserCmdDeltaCheckSum(bool Val);// 0x2ea3184
void ToggleUserCmdDelta(bool Val);// 0x2ea3100
void ToggleServerAcknowledgePossession(bool Val);// 0x2ea307c
void ToggleOBTPPFollowFreeView();// 0x2ea3068
void ToggleEnableOBBulletTrackEffectSetting(bool bEnable);// 0x2ea2fe4
void ToggleCheatLocation(bool Val);// 0x2ea2f60
void TestMapMarkClient(int inAlertID, int IconID, int testFuncIndex);//
0x2ea2e70
void TestLowProbCircle(bool UseLowProb, int LoopCount);// 0x2ea2da8
void TestLaunchFly(float Speed);// 0x2ea2d2c
void TestInfectionAllCharacter();// 0x2ea2d18
void TestGlueHia(int GlueType, int GlueValue);// 0x2ea2c64
void TestAutoMoveToShootingMachine();// 0x2ea2c50
void TestAutoMoveToLocation(float X, float Y, float Z);// 0x2ea2b60
void TestAutoMoveToCharacter(FString TargetPlayerUID);// 0x2ea2a2c
void TempleStopMoving();// 0x2ea2a18
void TempleStartMoving();// 0x2ea2a04
void TempleSpawnBoss();// 0x2ea29f0
void TempleDisappear();// 0x2ea29dc
void TeleportToTemple(byte bOutCollisionTeleportPoint);// 0x2ea2960
void TeleportAIToLoc(float X, float Y, float Z);// 0x2ea2870
void TeamNoAlwaysRelevant();// 0x2ea285c
void TeamMateUAVStateChanged(STExtraPlayerState* STPlayerState,
TeamateStateUAVChangedCompressData ChangedCompressedData);// 0x2ea2788
void TeamMateStateChanged(STExtraPlayerState* STPlayerState,
Vector_NetQuantize100 Location, uint32 View, byte Roll, float Health, int VoiceID,
float Temperature);// 0x2ea259c
void SwitchViewTarget();// 0x2ea2588
void SwitchToTeamByNumPressed();// 0x2ea2574
void SwitchToPlayerByNumPressed();// 0x2ea2560
void SwitchToDeadBox();// 0x2ea254c
void SwitchShowUI();// 0x2ea2538
void SwitchPoseStateServer(STExtraBaseCharacter* TargetCharacter, byte
PoseState);// 0x2ea2448
void SwitchPoseStateFailedResponse(STExtraBaseCharacter* TargetCharacter,
byte FailedPoseState, byte CurPoseState, enum FailReason);// 0x2ea2310
void SwitchPoseStateClient(STExtraBaseCharacter* TargetCharacter, byte
PoseState);// 0x2ea2250
void SwitchMouseCursorShowState();// 0x2ea223c
void SwitchGenerateItem();// 0x2ea21dc
void SwitchCameraModeScope(byte Mode, STExtraBaseCharacter* InCharacter);//
0x2ea2124
void SwitchCameraModeByOrder();// 0x2ea2110
void SwitchCameraMode(byte Mode, STExtraBaseCharacter* InCharacter, bool
IsUseLerpFPP, bool IsForceSwitch);// 0x2ea1fc8
void SwapWeaponByPropSlotOnServer(byte Slot1, byte Slot2, bool bForce);//
0x2ea1ecc
void StopBuildingMode(bool HideUI, bool ShrinkMenu);// 0x2ea1df4
void StopAbsorb();// 0x2ea1d94
void StartReadyCountDown();// 0x2ea1d80
void StartLandOnGroundAfterJumpPlane();// 0x2ea1d6c
void StartInputCameraMoveTest(bool bIsStartInputCameraMoveTest, bool
bIsStartTestAllTime, float IntervalTime);// 0x2ea1c60
void StartGame();// 0x2ea1c4c
void StartFreeCamera(byte FigerIndex);// 0x2ea1bd0
void StartAirDropSpecified(float X, float Y);// 0x2ea1b1c
void StartAirDropBackupEnter(float X, float Y, int MaxPlaneNum);// 0x2ea1a2c
void StartAirDrop(int Index);// 0x2ea19b0
void StartAirAttackSpecified(float X, float Y, float Radius);// 0x2ea18c0
void StartAirAttack(int Index);// 0x2ea1844
void SpectatorCameraChange_Broadcast(bool bDie);// 0x2ea1780
void SpawnVehicleWithPath(FString Path, int Num);// 0x2ea1698
void SpawnVehicle();// 0x2ea1684
void SpawnFloatingTemple();// 0x2ea1670
void SpawnAllVehicle(FString Path);// 0x2ea15c8
void SpawnAITeam(int Num, int AITeamID, byte Difficulty);// 0x2ea14d8
void SpawnAI(int Num);// 0x2ea145c
void SoftReconnectRecoverData(UAEPlayerController* PC);// 0x2ea13e0
void ShutDownItemGenerate(bool IsOpen);// 0x2ea135c
void ShowWeaponRecordInfo();// 0x2ea1348
void ShowVaultEnable();// 0x2ea1334
void ShowStringMsg(const FString Message, FString FromPlayerName, int
MsgID);// 0x2ea10e8
void ShowResultWeaponRecordInfo();// 0x2ea10d4
void ShowPoints(const Vector[] Points, const Color Color, float LifeTime);//
0x2ea0fac
void ShowOpenSequence(float Time);// 0x2ea0f30
void ShowNavOperator();// 0x2ea0f1c
void ShowMovePath(const Vector[] Path);// 0x2ea0e6c
void ShowGameTips(int TipsID, FString Params);// 0x2ea0d7c
void ShowFireBtn(bool bShow);// 0x37db6c4
void ShowBulletShoot(Vector StartLoc, Rotator Rot);// 0x2ea0cbc
void ShowAnimationButton(bool IsShow, int NewUIType);// 0x2ea0bec
void ShowAllRoles();// 0x2ea0bd8
bool ShouldForceFPPView(STExtraPlayerCharacter* InCharacter);// 0x2ea0b48
void SetVirtualStickVisibility(bool bJSVisiable);// 0x2ea0ac4
void SetVirtualStickAutoSprintStatus(bool bVirtualstickAutoSprint);//
0x2ea0a40
void SetViewYawLimit(float YawMin, float YawMax);// 0x2ea098c
void SetViewTargetTest(Actor* NewViewTarget);// 0x2ea0910
void SetVehicleWeakTickEnable(bool Val);// 0x2ea088c
void SetUAETriggerEnable(bool IsEnbale);// 0x2ea0808
void SetTimeSpeedFactor(float Val);// 0x2ea078c
void SetTimeSpeedCheck(bool Val);// 0x2ea0708
void SetTeammateForbitPick(bool bForbit, int LogType);// 0x2ea0604
void SetStateLeftTime(int LeftTime);// 0x2ea0588
void SetSpeed(float Modifier);// 0x2ea050c
void SetSnowBoradRotationInAir(float Pitch, float Yaw, float Roll);//
0x2ea041c
void SetSkillFingerIndex(byte FingerIndex);// 0x2ea03a0
void SetSingleThreadUpdateAnim(bool InIsSingleThread);// 0x2ea031c
void SetServerLevelLoadingMode(bool bNewLoadAll);// 0x2ea0298
void SetScopeFingerIndex(bool TouchBegin, byte FingerIndex);// 0x2ea01d0
void SetReconnectZombieWaveDataToClient(const ZombieWaveUIState[]
ZombieWaveUIState, float PastTime);// 0x2ea0050
void SetPoisonFogEnable(bool IsEnbale);// 0x2e9ffcc
void SetPlayerTeamBodyInstMask(int Mask);// 0x2e9ff50
void SetPlayerMark(Vector Loc);// 0x2e9fe9c
void SetPlayerMapMultiMark(Vector NewLoc, bool bAdd, int MaxNum, bool
bClearAll);// 0x2e9fd08
void SetPlayerBodyInstMask(int Mask);// 0x2e9fc8c
void SetPlaneEnabled(bool InEnable);// 0x2e9fc08
void SetPeekFingerIndex(bool TouchBegin, byte FingerIndex, bool
AutoCancelPeek);// 0x2e9fafc
void SetParachuteAnimCached(byte AnimOverrideType, bool InValue);// 0x2e9fa3c
void SetObservingTime(float Time);// 0x2e9f9c0
void SetMovable(bool IsMovable);// 0x2e9f93c
void SetMaxHealth(float HP);// 0x2e9f8c0
void SetLowProbCircle(float X, float Y, float R, float Prob);// 0x2e9f798
void SetLocalUnPossesTest(bool bControllerSide, bool bPawnSide);// 0x2e9f6c8
void SetLaunchFlyStateOnServer(enum StateType);// 0x2e9f64c
void SetLaunchFlyState(enum StateType);// 0x2e9f5d0
void SetJoyStickScale(float JSScale);// 0x2e9f554
void SetJoyStickPtrFireMode(int FireMode);// 0x2e9f4d8
void SetJoystickOperatingMode(byte OperatingMode, float GoStraightAngle);//
0x2e9f420
void SetJoyStickOpacity(float JSOpacity);// 0x2e9f3a4
void SetJoyStickInteractionSize(Vector2D JSInteractionSize);// 0x2e9f32c
void SetJoyStickCenter(Vector2D JSCenter);// 0x2e9f2b4
void SetIsSnowy(bool bSnowy);// 0x2e9f230
void SetIsShowBlood(bool InIsShowBlood);// 0x2e9f1ac
void SetIsRainy(bool bRainy);// 0x2e9f128
void SetIsCacheReceiveRespawnZombie(bool isReceive);// 0x2e9f0a4
void SetIsBlizzard(bool bBlizzard);// 0x2e9f020
void SetInfectResetPlayerInterTime(float InterTime);// 0x2e9efa4
void SetHasResultState(bool InState);// 0x2e9ef20
void SetGameStateReconnectInfoToClient(ReConnectGameStateInfo
ReConnectInfo);// 0x2e9ed8c
void SetGameStateModeUI(const FString[] ModeUIMgr);// 0x2e9ec54
void SetFuelByPercent(float percent);// 0x2e9ebd8
void SetEnterInteractiveActor(Actor* IActor, bool IsIn);// 0x2e9eb18
void SetEnableWingAvatar(bool Val);// 0x2e9ea94
void SetEnableVoiceByPlayerKey(STExtraPlayerState* State, bool Enable);//
0x2e9e9d4
void SetDisableTouchMoveInput(bool bDisable);// 0x2e9e950
void SetCustomJumpPoint(float JmpX, float JmpY, float JmpRadius);// 0x2e9e860
void SetCustomFlightRoute(float StartX, float StartY, float EndX, float
EndY);// 0x2e9e738
void SetCurrentCameraFOV(float FOV, byte Mode);// 0x2e9e648
void SetControlRotation(out const Rotator NewRotation, FString CallSource);//
0x2e9e540
void SetCombatHitFeedback(bool Val);// 0x2e9e4bc
void SetClientSpawnAndBackpackWeaponReplicatedDataArray(uint32 CharacterGUID,
const ItemDefineID[] DataList);// 0x2e9e39c
void SetCircleInfoToClient(GetCircleInfo ReConnectInfo);// 0x2e9e250
void SetCircleCenter(FString PointString);// 0x2e9e1a8
void SetCirCenterFixed(bool Enable, float X, float Y);// 0x2e9e0a8
void SetBeKickedPlayerName(FString InPlayerName);// 0x2e9df74
void SetAutoMoveForward(bool Val);// 0x2e9def0
void SetAngledSightFingerIndex(bool TouchBegin, byte FingerIndex);//
0x2e9de28
void SetAllInfectedAreaLevel(int LevelId);// 0x2e9ddac
void SetAirDropEnable(bool Enable);// 0x2e9dd28
void SetAirAttackEnable(bool Enable);// 0x2e9dca4
void Set2x2ForceCircleLastR(float R);// 0x2e9dc28
void Set2x2ForceCircle(float X, float Y, float R);// 0x2e9db38
void Set2x2CircleCenter(int Index, float X, float Y);// 0x2e9da48
void Set2x2Circle3Center(float x1, float y1, float x2, float y2, float x3,
float y3);// 0x2e9d8a8
void ServerUseItem(ItemDefineID DefineID, BattleItemUseTarget Target, enum
Reason);// 0x2e9d718
void ServerUpdateShovelingState(Vector StartPos, Rotator ShovelingRotation,
float TimeStamp);// 0x2e9d5e0
void ServerUpdateCurrentBuildIndex(int8 idx);// 0x2e9d530
void ServerTriggerSelectGrenade(int GrenadeID);// 0x2e9d480
void ServerTriggerCharacterEntryEvent(enum EntryEvent);// 0x2e9d3d0
void ServerTriggerCharacterCustomEvent(byte SkillEvent);// 0x2e9d320
void ServerTestPaintDecal(int ID, const PlayerDecalData DecalData);//
0x2e9d1b4
void ServerStopFireNew(WeaponManagerBaseComponent* WeaponMangerComp,
STExtraShootWeapon* TargetWeapon, uint32 CurClipID, BulletInClip
CurBulletInClip);// 0x2e9cec4
void ServerStopFire(STExtraBaseCharacter* TargetCharacter,
STExtraShootWeapon* TargetWeapon, uint32 CurClipID, BulletInClip
CurBulletInClip);// 0x2e9cbd4
void ServerStopFillGas(STExtraShootWeapon* TargetWeapon);// 0x2e9cb24
void ServerStartPreBarrel(STExtraBaseCharacter* TargetCharacter, float
HandledTime);// 0x2e9ca34
void ServerStartOnPlaneSurvive(float P_PlaneFlyHeight, float
P_PlaneStartDistance, float P_PlaneFlySpeed, float P_HaveToJumpDistance, Vector
P_MapCenterLoc, Vector P_PlaneStartLoc, float P_PlaneStartYaw);// 0x2e9c7f4
void ServerStartFireNew(WeaponManagerBaseComponent* WeaponMangerComp,
STExtraShootWeapon* TargetWeapon, const StartFireInfo InStartFireInfo, float
MaxAimDistance, Vector2D ScreenAimRect);// 0x2e9c64c
void ServerStartFire(STExtraBaseCharacter* TargetCharacter,
STExtraShootWeapon* TargetWeapon, const StartFireInfo InStartFireInfo);// 0x2e9c518
void ServerStartFillGas(STExtraShootWeapon* TargetWeapon);// 0x2e9c468
void ServerStartBarrelNew(WeaponManagerBaseComponent* WeaponMangerComp,
STExtraShootWeapon* ShootWeapon);// 0x2e9c380
void ServerStartBarrel(STExtraBaseCharacter* TargetCharacter);// 0x2e9c2d0
void ServerSetShootType(STExtraBaseCharacter* TargetCharacter, byte
shootType);// 0x2e9c1e0
void ServerSetReloadMethod(Actor* TargetActor, byte reloadMethod,
STExtraShootWeapon* ShootWeapon);// 0x2e9c0b0
void ServerSetObsverLocation(const Vector locat);// 0x2e9c004
void ServerSetIsFreeView(bool isFreeView);// 0x2e9bf40
void ServerSetFreeCameraRotationOnVehicle(Rotator InRotation, bool
IsAutoReturn);// 0x2e9be38
void ServerSetFreeCamera(Rotator InRotation);// 0x2e9bd84
void ServerSetControlRotationOnVehicle(Rotator InRotation, bool
IsFreeCamera);// 0x2e9bc7c
void ServerSetControlRotation(const Rotator NewRotation);// 0x2e9bbd0
void ServerSendLogToLobby(FString ErrorLog);// 0x2e9bb28
void ServerReportWatchGamePlayerInfoButtonClick(uint64 WatchPlayer_UID,
uint64 WatchedPlayer_UID, float Duration);// 0x2e9ba00
void ServerReplicateExplosionEffect(class STExtraExplosionEffect Template,
Transform Trans, Actor* ActorOwner, Pawn* InstigatorPawn, enum method);// 0x2e9b820
void ServerRemoteDestroyActor(int SingleId);// 0x2e9b7a4
int ServerRemoteCreateActor(int TTeamId, int resID, Vector Position, Rotator
Rotation);// 0x2e9b664
void ServerReceiveThePlane(int64 TimeStamp);// 0x2e9b5b4
void ServerReceiveServerStateType(enum ReceivedType, enum ClientType, int64
TimeStamp);// 0x2e9b484
void ServerQuitSpectating();// 0x2e9b424
void ServerPickItem(ItemDefineID DefineID, BattleItemPickupInfo pickupInfo,
enum Reason);// 0x2e9b0b0
void ServerOpenParachute();// 0x2e9b050
void ServerObserveKiller();// 0x2e9aff0
void ServerObserveCharacter(uint32 InPlayerKey);// 0x2e9af40
void ServerObserveAirDropBox(int boxId);// 0x2e9ae90
void ServerNotifyAutoFollowStatus(bool IsStartFollow, STExtraBaseCharacter*
Target);// 0x2e9ad8c
void ServerKickPlayerFromGame(uint32 InPlayerKey);// 0x2e9acdc
void ServerJumpFromPlane();// 0x2e9ac7c
void ServerInterruptGame();// 0x2e9ac1c
void ServerHearSound(int AkEventID, const Vector AkLocation);// 0x2e9ab30
void ServerHandleMsg(enum Msg);// 0x2e9aa80
void ServerHandleHitDataArray(STExtraShootWeapon* TargetWeapon, const SACData
InAntiCheatData);// 0x2e9a964
void ServerGetTotalPlayers();// 0x2e9a904
void ServerGetPlayerAliasInfoList();// 0x2e9a8a4
void ServerGetCircleInfo();// 0x2e9a844
void ServerFight();// 0x2e9a7e4
void ServerExitFromHelicopter(STExtraVehicleBase* ExitVehicle);// 0x2e9a734
void ServerExitFreeCamera();// 0x2e9a6d4
void ServerDropItem(ItemDefineID DefineID, int Count, enum Reason);//
0x2e9a588
void ServerDriveFireBalloon(STExtraFireBalloon* FireBalloon, bool
bNewDrive);// 0x2e9a484
void ServerDoPickupRevivalFlag();// 0x2e9a424
void ServerDisuseItem(ItemDefineID DefineID, enum Reason);// 0x2e9a318
void ServerControlFireBalloonMove(STExtraFireBalloon* FireBalloon, float
MoveUpValue);// 0x2e9a228
void ServerCMD_RPC(FString Cmd);// 0x2e9a14c
void ServerCMD(FString Cmd);// 0x2e9a0a4
void ServerClearTeammatesCache();// 0x2e9a044
void ServerChangeWeaponScheme(int Index);// 0x2e99f94
void ServerChangeWeaponFunction(enum NewWeaponFunction);// 0x2e99ee4
void ServerChangeStatePC(enum TargetStateType);// 0x2e99e68
void ServerChangeItemStoreArea(ItemDefineID DefineID, int InItemNum, enum
InItemStoreArea);// 0x2e99d1c
void SendStringMsg(FString Message, int MsgID, int ItemID);// 0x2e99bfc
void SendLogToLobbyOnece(byte LogType);// 0x2e99b80
void SendGameStateInitOK();// 0x2e99b20
void SendEndTouchScreenUICommand(out FString UIMsg);// 0x2e99a68
void SendDeviceInfo(const FString PlatformProfileName, const DeviceInfo
DeviceInfo);// 0x2e99928
void ScopeOut();// 0x2e99914
void ScopeIn();// 0x2e99900
void S2C_ResponseSkillPrompt(bool bShow, float RemainingTime, FString
PromptText, float TotalTime);// 0x2e9974c
void S2C_HelpOther(Character* HelpWho, bool IsTurnInfo, float
RemainingRescueTime);// 0x2e99608
void S2C_BeHelpedByOther(Character* ByWho, bool IsTurnInfo, float
RemainingRescueTime);// 0x2e994c4
void RunOnNextFrameEvent();// 0x2e994b0
void RunOnNextFrame__DelegateSignature();// 0x37db6c4
void RspGetVehiclePos(STExtraVehicleBase* SimVehicle, Vector pos);//
0x2e993f0
void RPC_UseInteractiveActor();// 0x2e99390
void RPC_ServerGlueHiaPark(int8 HeShui, const byte[] GlueHiaParkArr, uint32
HiaStatus, const byte[] GlueArg);// 0x2e991c8
void RPC_ServerCapbo(int8 BoCapC, int8 InBoType, const byte[] BoDataArr);//
0x2e99068
void RPC_Server_VehicleWarSetPlayerHasLogin();// 0x2e99008
void RPC_Server_ShootSpecialBullet(Transform LaunchTrans, STExtraShootWeapon*
TargetWeapon);// 0x2e98ee0
void RPC_Server_ShootSeekAndLockProjectileBullet(STExtraShootWeapon*
TargetWeapon, Transform Trans, int Pellet, ShootTimeData InShootTimeInf, const
SeekAndLockRPGBulletUploadData UploadData);// 0x2e98c10
void RPC_Server_ShootProjectileBullet(STExtraShootWeapon* TargetWeapon,
Transform Trans, int Pellet, ShootTimeData InShootTimeInf);// 0x2e98984
void RPC_Server_ShootGrenadeBullet(STExtraShootWeapon* TargetWeapon,
Transform Trans, int Pellet, ShootTimeData InShootTimeInf);// 0x2e986f8
void RPC_Server_SetRemainBoxIsSearched(PlayerRemainTombBox* RemainBox);//
0x2e98648
void RPC_Server_SetPlayerStateChoose(int choose);// 0x2e98598
void RPC_Server_SetMicphoneTLogToServer(const TLog_Micphone MicphoneTlog);//
0x2e984e4
void RPC_Server_SendLog(FString ErrorLog);// 0x2e98408
void RPC_Server_ReqHealth();// 0x2e983a8
void RPC_Server_ReportPeerVisualFieldActorList(const Actor*[]
VisualFieldActorList);// 0x2e982cc
void RPC_Server_PrintHP();// 0x2e9826c
void RPC_Server_NotifySwapMainWeaponFinished(byte Slot1, byte Slot2);//
0x2e9817c
void RPC_Server_NotifyServerUseSpot(SupplySpot* InSupplySpot);// 0x2e980cc
void RPC_Server_NotifyServerUseEnhancerSpot(EnhancerSpot* InEnhancerSpot);//
0x2e9801c
void RPC_Server_NotifyServerProjectileBulletImpact(const
ExplosionProjectileHitInfo InExProjectileHitInfo, ProjectileBulletBase* Bullet);//
0x2e97f30
void
RPC_Server_NotifyServerLaserProjectileBulletAutoExplode(ProjectileBulletBase*
Bullet, const ExplosionProjectileHitInfo InExpProjectileInfo);// 0x2e97e44
void RPC_Server_NotifyServerEnemyStep(STExtraBaseCharacter* nowCharacter,
Vector posVector, float showTime);// 0x2e97d10
void RPC_Server_NotifyServerEnemyShoot(STExtraShootWeapon* nowWeapon, Vector
posVector, float showTime, bool isslience);// 0x2e97b88
void RPC_Server_NotifyServerAddOpenedAirDropBoxes(const int[]
AirDropBoxIDArray);// 0x2e97aac
void RPC_Server_NotifyBreakWindow(UAEHouseActor* OwnerTarget,
UAEWindowRepData Window);// 0x2e977f8
void RPC_Server_NorifyServerClientHasFinishReconnectedWeaponSystem();//
0x2e97798
void
RPC_Server_NorifyServerClientHasFinishedHandleSpawnWeaponWithWeaponMgr(bool
bFinishAllWeapon, const ItemDefineID[] WeaponIDArray, WeaponManagerComponent*
WeaponMgr);// 0x2e97624
void RPC_Server_NorifyServerClientHasFinishedHandleSpawnWeapon(bool
bFinishAllWeapon, const ItemDefineID[] WeaponIDArray);// 0x2e974f0
void RPC_Server_NorifyServerAddFirstOpenedTreasureBoxes(const int[]
TreasureBoxIDArray);// 0x2e97414
void RPC_Server_NorifyServerAddFirstOpenedPlayerTombBoxes(const int[]
PlayerTombBoxIDArray);// 0x2e97338
void RPC_Server_NorifyServerAddFirstOpenedAirDropBoxes(const int[]
AirDropBoxIDArray);// 0x2e9725c
void RPC_Server_EquipWeaponBullet(STExtraShootWeapon* TargetWeapon, int
BulletID);// 0x2e9716c
void RPC_Server_ConfirmMisKill(uint32 bConfirm, const GameBaseInfo
ClientBaseInfo);// 0x2e97054
void RPC_Server_ClientHasReactivated();// 0x2e96ff4
void RPC_Server_ClientHasFinishedRecoverWeapon_New(STExtraWeapon* Weapon,
const WeaponReconnectReplicateData RecoverData);// 0x2e96eb0
void RPC_Server_ClientHasFinishedRecoverWeapon(STExtraWeapon* Weapon, const
WeaponReconnectReplicateData RecoverData);// 0x2e96d6c
void RPC_Server_ChangeWeaponState(STExtraWeapon* Weapon, byte StateType);//
0x2e96c7c
void RPC_Server_BattleStateTime(float InBattleStateTime);// 0x2e96bcc
void RPC_ReviveState_GiveUpRevive();// 0x2e96b6c
void RPC_RequireDynamicWeatherInfo(DynamicWeatherMgr* DynamicWeatherMgr);//
0x2e96abc
void RPC_RemoteCustomEventWithObjects(FString EventTag, FString CustomParam,
Object* TObject01, Object* TObject02);// 0x2e968fc
void RPC_RemoteCustomEventWithObject(FString EventTag, FString CustomParam,
Object* TObject);// 0x2e96774
void RPC_RemoteCustomEvent(FString EventTag, FString CustomParam);//
0x2e9662c
void RPC_PushDynamicWeatherInfo(DynamicWeatherMgr* DynamicWeatherMgr,
WeatherControllerRepData RepWeatherInfo);// 0x2e9654c
void RPC_OwnerClient_WeaponWarmUpEnd(STExtraWeapon* Weapon);// 0x2e9649c
void RPC_OwnerClient_SwapWeaponByPropSlot(byte Slot1, byte Slot2, bool
bForce);// 0x2e96358
void RPC_OwnerClient_SetTeammatesYouAttackFirstToClient(const FString[]
ListOnServer);// 0x2e96220
void RPC_OwnerClient_SetMurderInfo(FString murderName, const bool IsAI, const
uint64 InUID, const bool IsMurderSameTeam);// 0x2e96060
void RPC_OwnerClient_SetLastBreathMurder(FString MurderPlayerName, const bool
IsAI, const uint64 InUID, const bool IsMurderSameTeam);// 0x2e95ea0
void RPC_OwnerClient_SetCurrentWeaponVisible(bool bVisible);// 0x2e95ddc
void RPC_OwnerClient_PlayerEnableAttrModifier(bool bEnable, const
AttrModifyItem ItemData);// 0x2e95c40
void RPC_OwnerClient_PlayerConsumeItem(const ItemDefineID ID, int Count);//
0x2e95b4c
void RPC_OwnerClient_PlayerAddHealth(float AddVal, byte Reason);// 0x2e95a5c
void RPC_OwnerClient_PlayerAddEnergy(float AddVal, byte Reason);// 0x2e9596c
void RPC_OwnerClient_NotifyClientEquipWeaponAttachment(byte WeaponPropSlot,
const ItemDefineID DefineID, bool bEquip);// 0x2e95824
void RPC_OwnerClient_HandleAIShootBulletHit(Vector BulletStart, Vector
BulletEnd);// 0x2e9572c
void RPC_OwnerClient_ClientPlayItemOperationSound(int ItemSoundID, enum
ItemOperation, Actor* TargetActor);// 0x2e955fc
void RPC_GiveUpGame();// 0x2e9559c
void RPC_DrawDebug_Sphere(const Vector Center, float Radius, Color Color,
float LifeTime);// 0x2e9546c
void RPC_DrawDebug_Line(const Vector Start, const Vector End, Color Color,
float LifeTime);// 0x2e95340
void RPC_ClientSetVehicleSpawnServerTime(float STime);// 0x2e952bc
void RPC_ClientCoronaLab(byte bAllSwitch, const byte[] CoronaLab, uint32
CoronaState);// 0x2e9515c
void RPC_Client_UISetWidgetVisibility(FString WidgetTag, enum
IsVisibility);// 0x2e9506c
void RPC_Client_UISetWidgetText(FString WidgetTag, FString SText, int TextId,
FString Params);// 0x2e94eb4
void RPC_Client_UIOperateWidget(FString WidgetTag, FString SOperation,
FString Params);// 0x2e94d38
void RPC_Client_UICustomBehavior(FString BehaviorTag, FString BehaviorType,
FString Params);// 0x2e94bbc
void RPC_Client_SwitchWeapon(byte Slot, bool bUseAnimation, bool
bForceFinishPreviousSwitch, bool ignoreState);// 0x2e94a18
void RPC_Client_ShowNewCommonCountDown(float TotalTime, int StringId, int
TypeID);// 0x2e94920
void RPC_Client_RemoteDestroyActor(int SingleId);// 0x2e9489c
void RPC_Client_RemoteCreateActor(int SingleId, int TTeamId, int resID,
Vector Position, Rotator Rotation);// 0x2e9472c
void RPC_Client_PreSetBulletListInClip(STExtraShootWeapon* TargetWeapon,
BulletInClip CurBulletInClip);// 0x2e944d4
void RPC_Client_PlayerBulletHitVehicleSound(Vector Loc, Rotator Rot);//
0x2e943dc
void RPC_Client_OnDamageNotifyRecord(int DamagerID, bool bAI, float fHealth,
int OtherHealthStatus, float ShootDistance, int DamageType, FName CauserName);//
0x2e94198
void RPC_Client_NotifyHealth(float Health);// 0x2e940e8
void RPC_Client_InfectionShowKillNum(int ShowKillNum);// 0x2e94064
void RPC_Client_DestroyWeapon(FName LogicSocket, const ItemDefineID ID, bool
bEnableBroadcast);// 0x2e93f1c
void RPC_Client_ClientDisplayScoreChangeTips(WarPlayerStateScore
ScoreStruct);// 0x2e93e40
void RPC_Client_CircleRun(int Index, int TotalNum);// 0x2e93d58
void RPC_Client_BeginInteractiveProcess();// 0x2e93d3c
void RPC_Client_AirAttack(const AirAttackOrder airAttackOrderSrc);//
0x2e93c40
void RPC_CancelUseInteractiveActor();// 0x2e93be0
void RevivalTemateSuccess();// 0x2e93bc4
void RevivalTemateFail(FString Reason);// 0x2e93b14
float RetriveMobileContentScaleFactor();// 0x2e93ae0
void RetrievePlayerBattleResultData();// 0x2e93acc
void RestoreDefaultInteractionSize(int JSIndex);// 0x2e93a50
void RespHasSignalBar(bool bHas);// 0x2e939c4
void RespawnRecoverData(UAEPlayerController* PC);// 0x2e93948
void ResetVehicleEngine();// 0x2e93934
void ResetMissingUIUpdate();// 0x37db6c4
void RequireNetCullingDistanceByDevice();// 0x2e938d4
void RequireDeviceInfo();// 0x2e938b8
void RequestServerHandleMsg();// 0x2e93858
void RequestPlayerNewbieInfo();// 0x2e93844
void RequestHasSignalBar();// 0x2e937e4
bool RequestChangeWearInBattle(int newIndex);// 0x2e93754
bool RequestChangeWear(int newIndex);// 0x2e936c4
void ReqSwitchPersonPerspective(bool IsNewFPP);// 0x2e93600
void ReqRecordEnterIceMountain();// 0x2e935a0
void ReqLeaveVehicle();// 0x2e9358c
void ReqGetVehiclePos(STExtraVehicleBase* SimVehicle);// 0x2e934dc
void ReqExchangeVehicleCharacter(int Param);// 0x2e93460
void ReqEnterVehicle(float dis);// 0x2e933e4
void ReqEnterSnowBoard();// 0x2e933d0
void ReportWatchGamePlayerInfoButtonClick(float DuriationTime);// 0x2e93354
void ReportVehicleMoveFlow(const VehicleMoveFlow VehicleMoveFlow);//
0x2e93228
void ReportAntiCheatInfo();// 0x2e93214
void ReplaceVehicleWithPath(FString Path);// 0x2e9316c
void ReplaceVehicle();// 0x2e93158
void Rep_RefreshInteractiveActor();// 0x2e93144
void RemoveTouchMoveFinger(byte FingerIndex);// 0x2e930c8
void RemoveAllDoors();// 0x2e930b4
void ReleaseFire();// 0x37db6c4
void ReInitUIAfterReCreatePawn(UAEPlayerController* UAEPC);// 0x2e93038
void ReInitParachuteItem();// 0x2e93024
void RefreshTopMostUIPanel(byte Type);// 0x37db6c4
void RefreshShootDetailInfo();// 0x2e93010
void RefreshPickupFlagStatusDelegate__DelegateSignature();// 0x37db6c4
void RecoverStatusAfterReconnecting();// 0x2e92ff4
void RecordPathPoint();// 0x2e92fe0
void ReceiveClientRestart();// 0x37db6c4
void ReceiveBackpackComponent();// 0x2e92fc4
void PrintStringToScreen(FString inString, LinearColor TextColor, float
Duration);// 0x2e92ea0
void PrintMovementLog(int PrintLog);// 0x2e92e24
void PrintDownCollision();// 0x2e92e10
void PrintAllPickupWarpper();// 0x2e92dfc
void PressGrenade(bool isThrow);// 0x37db6c4
void PressFire(int FingerIndex);// 0x37db6c4
void PlayerLiveStateChangedInOB(enum State, Character* OwnerCharacter);//
0x2e92d44
void PlayerKillingDelegate__DelegateSignature();// 0x37db6c4
void PlayerEnterAreaDelegate__DelegateSignature(int AreaID);// 0x37db6c4
void PlayerDoEmoteDelegate__DelegateSignature(int EmoteIndex);// 0x37db6c4
void PlayerControllerToggleDelegate__DelegateSignature(bool bOpen);//
0x37db6c4
void PlayerControllerSelfPawnDeathDelegate__DelegateSignature();// 0x37db6c4
void PlayerControllerNotifyChangeToWalkingDead__DelegateSignature(bool
bCanChange, bool bIsWalkingDeadFinish);// 0x37db6c4
void PlayerControllerChangeToWalkingDeadRes__DelegateSignature(bool bSucc);//
0x37db6c4
void PlayerControllerChangeToWalkingDead__DelegateSignature();// 0x37db6c4
void PlayBattleSound(FString BankName, FString SoundName);// 0x2e92c34
void OpenParachute();// 0x2e92c20
void OnWeaponEquipAttachmentDelegate__DelegateSignature(STExtraShootWeapon*
Weapon, enum Type, bool bEquip);// 0x37db6c4
void OnWeaponEquipAttachment(byte WeaponPropSlot, out const ItemDefineID
DefineID, bool bEquip);// 0x37db6c4
void OnWeakGuidEventDelegate__DelegateSignature(int GuidID, Actor*
GuidActor);// 0x37db6c4
void OnWallFeedBack(bool _WallFeedBack);// 0x2e92b9c
void OnViewTargetSignalHPChanged(float NewSignalHP);// 0x2e92b20
void OnViewTargetPoseChanged(byte LastPose, byte NewPose);// 0x2e92a68
void OnViewTargetPlayerStateChanged();// 0x2e92a54
void OnViewTargetDetachedFromVehicle(STExtraVehicleBase* LastVehicle);//
0x2e929d8
void OnViewTargetChangeVehicleSeat();// 0x2e929c4
void OnViewTargetAttachedToVehicle(STExtraVehicleBase* InVehicle);//
0x2e92948
void OnVehicleWeaponIsReadyForFireDelegate__DelegateSignature();// 0x37db6c4
void OnVehicleWarVehicleRepawnDelegate__DelegateSignature();// 0x37db6c4
void OnVehicleWarKilledTrackerStartDelegate__DelegateSignature();// 0x37db6c4
void OnVehicleWarKilledTrackerFinishDelegate__DelegateSignature();//
0x37db6c4
void OnVehicleExitFreeCameraDelegate__DelegateSignature(bool bExit);//
0x37db6c4
void OnUseVehicleWarWeapon();// 0x2e92934
void OnUseVehicleWarItem();// 0x2e92920
void OnUseVehicleWarEyes();// 0x2e9290c
void OnUseMainSlot__DelegateSignature(byte Slot);// 0x37db6c4
void OnUseInventoryItemDelegate__DelegateSignature();// 0x37db6c4
void OnUnequipWeaponDelegate__DelegateSignature();// 0x37db6c4
void OnUITouchMoveDelegate__DelegateSignature(Vector Loc);// 0x37db6c4
static void OnTryReqMoveToTarget(const Object* WorldContextObject, int
FollowType, FString FollowUID);// 0x2e92760
void OnTouchInterfaceChangedDelegate__DelegateSignature();// 0x37db6c4
void OnTeammateTemperatureChangeDelegate__DelegateSignature();// 0x37db6c4
void OnTeammatesAllDie();// 0x2e9274c
void OnTeammateLogin(int InTeamID);// 0x2e926d0
void OnTeammateHPChangeDelegate__DelegateSignature();// 0x37db6c4
void OnTaskConditionDeactivedDelegate__DelegateSignature(byte
TaskConditionType, VariableSet* DataSource);// 0x37db6c4
void OnTaskConditionActivedDelegate__DelegateSignature(byte
TaskConditionType, VariableSet* DataSource);// 0x37db6c4
void OnTakeDamaged__DelegateSignature(float DamageAngel);// 0x37db6c4
void OnSwitchWeaponDelegate__DelegateSignature();// 0x37db6c4
void OnSwitchToTeamByNumPressed__DelegateSignature();// 0x37db6c4
void OnSwitchToPlayerByNumPressed__DelegateSignature();// 0x37db6c4
void OnSwitchCameraModeStartDelegate__DelegateSignature(byte CameraMode);//
0x37db6c4
void OnSwitchCameraModeEndDelegate__DelegateSignature(byte CameraMode);//
0x37db6c4
void OnStopWeakGuidDelegate__DelegateSignature();// 0x37db6c4
void OnStopFireDelegate__DelegateSignature();// 0x37db6c4
void OnStartFireDelegate__DelegateSignature();// 0x37db6c4
void OnStartAutoSprintCountDown__DelegateSignature();// 0x37db6c4
void OnSpectatorChange__DelegateSignature();// 0x37db6c4
void OnSpectatorCameraChange(bool bDie);// 0x37db6c4
void OnSpawnVehicleServerTimeUpdatedDelegate__DelegateSignature();//
0x37db6c4
void OnShowSkillPromptDelegate__DelegateSignature(bool IsShowPrompt, float
LastTime, FString PromptText, float TotalTime, bool bCanCancelSkill);// 0x37db6c4
void OnShowGeneralGameTipsDelegate__DelegateSignature(int TipsID, FString
Params);// 0x37db6c4
void OnShowAutoSprintButton__DelegateSignature(bool Visible, Vector2D
showPos, bool IsInside);// 0x37db6c4
void OnShowAnimationButton(bool IsShow, int NewUIType);// 0x2e92600
void OnSetChangeCharacterState__DelegateSignature(byte ChangeState);//
0x37db6c4
void OnServerFinishPickupRevivalFlag();// 0x2e925e4
void OnServerCharacterSignalHPChangeDelegate__DelegateSignature(float
CurrentSignalHP);// 0x37db6c4
void OnRevivalAndEnterAirplane__DelegateSignature();// 0x37db6c4
void OnRepTeammateChange__DelegateSignature();// 0x37db6c4
void OnRepTeammateAvatarDisplayInfoChange__DelegateSignature();// 0x37db6c4
void OnRepPlayerState__DelegateSignature();// 0x37db6c4
void OnRepNotify_SetBattleOwner();// 0x2e925d0
void OnRepNotify_ServerHitEnemyReplicatedData();// 0x2e925bc
void OnRep_WeatherFog();// 0x2e925a8
void OnRep_WeaponSystemReconnectReplicateData();// 0x2e92594
void OnRep_WeaponFunctionChanged();// 0x2e92580
void OnRep_WeaponAvatarDataList();// 0x2e92564
void OnRep_UsedSimulation();// 0x2e92548
void OnRep_SwitchWeather();// 0x2e92534
void OnRep_STExtraBaseCharacter();// 0x2e92520
void OnRep_SpawnAndBackpackWeaponReplicatedDataWithMgr();// 0x2e9250c
void OnRep_SpawnAndBackpackWeaponReplicatedDataArray();// 0x2e924f8
void OnRep_ShowWeaponHitDetailInfo();// 0x2e924e4
void OnRep_ServerStateType();// 0x2e924d0
void OnRep_RefreshTotalPlayers();// 0x2e924bc
void OnRep_RefreshAirDropBox();// 0x2e924a8
void OnRep_Plane();// 0x2e92494
void OnRep_ObservedItemList();// 0x2e92480
void OnRep_InWateringRangeBP();// 0x37db6c4
void OnRep_InWateringCRange();// 0x2e9241c
void OnRep_InitialEquipmentAvatar();// 0x2e92400
void OnRep_InitialConsumableAvatar();// 0x2e923e4
void OnRep_ImprisonmentTeammateSucess();// 0x2e923d0
void OnRep_GameStateMsgType();// 0x2e923bc
void OnRep_ForbitPickEffect();// 0x2e923a8
void OnRep_ForbitPick();// 0x2e92394
void OnRep_FiringPlayerList();// 0x2e92380
void OnRep_EnableDeathPlaybackDelay();// 0x2e9236c
void OnRep_DeadTombBox();// 0x2e92358
void OnRep_CanOpenParachute();// 0x2e92344
void OnRep_CanJump();// 0x2e92330
void OnRep_CanImprisonmentTeammate();// 0x2e9231c
void OnRep_BattleSceneAvatarDisplayInfoList();// 0x2e92308
void OnRep_BackpackComponent();// 0x2e922f4
void OnRemoveMainSlot__DelegateSignature(byte Slot);// 0x37db6c4
void OnReleaseScreen__DelegateSignature(byte FingerIndex);// 0x37db6c4
void OnReleaseFireBtnDelegate__DelegateSignature();// 0x37db6c4
void OnReleaseFire();// 0x2e922e0
void
OnReconnectResetUIByPlayerControllerStateDelegate__DelegateSignature();// 0x37db6c4
void OnReconnected__DelegateSignature();// 0x37db6c4
void OnReceiveHasSignal__DelegateSignature(bool HasSignal);// 0x37db6c4
void OnRank__DelegateSignature(int Kills, int Rank);// 0x37db6c4
void OnPressVehicleWarMatchData();// 0x2e922cc
void OnPressVampireClothSlotBtn();// 0x2e922b8
void OnPressTurnplateQuickMsgBtn();// 0x2e922a4
void OnPressTriggerEntireMapBtn();// 0x2e92290
void OnPressShowTagVehileSeatListBtn();// 0x2e9227c
void OnPressRolewearChangeBtn(int Index);// 0x2e92200
void OnPressItemSKillBtn();// 0x2e921ec
void OnPressFire();// 0x2e921d8
void OnPressBackpackBtn();// 0x2e921c4
void OnPostTakeDamageForBP__DelegateSignature(float Damage, out const
DamageEvent DamageEvent, Actor* Victim, Actor* DamageCauser);// 0x37db6c4
void OnPlayerUseRecoverItem();// 0x2e921b0
void OnPlayerStateChanged();// 0x2e9219c
void OnPlayerReConnected(int LostPlayerKey);// 0x2e920ec
void OnPlayerPutDownAllPropDelegate__DelegateSignature();// 0x37db6c4
void OnPlayerPutDownActorDelegate__DelegateSignature(STExtraBaseCharacter*
TargetPlayer, Actor* TargetActor);// 0x37db6c4
void OnPlayerPickUpActorDelegate__DelegateSignature(byte
SurvivePickUpGlobalCategory, int ID);// 0x37db6c4
void OnPlayerNumOnPlaneChangedDelegate__DelegateSignature();// 0x37db6c4
void OnPlayerNameChange__DelegateSignature(FString changedplayername);//
0x37db6c4
void OnPlayerLostConnection(int LostPlayerKey);// 0x2e9203c
void OnPlayerInOutWhiteCircleChangedDelegate__DelegateSignature(bool
bIsInWhiteCircle);// 0x37db6c4
void OnPlayerHitFireBtn(bool bIsRightBtn);// 0x2e91fb8
void OnPlayerFinalAssistKill__DelegateSignature();// 0x37db6c4
void OnPlayerControllerStateChangedDelegate__DelegateSignature(enum
StateType);// 0x37db6c4
void OnPlayerClickDriveBtn();// 0x2e91fa4
void OnPlayerChangeWearingDone__DelegateSignature(int Index, float
LastTime);// 0x37db6c4
void OnPlayerChangeWearingAnimFinished__DelegateSignature(int Reason);//
0x37db6c4
void OnPlayerCanGetInVehicle(bool CanGetInVehicle);// 0x2e91e44
void OnPickupItemDelegate__DelegateSignature(int ItemID, int Count,
STExtraPlayerController* PC);// 0x37db6c4
void OnPickUpExpand();// 0x2e91de0
void OnPickUpCollapsed(bool isCollapsed);// 0x2e91d5c
void OnOneTeamPlayerHPChangeDelegate__DelegateSignature(int Index);//
0x37db6c4
void OnOneFloatValueDelegate__DelegateSignature(float TheValue);// 0x37db6c4
void OnOccupyNewbieGuide(int inGuideID);// 0x2e91ce0
void OnObserverLevelLoaded();// 0x2e91ccc
void OnObservedUsingWeaponChanged();// 0x2e91cb8
void OnObservedPoisonFogStageChanged();// 0x2e91ca4
void OnObservedItemsChanged();// 0x2e91c90
void OnObservedBulletNumChanged();// 0x2e91c7c
void OnNightStateChangedDelegate__DelegateSignature();// 0x37db6c4
void OnNewbieGuideHandlePickUp(int inPickUpID);// 0x2e91c00
void OnMemberVoiceDelegate__DelegateSignature(int member, int Status);//
0x37db6c4
void OnMapMarkChangeDelegate__DelegateSignature(int TeamMateSerialNumber);//
0x37db6c4
void OnLostConnection__DelegateSignature();// 0x37db6c4
void OnLocalCharacterTemperatureChangeDelegate__DelegateSignature(float
currentTP, float ratioHP);// 0x37db6c4
void OnLocalCharacterSignalHPRemaingingTimeDelegate__DelegateSignature(float
RemainingTime);// 0x37db6c4
void OnLocalCharacterSignalHPChangeDelegate__DelegateSignature(float
CurrentSignalHP, float PreSignalHP, float RatioSignalHP);// 0x37db6c4
void OnLocalCharacterHPChangeDelegate__DelegateSignature(float currentHP,
float ratioHP);// 0x37db6c4
void OnLandOnGroundAfterJumpPlaneEnd();// 0x37db6c4
void OnKillerNotify(Actor* Killer);// 0x2e91b84
void OnItemOperCount(ItemDefineID DefineID, enum OperationType, int Count);//
0x2e91a80
void OnItemOperationInfo(BackpackComponent* Sender, out const
ItemOperationInfo ItemOperationInfo);// 0x2e919a8
void OnItemOperation(ItemDefineID DefineID, enum OperationType, byte
Reason);// 0x2e918a4
void OnInterruptAutoSprintCountDown__DelegateSignature();// 0x37db6c4
void OnInfectionShowTipMsgDelegate__DelegateSignature(int MsgID, int IconID,
float showTime, float DelayTime);// 0x37db6c4
void OnInfectionPlaySoundEvent__DelegateSignature(int SoundID);// 0x37db6c4
void OnIndoorStateChangeDelegate__DelegateSignature();// 0x37db6c4
void OnHandleCameraModeChangedDelegate__DelegateSignature(byte CameraMode);//
0x37db6c4
void OnGameStateChange__DelegateSignature(FName GameState);// 0x37db6c4
void OnGameStartDelegate__DelegateSignature();// 0x37db6c4
void OnGameStartCountDownDelegate__DelegateSignature(float CountdownTime);//
0x37db6c4
void OnGameModeStateChanged();// 0x37db6c4
void OnFingerMove__DelegateSignature(Vector Loc);// 0x37db6c4
void OnExitGame__DelegateSignature();// 0x37db6c4
void OnEquipWeaponDelegate__DelegateSignature();// 0x37db6c4
void OnEquipmentWeaponAvatarChange__DelegateSignature();// 0x37db6c4
void OnEquipmentAvatarChange__DelegateSignature();// 0x37db6c4
void OnEnterBattleResultStep();// 0x2e91890
void OnDropItemDelegate__DelegateSignature(int ItemID, int Count,
STExtraPlayerController* PC);// 0x37db6c4
void OnDoubleClickCheckDelegate__DelegateSignature(byte FingerIndex);//
0x37db6c4
void OnDeathBoxSpawnedDelegate__DelegateSignature(Transform
SpawnTransform);// 0x37db6c4
void OnDeadBoxExpand();// 0x2e9187c
void OnDeadBoxCollapsed(bool isCollpased);// 0x2e917f8
void OnDamageToOtherDelegate__DelegateSignature(float damageToOther);//
0x37db6c4
void OnConsumableAvatarChange__DelegateSignature();// 0x37db6c4
void OnClientWillGotoSpectating();// 0x2e917e4
void OnClientReportPeerVisualFieldAcotrList__DelegateSignature(int CamId,
Actor*[] PeerVisualFieldActorList);// 0x37db6c4
void OnClickVehicleWarBuff();// 0x2e917d0
void
OnCharacterVehicleCheckVoiceTriggerDelegate__DelegateSignature(STExtraVehicleBase*
nowVehicle, Vector posVector, float showTime);// 0x37db6c4
void
OnCharacterShotCheckVoiceTriggerDelegate__DelegateSignature(STExtraShootWeapon*
nowWeapon, Vector posVector, float showTime, bool isslience, bool isExplosion);//
0x37db6c4
void OnCharacterRecoveryHealthEvent();// 0x2e917bc
void OnCharacterRecoveryHealth__DelegateSignature();// 0x37db6c4
void
OnCharacterNearDeathOrRescueingOtherNotifyDelegate__DelegateSignature(bool
IsNearDeath, bool IsRescueingOther);// 0x37db6c4
void
OnCharacterMoveCheckVoiceTriggerDelegate__DelegateSignature(STExtraBaseCharacter*
nowCharacter, Vector posVector, float showTime);// 0x37db6c4
void OnCharacterGlassCheckVoiceTriggerDelegate__DelegateSignature(Vector
posVector, float showTime);// 0x37db6c4
void OnCharacterCurrentActivityIDRep(int CurrentActivityID);// 0x2e91738
void OnCharacterCheckVoiceTriggerDelegate__DelegateSignature(Actor* nowActor,
float checkDis);// 0x37db6c4
void OnCharacterBreathChangeDelegate__DelegateSignature(float currentBR,
float ratioBR, Character* OwnerCharacter, int HealthStatus);// 0x37db6c4
void OnCharacterAntidoteChangeDelegate__DelegateSignature(float
FAntidoteExeTime, float FAntidoteMaxTime);// 0x37db6c4
void OnChangeBattleOwnerDelegate__DelegateSignature();// 0x37db6c4
void OnCapboReturn(int8 BoCapC, int InBoType, out const byte[] RetData);//
0x2e91604
void OnBuyRevivalTeammate(int TeammateIndex);// 0x2e91580
void OnBuyRevivalSign();// 0x2e91564
void OnBackpackMainSlot__DelegateSignature(byte Slot);// 0x37db6c4
void OnAutoSprintActive__DelegateSignature();// 0x37db6c4
void OnAssociationOperation(ItemDefineID DefineID, ItemDefineID
TargetDefineID, enum OperationType, byte Reason);// 0x2e91414
void On3DTouchForceChangeDelegate__DelegateSignature();// 0x37db6c4
void ObserveWhoKilledMe();// 0x2e91400
void ObserveClientSetPoisonSmogStage(int SmogStage);// 0x2e91350
void ObserveCharacter(FString InPlayerName);// 0x2e9121c
void ObserveAirDropBox(int boxId);// 0x2e911a0
void OBCameraTurnSlower();// 0x2e9118c
void OBCameraTurnFaster();// 0x2e91178
void OBCameraMoveSlower();// 0x2e91164
void OBCameraMoveNear();// 0x2e91150
void OBCameraMoveFaster();// 0x2e9113c
void OBCameraMoveFar();// 0x2e91128
void NotifyOpenSequencer(BattleOpenSequencerInfo Info);// 0x2e90f8c
void NotifyObserverFinalDamage(float FinalDamage, int AttackerTeamID,
STExtraBaseCharacter* VictimCharacter);// 0x2e90e90
void NotifyIsInResultView(bool isInResultView);// 0x2e90e0c
void NotifyInOutPickUpActorWrapperBP(bool bIsIn);// 0x37db6c4
void MoveUp(float Rate);// 0x2e90d90
void MoveToVehicle(int ItemID);// 0x2e90d14
void MoveToNearestVehicle(float IgnoreDistance);// 0x2e90c98
void MoveToItem(int ItemID);// 0x2e90c1c
void MoveToAIByDropItem(int ItemID);// 0x2e90ba0
void MoveToAI();// 0x2e90b8c
void MoveTo(float X, float Y, float Z);// 0x2e90a9c
void MoveTempleToSelf();// 0x2e90a88
void ModifyTouchIndex(Vector Loc, byte FingerIndex);// 0x2e909d0
void ModifyStreamingDistance(int Distance);// 0x2e90954
void MemberVoice(int member, int Status);// 0x37db6c4
void MarkStartFireFrame();// 0x2e90940
void MakeVehicleFly(int isFly, bool bIsUp);// 0x2e90880
void LogAIItemCount(int ItemID, float Distance);// 0x2e907c8
void LocalProfileFootprint();// 0x2e907b4
void LocalGetGameStateReconnectInfo();// 0x2e907a0
void LoadAllLand(bool bLoadAll);// 0x2e9071c
void LerpFPPCamera();// 0x2e90708
void KillSomeOne(FString InPlayerName);// 0x2e90660
void KillAllEnermyVehicle();// 0x2e9064c
void KillAll();// 0x2e90638
void Kill(int GivenNumber);// 0x2e905bc
void KickPlayerFromGame();// 0x2e905a8
void JumpFromPlane();// 0x2e90594
void JoystickTriggerSprint(bool bIsSprint);// 0x37db6c4
bool IsViewTarget(const Actor* pActor);// 0x2e904fc
bool IsUse3DTouch();// 0x2e904c4
bool IsTouchToRotControl();// 0x2e90484
bool IsTombBoxTeammate(const PlayerTombBox* TombBox);// 0x2e903f4
bool IsTeammate(const STExtraBaseCharacter* InCharacter);// 0x2e90364
bool IsShowBlood();// 0x2e90344
bool IsSameTeam(Pawn* Other);// 0x2e902b4
bool IsReleasePosInAimBtnRange(Vector Loc);// 0x2e9021c
bool IsParachuteAnimCached(byte AnimOverrideType);// 0x2e9018c
bool IsMurderSelfDefense(FString InformMurderName);// 0x2e900d0
bool IsMoveable_DontConsiderFollowingState();// 0x2e90098
bool IsMoveable();// 0x2e90060
bool IsLastBreathOrRescueingOther();// 0x2e90028
bool IsInRevival();// 0x2e8fff0
bool IsInPlane();// 0x2e8ffb8
bool IsInParachuteOpen();// 0x2e8ff80
bool IsInParachuteJump();// 0x2e8ff48
bool IsInParachute();// 0x2e8ff10
bool IsInObservingPlayback();// 0x2e8fed8
bool IsInInitial();// 0x2e8fea0
bool IsInFreeCameraView();// 0x2e8fe80
bool IsInFinish();// 0x2e8fe48
bool IsInFight();// 0x2e8fe10
bool IsInDeathReplay();// 0x2e8fdd8
bool IsInDead();// 0x2e8fda0
bool IsForbitPickMakeEffect();// 0x2e8fd68
bool IsForbitPick(out const FName TombName);// 0x2e8fcc8
bool IsCharacterCanEnterVehicle(STExtraVehicleBase* InVehicle, enum
SeatType);// 0x2e8fbf4
bool IsCanViewEnemy();// 0x2e8fbbc
bool IsCanImprisonmentTeammate();// 0x2e8fb84
bool IsCacheReceiveRespawnZombie();// 0x2e8fb4c
bool IsAllowActorTouchMove();// 0x2e8fb14
bool IsAGMPlayer();// 0x2e8fadc
void InsertGrenadeIDToName(int GrenadeID, FName Name);// 0x2e8fa24
void InsertGrenadeIDInOrder(int GrenadeID);// 0x2e8f9a8
void InputCameraMoveTest(float DeltaSeconds);// 0x2e8f92c
void InitWeatherConfigComponent();// 0x2e8f918
void InitTaskDatas(uint32 InPlayerKey);// 0x2e8f89c
void InitTaskDataDelegate__DelegateSignature(int TaskID, int process, FString
ext_info);// 0x37db6c4
void InitTaskData(int TaskID, int process, FString ext_info);// 0x2e8f6e4
void InitTaskComponent();// 0x2e8f6d0
void InitNewbieComponent(out const int[] FinishedGuide, out const int[]
FinishedCounts, int PlayerLevel, int PlayerExperienceType);// 0x37db6c4
void InitJoyStickAfterActivation();// 0x37db6c4
void InitCollectionDataDelegate__DelegateSignature(int ItemID, int
CurrentCount, int TotalCount);// 0x37db6c4
void InitCollectionData(int ItemID, int CurrentCount, int TotalCount);//
0x2e8f5e0
void IniClientCoronaLab();// 0x2e8f5cc
void InfectionSelectZombieDelegate__DelegateSignature(enum TargetPawnType);//
0x37db6c4
void InfectionEndRound();// 0x2e8f5b8
void ImprisonmentTeammate(FString TeammateName, bool IsSelfDef);// 0x2e8f484
void HideAllUIAfterDeadTipsShowDelegate__DelegateSignature();// 0x37db6c4
void HandleUpdateShovelingRelease();// 0x2e8f470
void HandleUpdateShovelingPressed();// 0x2e8f45c
void HandleUpdateShoveling();// 0x2e8f448
void HandleTogglePlayerListInOB();// 0x2e8f434
void HandleToggleOBTeamList(bool InShow);// 0x2e8f3b0
void HandleToggleMapInOB();// 0x2e8f39c
void HandleToggleHitDamageDisplay();// 0x2e8f388
void HandleSwitchToTeammatePrev();// 0x2e8f374
void HandleSwitchToTeammateNext();// 0x2e8f360
void HandleSwitchToTeam(int InTeamID);// 0x2e8f2e4
void HandleSwitchToPlayerIndex(int InPlayerIndex);// 0x2e8f268
void HandleLeaveFreeViewInOB();// 0x2e8f254
void HandleLandOnGroundEnd();// 0x2e8f240
void HandleFlyLeapPlatform();// 0x2e8f1e0
void HandleEnterFreeViewInOB();// 0x2e8f1cc
void HandleDynamicWeatherChanged(DynamicWeatherMgr* WeatherMgr, out const
WeatherChangeEvent Event);// 0x2e8f100
void HandleClientHasReactivated();// 0x2e8f0ec
void HandleCameraModeChanged(byte NewMode, STExtraBaseCharacter*
InCharacter);// 0x2e8f034
int GotoSpectating(int TeammatePlayerid);// 0x2e8efa0
void GotoFlying();// 0x2e8ef8c
void GotoDoubleCircleEdge(float Z);// 0x2e8ef10
void GMTeleport(FName Teleporter);// 0x2e8ee94
void GMSpawnTrueAI(int playerCount);// 0x2e8ee18
void GMSetScalarParam(FString Name, FString ShaderName, float Value);//
0x2e8ebcc
void GMSetCampId(int CamId);// 0x2e8eb50
void GMSetBoolPoisonCircle();// 0x2e8eb3c
void GMSetBoolAirDrop();// 0x2e8eb28
void GMSetBoolAirAttack();// 0x2e8eb14
void GMSetBoolAI();// 0x2e8eb00
void GMSendDailyTaskReport();// 0x2e8eaec
void GMOpenWeather(int OpenWeatherID);// 0x2e8ea70
void GMFormationAITeam();// 0x2e8ea5c
void GMEnableRandom();// 0x2e8ea48
void GMEnableAllComponent();// 0x2e8ea34
void GMDisableRandom();// 0x2e8ea20
void GMDisableAllComponent();// 0x2e8ea0c
void GMCloseWeather(int CloseWeatherID);// 0x2e8e990
void GMChangeWeaponScheme(int InIndex);// 0x2e8e914
void GMChangeFinalCircleAI();// 0x2e8e900
void GMBroastSyncTaskInfo();// 0x2e8e8ec
int GetWriteCircleDistance();// 0x2e8e8b8
WeatherConfigComponent* GetWeatherConfigComponent();// 0x2e8e884
static WeaponHitDisanceSectionArray GetWeaponHitDistanceSectionByID(int
ID);// 0x2e8e790
int GetWeaponDIYPlanID(int WeaponId);// 0x2e8e704
int GetWeaponAvatarItemId(int BPID);// 0x2e8e670
int GetWeaponAvatarID(int WeaponId, bool isGrenade);// 0x2e8e5a0
float GetViewPortDPIScale();// 0x2e8e564
VehicleUserComponent* GetVehicleUserComp();// 0x2e8e530
bool GetUseMotionControlLog();// 0x2e8e4f8
bool GetUseMotionControlEnable();// 0x2e8e4c0
int GetUnlockWearCount();// 0x2e8e48c
float GetTouchForce(byte FingerIndex);// 0x2e8e400
Actor* GetThePlane();// 0x2e8e3e4
STExtraPlayerState* GetTeammatePlayerStateFromPlayerTombBox(const
PlayerTombBox* TombBox);// 0x2e8e358
SpringArmComponent* GetTargetedSpringArm();// 0x2e8e324
int GetStatTriangles();// 0x2e8e2f0
FString GetStatMemory();// 0x2e8e24c
int GetStatDrawCalls();// 0x2e8e218
int[] GetSpecialAreaList();// 0x2e8e174
int GetSpecialAreaID();// 0x2e8e140
SIslandInactiveClearComponent* GetSIslandInactiveClearComponent();//
0x2e8e10c
Rotator GetSensibilityRate(bool bIsMotionControl);// 0x2e8e074
BattleSceneAvatarDisplayInfo GetSelfAvatarDisplayInfo();// 0x2e8df4c
int GetRevivalCountDownTime();// 0x2e8df18
FString GetRemarkNameByGID(FString actorName, FString actorUID);// 0x37db6c4
QuickSignComponent* GetQuickSignComponent();// 0x2e8dee4
STScreenAppearanceComponent* GetPlayerScreenAppearanceComponent();//
0x2e8deb0
PlayerInfoInOB GetPlayerInfoInOBByName(FString InPlayerName);// 0x2e8dce0
STExtraBaseCharacter* GetPlayerCharacterSafety();// 0x2e8dcac
AnimationAsset* GetParachuteAnimAsset(byte AnimType, byte
AnimOverrideType);// 0x2e8dbe4
Transform GetPaintDecalTargetTransform();// 0x2e8db90
ObservingReplay* GetObservingPlayback();// 0x2e8db5c
Vector GetNewestAirDropBoxPos();// 0x2e8db24
PlayerInfoInOB[] GetNearPlayerList();// 0x2e8da0c
FString GetMurderUIDStr();// 0x2e8d954
FString GetMurderName();// 0x2e8d8b0
bool GetMurderIsAI();// 0x2e8d878
BattleItemData[] GetMultiItemFromItemList(int[] ItemSpecifiedID);// 0x2e8d670
byte GetMaxTouchForceFinger();// 0x2e8d62c
Vector2D GetJoyStickVisualSize();// 0x2e8d5f8
Vector2D GetJoyStickCenter();// 0x2e8d5c4
int GetItemUseSpecialAreaID(int ItemID);// 0x2e8d538
bool GetIsRespawn();// 0x2e8d518
bool GetIsMurderSameTeam();// 0x2e8d4e0
bool GetIsFreeCamera();// 0x2e8d4c0
enum GetInfectionPawnSubType();// 0x2e8d48c
enum GetInfectionPawnMainType();// 0x2e8d458
void GetGameStateReconnectInfoOnServer();// 0x2e8d3f8
void GetGameScreenSize();// 0x2e8d3e4
void GetGameResult();// 0x2e8d3d0
LastGameRemainItemData GetGameRemainItems();// 0x2e8d2f8
int GetFriendDistance();// 0x2e8d2c4
Vector GetFocalLocation();// 0x2e8d284
FString GetFinalMurderName();// 0x2e8d184
WeaponHitDetailInfo GetDetailHitInfo();// 0x2e8d06c
void GetDailyTaskReportData(out DailyTaskReportInfo ResultData);// 0x2e8cf28
enum GetCurrentStateType();// 0x2e8cef4
Vector GetCurrentLevelOffset();// 0x2e8cebc
STExtraPlayerState* GetCurPlayerState();// 0x2e8ce88
int GetCurPlayerId();// 0x2e8ce54
STExtraBaseCharacter* GetCurPlayerCharacter();// 0x2e8ce20
Vector GetCurPawnLocation();// 0x2e8cde8
Pawn* GetCurPawn();// 0x2e8cdb4
float GetCurFPS();// 0x2e8cd80
Rotator GetControlLookRotation();// 0x2e8cd40
Vector GetControlLookPoint(int LineTraceRange, out bool HitTaget);//
0x2e8cc5c
BattleItemData[] GetClothingInAllBackpack(int Index);// 0x2e8cafc
class Object GetClassFromBPClassManager(class Object BaseClass);// 0x2e8ca70
ChatComponent* GetChatComponent();// 0x2e8ca3c
BackpackComponent* GetBackpackComponent();// 0x2e8ca08
SearchedTombBoxAndWrapperListResult[] GenerateAirDropData(int boxId);//
0x2e8c8a4
void GameModeGotoNextState();// 0x2e8c890
void GameModeGotoFightingState();// 0x2e8c87c
void FreeCameraTouchMove(Vector Loc, byte FingerIndex);// 0x2e8c7c4
void ForceServerSetControlRotationOnVehicle();// 0x2e8c7b0
void ForceReleaseCurTouchMoveFinger();// 0x2e8c79c
void ForceDropItemsWithType(int TypeItem);// 0x2e8c720
void ForceDropAllItem();// 0x2e8c70c
void FlushItem(int onlyStatic);// 0x2e8c690
void FireTakeDamagedEvent(Vector CauserLocation);// 0x2e8c614
void FireOrGrenade();// 0x2e8c600
void FindAIDropItem(int ItemID);// 0x2e8c584
void Fight();// 0x2e8c570
void FadeSceneToGrayOnDeath(bool bSet);// 0x2e8c4ec
BattleSceneAvatarDisplayInfo ExtractAvatarDisplayInfo(STExtraPlayerCharacter*
TargetCharacter);// 0x2e8c374
void ExitNightState();// 0x2e8c360
void ExitFreeCamera(bool IsForceReset);// 0x2e8c2dc
void ExecDSCommand(const FString DSCommand);// 0x2e8c22c
void EquipIceDrinkItems(out const int[] ItemList);// 0x2e8c174
void EnterVehicleDelegate__DelegateSignature(bool IsEnter, Actor* Vehicle);//
0x37db6c4
void EnterNightState();// 0x2e8c160
void EnterExtreme(bool enterOrQuit);// 0x2e8c0dc
void EndTouchScreen(Vector Loc, byte FingerIndex, bool UseOldEndFireJudge);//
0x2e8bfe0
void EndForceTouchFire(Vector Loc);// 0x2e8bf64
void EnablePlayerInHouse(bool bIsIn);// 0x2e8bee0
void EnableMyLandscapeDraw();// 0x2e8becc
void EnableGuidActorDelegate__DelegateSignature(int GuidID, bool
bNewEnable);// 0x37db6c4
void DynamicCreateComponents();// 0x2e8beb8
void DsLuaGM(const FString CMDString);// 0x2e8bd84
void DsLuaDoString(FString LuaString);// 0x2e8bcdc
void DropItem(int ID);// 0x2e8bc60
void DropAllItem();// 0x2e8bc4c
void DoUITouchMove(Vector Loc);// 0x37db6c4
void DoubleClickCancel(const byte FingerIndex);// 0x2e8bbd0
void DoTouchMove(float Yaw, float Pitch);// 0x37db6c4
void DoRevivalTemmates(RevivalPointActor* RevivalPoint);// 0x2e8bb20
void DoGiveUpRevivalTemmates(RevivalPointActor* RevivalPoint);// 0x2e8ba70
void DoAfterCanNotPickUp(Actor* Target, int AdditionalParam, int
pickCount);// 0x37db6c4
void DisplayLuaGameTips(FString FunctionName, int ID, FString param1, FString
param2);// 0x2e8b8c0
void DisplayGameWarningTipWithMsgIDAndString(int ID, FString param1, FString
param2);// 0x2e8b670
void DisplayGameTipWithMsgIDAndString(int ID, FString param1, FString
param2);// 0x2e8b420
void DisplayGameTipWithMsgID(int ID);// 0x2e8b3a4
void DisplayGameTipForLowFPSWarning(int ID, FString param1, FString
param2);// 0x2e8b154
void DisplayBattleGeneralTip(int ID, FString param1, FString param2);//
0x2e8af04
void DispatchPlayerRespawnedEvent(UAEPlayerController* PlayerController);//
0x2e8ae88
void DispatchPlayerReconnectedEvent();// 0x2e8ae74
void DispatchPlayerLostEvent();// 0x2e8ae60
void DispatchPlayerExitEvent();// 0x2e8ae4c
void DispatchPlayerAboutToRespawnEvent(UAEPlayerController*
PlayerController);// 0x2e8add0
void DisableMyLandscapeDraw();// 0x2e8adbc
void DelegatePlayerLevelChange__DelegateSignature(int Level);// 0x37db6c4
void DelegatePlayerGoldChange__DelegateSignature(int Gold);// 0x37db6c4
void DelayGotoSpectating();// 0x2e8ada8
void DelayForceExitFreeCamera();// 0x2e8ad94
void DebugWorldPlayerAvatarInfo();// 0x2e8ad80
void DebugSetUIVisibility(bool bUIVisibility);// 0x37db6c4
void DebugEnableFerrisWheelTick(bool bEnable);// 0x2e8acfc
void DebugEnableDrawSearchLine(int bEnabled);// 0x2e8ac80
void DebugEnableBulletImpact(int bEnabled);// 0x2e8ac04
void DebugAirDropPickInfo(float DrawTime, float BoxDrawSize, float
BoxDrawLineLength, float ListWrapperDrawSize, float ListWrapperDrawLineLength);//
0x2e8aaa0
void DealGetAllNearShotWeapon(float disRate);// 0x2e8aa24
void DealGetAllNearMoveVehicle(float checkDis, float minSpeed);// 0x2e8a970
void DealGetAllNearMoveCharacter(float checkDis);// 0x2e8a8f4
void DeactiveTaskTrigger(byte ConditionType, VariableSet* InDataSource);//
0x2e8a834
void CorrectVehicleState(int InCorrectionId, const Vector_NetQuantize100
ServerLocation, const Vector_NetQuantize100 ServerLinearVelocity, const
Vector_NetQuantizeNormal ServerRotator, const Vector_NetQuantize100
ServerAngularVelocity, bool bIsSnap);// 0x2e8a694
void ConsumeRevivalSign();// 0x2e8a678
void CollectAllPlayerWeaponPosInfo();// 0x2e8a664
void ClientUpdateShovelingState(Vector StartPos, Rotator
ShovelingRotation);// 0x2e8a56c
void ClientStopShoveling();// 0x2e8a50c
void ClientStartOnlineGame();// 0x2e8a4f0
void ClientShowInfectAreaWarning();// 0x2e8a490
void ClientSetTotalPlayers(const PlayerStaticInfoInOB[]
InPlayerStaticInfoList, const PlayerBaseInfoInOB[] InTotalPlayers);// 0x2e8a388
void ClientSetPoisonSmogStage(int SmogStage);// 0x2e8a2d8
void ClientSetOBData(uint32 InPlayerKey, int InTeamID, STExtraBaseCharacter*
CurViewChar);// 0x2e8a1e0
void ClientSetAntidoteTime(float MaxTime, float ExeTime);// 0x2e8a0f8
void ClientSetAIPosToTarget(Vector StartPos, Vector targetPos);// 0x2e8a038
void ClientSetAIPos(uint32 KeyID, Vector pos, bool isStart);// 0x2e89f34
void ClientSendRoundEndEvent(bool bIsWinner, int ExpendedTimeInSeconds);//
0x2e89e64
void ClientQuitViewEnemy();// 0x2e89e48
void ClientPlayItemOperationSound(int ItemSoundID, enum ItemOperation, Actor*
TargetActor);// 0x2e89d54
void ClientOnLeaveVehicleDelegate__DelegateSignature();// 0x37db6c4
void ClientOnHurt();// 0x2e89d38
void ClientOnEnterVehicleDelegate__DelegateSignature(int SeatType);//
0x37db6c4
void ClientOnDamageToOther(float _DamageToOther);// 0x2e89cb4
void ClientOnChangeVehicleSeatCompletedDelegate__DelegateSignature(enum
SeatType);// 0x37db6c4
void ClientObserveCharacter(uint32 InPlayerKey, bool IsOnPlane, enum
InServerStateType);// 0x2e89ba8
void ClientInterruptGame();// 0x2e89b48
void ClientInitIngameUIAfterRespawn();// 0x2e89ae8
void ClientHearSound(int AkEventID, const Vector AkLocation);// 0x2e89a2c
void ClientHandleMsg(enum Msg, int64 TimeStamp);// 0x2e8996c
void ClientGotoSpectating();// 0x2e89950
void ClientGiveUpRevivalTemmates();// 0x2e8993c
void ClientGameStarted();// 0x2e89920
void ClientFriendBattleEnd();// 0x2e89904
void ClientForbidLoadParahuteAnim(bool bCanForbid);// 0x2e89878
void ClientExitFromHelicopter(bool SkipOpenParachute);// 0x2e897ec
void ClientEnterViewBox(int boxId);// 0x2e89768
void ClientEndOnlineGame();// 0x2e8974c
void ClientDisplayNormalTips(FString Content);// 0x2e8969c
void ClientDisplayLuaGameTips(FString FunctionName, int ID, FString param1,
FString param2);// 0x2e894e4
void ClientDisplayGameTipWithMsgID(int ID);// 0x2e89434
void ClientCheckStartShovelingFail();// 0x2e893d4
void ClientChangeWeaponFunction(enum NewWeaponFunction);// 0x2e89324
void ClientChangeStatePC(enum TargetStateType);// 0x2e892a0
void ClearParachuteAnimAssetCache();// 0x2e8928c
void ClearBossBornPoint();// 0x2e89278
Vector2D ClampFreeCamIconOffset(out const Geometry MyGeometry);// 0x2e891d8
bool CientRevivalTemmates();// 0x2e891a0
bool CheckNeedReport(out const SACData InAntiCheatData);// 0x2e890d4
void CheckConsumeGlideItem();// 0x2e890c0
bool CheckAllVehicleWeaponIsReadyForFire(bool WithBroadEvent);// 0x2e89028
bool ChangeWeaponSchemeIndex(int newIndex);// 0x2e88f98
void ChangeWeaponFunction(enum NewWeaponFunction);// 0x2e88f1c
void ChangeToWalkingDead();// 0x2e88f08
void ChangeStatePC(enum TargetStateType);// 0x2e88e8c
void ChangeSpectatorStateToFreeView();// 0x2e88e78
bool ChangeRolewearIndex(int newIndex);// 0x2e88de8
void ChangePVELevel(int Lv);// 0x2e88d6c
void ChangeFinishTime(int RestTime);// 0x2e88cf0
void ChangeCharacterLogicDelegate__DelegateSignature(enum TargetPawnType);//
0x37db6c4
void ChangeCharacterBeforeDelegate__DelegateSignature(enum TargetPawnType);//
0x37db6c4
void ChangeAIBehaviorTree(int TreeIndex);// 0x2e88c74
void CanSeeAllUI(bool bUIVisibility);// 0x2e88bf0
bool CanBePickUpByItemID(out const ItemDefineID DefineID);// 0x2e88b44
bool CanBePickUp(Actor* Target, int AdditionalParam, int pickCount);//
0x2e88a38
void CallZombieFlowAirDrop(int ZombieID);// 0x2e889bc
void CallZombieAirDrop(int ZombieID);// 0x2e88940
void CallTeamMateUAVStateChanged(TeamMateStateInfo TeamMateInfo);// 0x2e88898
void CallTeamMateStateChanged(STExtraPlayerState* STPlayerState, Vector
Location, Rotator Rotation, float Health, int VoiceID, float Temperature);//
0x2e886f0
void CallShowTouchInterface(bool InShow);// 0x2e88664
void CalInputFromRotaionRate(out float OutPitch, out float OutYaw, out bool
bIsAddPitch, out bool bIsAddYaw, Vector CurMotionData, float PitchReverce, float
MotionTouchRate_Pitch, float MotionTouchAimRate_Pitch, float MotionRate_Pitch,
float MotionAimRate_Pitch, float MotionTouchRate_Yaw, float MotionTouchAimRate_Yaw,
float MotionRate_Yaw, float MotionAimRate_Yaw, float MotionRate_Pitch_Threshold,
float MotionRate_Yaw_Threshold, float Left, float Right, bool
bLandScapeOrientation);// 0x2e88140
Vector2D CalcAttactBtnPos(float LocX, float LocY, float SizeX, float
SizeY);// 0x2e88008
void CacheShootDetailInfoShootNum(int ShootNum);// 0x2e87f8c
void CacheShootDetailInfoHitPos(byte HitPos);// 0x2e87f10
void CacheRecvInfectionSelectZombie__DelegateSignature(bool bRecv);//
0x37db6c4
void C2S_RequestSkillPrompt();// 0x2e87eb0
void C2S_RequestBeingRescuedRemainingTime();// 0x2e87e50
void BroadcastFatalDamageToClient(FString CauserName, FString VictimName,
FString FuzzyCauserName, FString FuzzyVictimName, int DamageType, int
AdditionalParam, bool IsHeadShot, int ResultHealthStatus, int Relationship, int
PreviousHealthStatus, FString RealKillerName, int realKillerNewKillNum, FString
CauserNation, FString VictimNation, uint32 causerKey, uint32 victimKey, int
causerAnchorPlatformResID, int causerAnchorPlatformColorID, int
victimAnchorPlatformResID, int victimAnchorPlatformColorID, int
realKillerAnchorPlatformResID, int realKillerAnchorPlatformColorID, int
CauserWeaponAvatarID, int CauserClothAvatarID, int CauserType, int VictimType);//
0x2e8768c
void BroadcastClientsSpawnExplosionEffect(class STExtraExplosionEffect
Template, Transform Trans, Actor* ActorOwner, Pawn* InstigatorPawn, enum method);//
0x2e874ac
bool BPGetIsAndroidSimulator();// 0x2e87474
void BPCastUIMsgWithTwoParam(FString Func, FString module, FString param1,
FString param2);// 0x2e8729c
void BPCastUIMsgWithParam(FString Func, FString module, FString param1);//
0x2e87128
void BP_OceanSideDetected(out const Vector OceansideLocation, bool
bDetectedRiver);// 0x37db6c4
void BluePrintSetViewTarget(STExtraBaseCharacter* pCharacter);// 0x2e870ac
void BindVoiceCheckFunction();// 0x2e87098
void BeginTouchScreen(Vector Loc, byte FingerIndex);// 0x2e86fe0
void BeginAbsorb();// 0x2e86f80
void BackToGameDataRefresh();// 0x2e86f6c
bool AutoSelectViewTarget();// 0x2e86f34
void AutoSelectTeammateToView();// 0x2e86f20
void AddWeaponPendantItem(int WeaponId, int pendantID);// 0x2e86e6c
void AddTouchMoveFinger(byte FingerIndex, byte Priority, out const Vector
TouchLoc);// 0x2e86d6c
void AddParachuteAnimAssetCache(byte AnimType, AnimationAsset* AnimAsset,
byte AnimOverrideType);// 0x2e86c78
void AddItemAttachList(int BaseItemID);// 0x2e86bfc
void AddItem(int ID, int Count, int PickupType);// 0x2e86b0c
void AddInfectionExp(int Exp);// 0x2e86a90
void AddBossBornPoint(float BornX, float BornY);// 0x2e869dc
void AddAvatarItem(int ID, int Color, int Pattern, int Num);// 0x2e868b4
void AddAIItem(int ID, int Count, float Distance);// 0x2e867c4
void ActiveTaskTrigger(byte ConditionType, VariableSet* InDataSource);//
0x2e86704
void ActivateTouchInterface(TouchInterface* NewTouchInterface);// 0x2e86680
--------------------------------
Class: UAEPlayerController.PlayerController.Controller.Actor.Object
FName PlayerType;//[Offset: 0x718 , Size: 8]
FString PlayerName;//[Offset: 0x720 , Size: 16]
uint32 PlayerKey;//[Offset: 0x730 , Size: 4]
int TeamID;//[Offset: 0x750 , Size: 4]
int CampID;//[Offset: 0x754 , Size: 4]
Vector CharacterLocation;//[Offset: 0x758 , Size: 12]
int RoomMode;//[Offset: 0x764 , Size: 4]
WeatherInfo WeatherInfo;//[Offset: 0x768 , Size: 24]
int planeAvatarId;//[Offset: 0x780 , Size: 4]
int DyeDebugFlag;//[Offset: 0x784 , Size: 4]
int PlayerStartID;//[Offset: 0x788 , Size: 4]
bool bUsedSimulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x78c , Size: 1]
PlayerNetStats NetStats;//[Offset: 0x790 , Size: 64]
bool bEnablePlaneBanner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x7d0 , Size: 1]
FString PlanetailResLink;//[Offset: 0x7d8 , Size: 16]
bool bIsForReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x808 , Size: 1]
bool bIsGlobalObserverForReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x809 , Size: 1]
GameModePlayerUpassInfo InitialUpassInfo;//[Offset: 0x810 , Size: 48]
GameModePlayerUpassInfo[] InitialUpassInfoList;//[Offset: 0x840 , Size: 16]
PlayerOBInfo[] PlayerOBInfoList;//[Offset: 0x850 , Size: 16]
int LobbyShowWeaponID;//[Offset: 0x860 , Size: 4]
bool bIsGM;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x864 ,
Size: 1]
FString Nation;//[Offset: 0x868 , Size: 16]
bool bIsTeammateEscaped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x878 , Size: 1]
enum DefaultCharacterGender;//[Offset: 0x880 , Size: 1]
int DefaultCharacterHeadID;//[Offset: 0x884 , Size: 4]
GameModePlayerItem[] InitialItemList;//[Offset: 0x888 , Size: 16]
GameModePlayerRolewearInfo[] InitialAllWear;//[Offset: 0x898 , Size: 16]
int RolewearIndex;//[Offset: 0x8a8 , Size: 4]
int[] equip_plating_list;//[Offset: 0x8b0 , Size: 16]
int VehicleSkinInReady;//[Offset: 0x8c0 , Size: 4]
bool bSpwanInVehiclePlayerStart;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x8c4 , Size: 1]
GameModePlayerItem[] InitialWeaponAvatarList;//[Offset: 0x8c8 , Size: 16]
GameModePlayerPetInfo InitialPetInfo;//[Offset: 0x8d8 , Size: 32]
GameModePlayerKnapsackExtInfo[] InitialKnapsackExtInfo;//[Offset: 0x8f8 ,
Size: 16]
GameModePlayeWeaponSchemeInfo[] InitialWeaponSchemeInfo;//[Offset: 0x908 ,
Size: 16]
delegate OnInitialWeaponScheme;//[Offset: 0x918 , Size: 16]
int CurWeaponSchemeIndex;//[Offset: 0x928 , Size: 4]
int PveLevel;//[Offset: 0x92c , Size: 4]
int[] InitialCharSkillList;//[Offset: 0x930 , Size: 16]
GameModePlayerItem[] InitialVehicleAvatarList;//[Offset: 0x940 , Size: 16]
GameModePlayerItem[] InitialBackPackPendantList;//[Offset: 0x950 , Size: 16]
VehicleAvatarData[] InitialVehicleAdvanceAvatarList;//[Offset: 0x960 , Size:
16]
GameModePlayerConsumableAvatar InitialConsumableAvatar;//[Offset: 0x970 ,
Size: 16]
GameModePlayerEquipmentAvatar InitialEquipmentAvatar;//[Offset: 0x980 , Size:
12]
<int,int> WeaponAvatarItemList;//[Offset: 0x990 , Size: 80]
<int,int> GrenadeAvatarItemList;//[Offset: 0xa30 , Size: 80]
GameModeWeaponAvatarData[] WeaponAvatarDataList;//[Offset: 0xa80 , Size: 16]
<int,int> VehicleAvatarList;//[Offset: 0xa90 , Size: 80]
<int,VehicleAvatarData> VehicleAdvanceAvatarList;//[Offset: 0xae0 , Size: 80]
GameModePlayerExpressionItem[] InitialExpressionItemList;//[Offset: 0xb30 ,
Size: 16]
GameModeWeaponDIYPlanData[] InitialWeaponDIYPlanData;//[Offset: 0xb40 , Size:
16]
<int,int> WeaponDIYPlanDataMap;//[Offset: 0xb50 , Size: 80]
<int,int> InitialWeaponPendantList;//[Offset: 0xba0 , Size: 80]
GameModePlayerTaskData[] InitialTaskDataList;//[Offset: 0xbf0 , Size: 16]
SpecialPickItem[] InitialSpecialPickItemList;//[Offset: 0xc00 , Size: 16]
DailyTaskStoreInfo[] DailyTaskStoreList;//[Offset: 0xc10 , Size: 16]
uint32 TaskSyncToDsTs;//[Offset: 0xc20 , Size: 4]
BornItem[] BornItems;//[Offset: 0xc28 , Size: 16]
int AnchorPlatResID;//[Offset: 0xc38 , Size: 4]
int AnchorPlatColorID;//[Offset: 0xc3c , Size: 4]
int64 LastGameResultTime;//[Offset: 0xc60 , Size: 8]
bool bRoomCanKickPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xc68 , Size: 1]
bool bCanDownloadInBattle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xc69 , Size: 1]
bool bRoomOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xc6a , Size: 1]
bool bOpenChangeWearing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xc6b , Size: 1]
bool bIsObserver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc6c
, Size: 1]
bool bIsSpectating;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xc6d , Size: 1]
uint32 WatchPlayerKey;//[Offset: 0xc70 , Size: 4]
bool bIsWatchEnd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc74
, Size: 1]
bool bAllowAutoSelectTeamMate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xc75 , Size: 1]
FString[] FriendObservers;//[Offset: 0xc78 , Size: 16]
bool bCanLedgeGrab;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xc88 , Size: 1]
bool bIsSpectatingEnemy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xc94 , Size: 1]
UAEUserWidget* InGameUIRoot;//[Offset: 0xcf0 , Size: 8]
bool bReconnected;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xcfc , Size: 1]
delegate PlayerControllerLostDelegate;//[Offset: 0xd10 , Size: 16]
delegate SyncDailyTaskInfoDelegate;//[Offset: 0xd20 , Size: 16]
delegate PlayerControllerRecoveredDelegate;//[Offset: 0xd30 , Size: 16]
delegate PlayerControllerAboutToReconnectDelegate;//[Offset: 0xd40 , Size:
16]
delegate PlayerControllerReconnectedDelegate;//[Offset: 0xd50 , Size: 16]
delegate PlayerControllerAboutToRespawnDelegate;//[Offset: 0xd60 , Size: 16]
delegate PlayerControllerRespawnedDelegate;//[Offset: 0xd70 , Size: 16]
delegate PlayerControllerAboutToExitDelegate;//[Offset: 0xd80 , Size: 16]
delegate OnPlayerQuitSpectatingForClient;//[Offset: 0xd90 , Size: 16]
delegate OnPlayerControllerBattleBeginPlay;//[Offset: 0xda0 , Size: 16]
int[] BuffEffectDisplayIDArray;//[Offset: 0xdd8 , Size: 16]
bool IsDelayNotifyEnterBattleUntilLevelLoad;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xde8 , Size: 1]
float NotifyTimeOut;//[Offset: 0xdec , Size: 4]
float DelayCloseLoadingTime;//[Offset: 0xdf0 , Size: 4]
FString NeedLoadLevelName;//[Offset: 0xdf8 , Size: 16]
int AntiDataCD;//[Offset: 0xe18 , Size: 4]
int ModeID;//[Offset: 0xe1c , Size: 4]
bool bOpenReconnectUseCharViewPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xe20 , Size: 1]
FString LuaFilePath;//[Offset: 0xe40 , Size: 16]
float ClientToDSFlowLimitTime;//[Offset: 0xe60 , Size: 4]
float ClientToDSFlowLimit;//[Offset: 0xe64 , Size: 4]
bool UseingWeaponScheme();// 0x34027ec
void TestShowLongTimeNoOperation();// 0x34027ac
void TestShowConfirmDialogOfMisKill();// 0x3402798
void TestRespawn();// 0x3402784
void TestLogout();// 0x3402770
void TestCastUIMsgWithPara(FString strMsg, FString module, int TestID);//
0x3402624
void SyncDailyTaskStoreInfo(DailyTaskStoreInfo[] NewDailyTaskStoreList);//
0x34024ec
void SetUsedSimulationCVar(bool Value);// 0x3402468
static void SetTargetMsgReceiveDelegate(GameInstance* InGameInstance,
delegate InDelegate);// 0x3402398
void SetPanels(out const UAEUserWidget*[] panels);// 0x34022d8
static void SetDSMsgReceiveDelegate(delegate InDelegate);// 0x3402244
static void SetClientMsgReceiveDelegate(GameInstance* InGameInstance,
delegate InDelegate);// 0x3402174
void ServerTestLogout();// 0x3402114
void ServerSetVoiceId(int VoiceID);// 0x3402064
void ServerKickSelf();// 0x3402004
void ServerGotoSpectating(Pawn* ViewTarget);// 0x3401f54
void ServerExitGame();// 0x3401ef4
void ServerAcknowledgeReconnection(uint32 Token);// 0x3401e44
void SendLuaDSToClient(int ID, out const byte[] Content, const Object* Obj1,
const Object* Obj2);// 0x3401ccc
void SendLuaClientToDS(int ID, out const byte[] Content, const Object* Obj1,
const Object* Obj2);// 0x3401b54
void RPC_LuaDSToClient(int ID, const byte[] Content, const Object* Obj1,
const Object* Obj2);// 0x34019bc
void RPC_LuaClientToDS(int ID, const byte[] Content, const Object* Obj1,
const Object* Obj2);// 0x3401824
void Respawn();// 0x3401808
void ResetUsedSimulationCVar();// 0x34017f4
void ReleaseInGameUI();// 0x34017d8
void PrintStatistics();// 0x34017c4
void PlayerStartIDReceived();// 0x34017b0
void OnRep_WeaponAvatarDataList();// 0x3401794
void OnRep_WatchPlayerKey();// 0x3401778
void OnRep_UsedSimulation();// 0x340175c
void OnRep_PveLevel();// 0x3401740
void OnRep_PlayerOBInfoList();// 0x340172c
void OnRep_LastGameResultTime();// 0x3401710
void OnRep_IsSpectatingEnemy();// 0x34016f4
void OnRep_IsSpectating();// 0x34016d8
void OnRep_IsObserver();// 0x34016bc
void OnRep_InitialWeaponSchemeInfo();// 0x34016a8
void OnRep_InitialEquipmentAvatar();// 0x340168c
void OnRep_InitialConsumableAvatar();// 0x3401670
void OnRep_FriendObservers();// 0x3401654
void OnRep_CurWeaponSchemeIndex();// 0x3401640
void OnRep_bRoomOwner();// 0x3401624
void NotifyEnterBattle();// 0x3401610
void LuaDoString(FString LuaString);// 0x3401560
void KickSelf();// 0x340154c
bool IsSpectator();// 0x3401514
bool IsRoomMode();// 0x34014f0
bool IsPureSpectator();// 0x34014b8
bool IsObserver();// 0x3401480
bool IsInSpectatingEnemy();// 0x3401448
bool IsInSpectating();// 0x3401410
bool IsFriendOrEnemySpectator();// 0x34013d8
bool IsFriendObserver();// 0x34013a0
bool IsExited();// 0x3401368
bool IsDemoRecSpectator();// 0x3401330
bool IsDemoPlaySpectator();// 0x34012f8
bool IsDemoPlayGlobalObserver();// 0x34012c0
void InitWithPlayerParams(out const GameModePlayerParams Params);// 0x340120c
void InitWeaponAvatarItems();// 0x34011f0
void InitVehicleAvatarList();// 0x34011d4
void InitVehicleAdvanceAvatarList();// 0x34011b8
void InitIngameUI();// 0x340119c
void InitGrenadeAvatarList(bool ReInitial);// 0x3401110
int GotoSpectating(int PlayerID);// 0x340107c
bool GetWeaponPandentReflect(int wraponID, out int pendantID);// 0x3400fa0
int GetWeaponAvatarItemId(int ID);// 0x3400f0c
DailyTaskStoreInfo GetDailyTaskStoreInfoByTaskId(int TaskID);// 0x3400e7c
int GetCurrentWeaponSchemeMainSlotItemId();// 0x3400e48
uint32 GetCurrentOBPlayerKey();// 0x3400e0c
int GetCurrentOBPlayerInfoIndex();// 0x3400dd8
void ForceNetReady();// 0x3400dc4
void ExitGame();// 0x3400db0
void ExhaustCPU();// 0x3400d9c
void ExecDSCommand(const FString DSCommand);// 0x3400cec
void ExcuteIntRecord(FString Key, int Count);// 0x3400b7c
void ExcuteIntCounterRecord(FString Key, int Count);// 0x3400a0c
void EnableInGameUI();// 0x34009f8
void DumpUAENetActors();// 0x34009e4
void DumpRegions();// 0x34009d0
void DumpNetActors();// 0x34009bc
void DumpCharacters();// 0x34009a8
void DumpAllUI();// 0x3400994
void DumpAllObjects();// 0x3400980
void DumpAllActors();// 0x340096c
void DoLuaFile(FString Filename);// 0x34008bc
void DoCrash();// 0x34008a8
void DisableInGameUI();// 0x3400894
void ClientShowTeammateEscapeNotice();// 0x3400878
void ClientRPC_CastUIMsgWithStrings(FString strMsg, FString module, const int
TipsID, FString param1, FString param2);// 0x340065c
void ClientRPC_CastUIMsgParams(FString strMsg, FString module, const int
Type);// 0x3400508
void ClientRPC_CastUIMsg(FString strMsg, FString module);// 0x34003f0
void ClientInitPlayerOBInfoButton();// 0x34003d4
void ClientBroadcastRespawnComplete();// 0x34003b8
void ClientBroadcastReconnectionSuccessful();// 0x340039c
void ClientAcknowledgeReconnection(uint32 Token);// 0x3400318
void CheckPlayerOBInfoButtonInit();// 0x34002fc
bool CheckAcknowledgedPawn(Pawn* InPawn);// 0x3400264
void CastUIMsg(FString strMsg, FString module);// 0x340014c
void CallLuaTableFunction(FString tableName, FString FunctionName);//
0x3400034
void CallLuaGlobalFunction(FString FunctionName);// 0x33fff84
--------------------------------
Class: WeatherInfo
FString WeatherLevelName;//[Offset: 0x0 , Size: 16]
int WeatherID;//[Offset: 0x10 , Size: 4]
float WeatherTime;//[Offset: 0x14 , Size: 4]
--------------------------------
Class: PlayerNetStats
FString ClientAddr;//[Offset: 0x0 , Size: 16]
FString LocalAddr;//[Offset: 0x10 , Size: 16]
float AvgPing;//[Offset: 0x20 , Size: 4]
float MaxPing;//[Offset: 0x24 , Size: 4]
float HighPingPercent;//[Offset: 0x28 , Size: 4]
--------------------------------
Class: GameModePlayerUpassInfo
int updateTime;//[Offset: 0x0 , Size: 4]
int upassLevel;//[Offset: 0x4 , Size: 4]
int upassScore;//[Offset: 0x8 , Size: 4]
bool isBattleTitle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc
, Size: 1]
bool isUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd , Size:
1]
bool battleShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe ,
Size: 1]
bool isBuy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf , Size:
1]
FString iconUrl;//[Offset: 0x10 , Size: 16]
bool mainSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20 ,
Size: 1]
int upassKeepBuy;//[Offset: 0x24 , Size: 4]
int nUpassPrimePlusCard;//[Offset: 0x28 , Size: 4]
--------------------------------
Class: PlayerOBInfo
bool IsEnableOB;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 ,
Size: 1]
uint64 UId;//[Offset: 0x8 , Size: 8]
int ZoneID;//[Offset: 0x10 , Size: 4]
uint32 PlayerKey;//[Offset: 0x14 , Size: 4]
int BattleMode;//[Offset: 0x18 , Size: 4]
bool ValidBattleInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1c , Size: 1]
int GameCount;//[Offset: 0x20 , Size: 4]
float KDNum;//[Offset: 0x24 , Size: 4]
--------------------------------
Class: GameModePlayerItem
int ItemTableID;//[Offset: 0x0 , Size: 4]
int Count;//[Offset: 0x4 , Size: 4]
int[] AdditionIntData;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: GameModePlayerRolewearInfo
GameModePlayerItem[] RolewearInfo;//[Offset: 0x0 , Size: 16]
bool IsLocked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 ,
Size: 1]
--------------------------------
Class: GameModePlayerPetInfo
int PetId;//[Offset: 0x0 , Size: 4]
int PetLevel;//[Offset: 0x4 , Size: 4]
int PetCfgId;//[Offset: 0x8 , Size: 4]
int[] PetAvatarList;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: GameModePlayerKnapsackExtInfo
GameModePlayerKnapsackSingleInfo KnapsackExtInfo;//[Offset: 0x0 , Size: 88]
bool IsLocked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58 ,
Size: 1]
int WearIndex;//[Offset: 0x5c , Size: 4]
--------------------------------
Class: GameModePlayerKnapsackSingleInfo
int Parachute;//[Offset: 0x0 , Size: 4]
int BagSkin;//[Offset: 0x4 , Size: 4]
int HelmetSkin;//[Offset: 0x8 , Size: 4]
int FlySkin;//[Offset: 0xc , Size: 4]
int GrenadeSkin;//[Offset: 0x10 , Size: 4]
GameModePlayerConsumableAvatar ConsumableAvatarList;//[Offset: 0x14 , Size:
16]
GameModePlayerItem[] WeaponList;//[Offset: 0x28 , Size: 16]
GameModePlayerItem[] VehicleSkinList;//[Offset: 0x38 , Size: 16]
GameModePlayerItem[] BackPackPendantList;//[Offset: 0x48 , Size: 16]
--------------------------------
Class: GameModePlayerConsumableAvatar
int GrenadeAvatarShoulei;//[Offset: 0x0 , Size: 4]
int GrenadeAvatarSmoke;//[Offset: 0x4 , Size: 4]
int GrenadeAvatarStun;//[Offset: 0x8 , Size: 4]
int GrenadeAvatarBurn;//[Offset: 0xc , Size: 4]
--------------------------------
Class: GameModePlayeWeaponSchemeInfo
int SchemeIndex;//[Offset: 0x0 , Size: 4]
bool IsLocked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 ,
Size: 1]
GameModePlayeWeaponSchemeSlotInfo[] SlotList;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: GameModePlayeWeaponSchemeSlotInfo
int SlotIndex;//[Offset: 0x0 , Size: 4]
int ItemID;//[Offset: 0x4 , Size: 4]
int Count;//[Offset: 0x8 , Size: 4]
int[] AttachList;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: VehicleAvatarData
int VehicleSkinID;//[Offset: 0x0 , Size: 4]
int[] VehicleStyleIDList;//[Offset: 0x8 , Size: 16]
VehicleAvatarStyle[] VehicleAvatarStyle;//[Offset: 0x18 , Size: 16]
--------------------------------
Class: VehicleAvatarStyle
int ModelID;//[Offset: 0x0 , Size: 4]
int ColorID;//[Offset: 0x4 , Size: 4]
int PatternID;//[Offset: 0x8 , Size: 4]
int ParticleID;//[Offset: 0xc , Size: 4]
--------------------------------
Class: GameModePlayerEquipmentAvatar
int BagAvatar;//[Offset: 0x0 , Size: 4]
int HelmetAvatar;//[Offset: 0x4 , Size: 4]
int ArmorAvatar;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: GameModeWeaponAvatarData
int ParentID;//[Offset: 0x0 , Size: 4]
int AvatarSpecificID;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: GameModePlayerExpressionItem.GameModePlayerItem
--------------------------------
Class: GameModeWeaponDIYPlanData
int WeaponAvatarID;//[Offset: 0x0 , Size: 4]
int PlanID;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: GameModePlayerTaskData
int task_id;//[Offset: 0x0 , Size: 4]
int process;//[Offset: 0x4 , Size: 4]
FString ext_info;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: SpecialPickItem
int item_id;//[Offset: 0x0 , Size: 4]
int cur_count;//[Offset: 0x4 , Size: 4]
int total_count;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: DailyTaskStoreInfo
int TaskID;//[Offset: 0x0 , Size: 4]
int State;//[Offset: 0x4 , Size: 4]
int Progress;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: BornItem
int BornItemID;//[Offset: 0x0 , Size: 4]
int BornItemCount;//[Offset: 0x4 , Size: 4]
int BornItemFlags;//[Offset: 0x8 , Size: 4]
--------------------------------
Class:
STExtraBaseCharacter.STExtraCharacter.UAECharacter.Character.Pawn.Actor.Object
delegate OnPlayerTeleport;//[Offset: 0xdb8 , Size: 16]
delegate OnDeath;//[Offset: 0xdc8 , Size: 16]
delegate OnBulletChange;//[Offset: 0xdd8 , Size: 16]
delegate OnPlayerPoseChange;//[Offset: 0xde8 , Size: 16]
delegate OnPlayerEnterRescueingStatus;//[Offset: 0xdf8 , Size: 16]
delegate OnPlayerEnterCallingForRevivalStatus;//[Offset: 0xe08 , Size: 16]
delegate OnPlayerPickUp;//[Offset: 0xe18 , Size: 16]
delegate OnPlayerWeaponChangeState;//[Offset: 0xe28 , Size: 16]
delegate OnWeaponFireModeChangeDelegate;//[Offset: 0xe38 , Size: 16]
delegate OnHideUIAfterPlayerDeadDelegate;//[Offset: 0xe48 , Size: 16]
delegate OnPlayerHandFoldedChanged;//[Offset: 0xe58 , Size: 16]
delegate IsEnterNearDeathDelegate;//[Offset: 0xe68 , Size: 16]
delegate OnCharacterAimModeChanged;//[Offset: 0xea0 , Size: 16]
delegate OnPerspectiveChanged;//[Offset: 0xeb0 , Size: 16]
delegate OnDoSomethingDelaySomeFrames;//[Offset: 0xec0 , Size: 16]
delegate OnDeathDelegate;//[Offset: 0xed0 , Size: 16]
delegate OnPostTakeDamage;//[Offset: 0xee0 , Size: 16]
delegate OnReconnectNotifyDelegate;//[Offset: 0xef0 , Size: 16]
delegate OnStartInitDelegate;//[Offset: 0xf00 , Size: 16]
delegate OnCharacterShootHitServerDelegate;//[Offset: 0xf10 , Size: 16]
delegate OnUpdateForSleepComponent;//[Offset: 0xf20 , Size: 16]
delegate AnimMontagePlayDelegate;//[Offset: 0xf70 , Size: 16]
delegate AnimPlaySlotAnimDelegate;//[Offset: 0xf80 , Size: 16]
delegate OnCharacterStartFillGasDelegate;//[Offset: 0xf90 , Size: 16]
delegate OnCharacterStartFireDelegate;//[Offset: 0xfa0 , Size: 16]
delegate OnCharacterStopFireDelegate;//[Offset: 0xfb0 , Size: 16]
delegate OnCharacterShootDelegate;//[Offset: 0xfc0 , Size: 16]
delegate OnCharacterBecomeViewTarget;//[Offset: 0xfd0 , Size: 16]
delegate OnCharacterEndViewTarget;//[Offset: 0xfe0 , Size: 16]
delegate OnCharacterWeaponEquipDelegate;//[Offset: 0xff0 , Size: 16]
delegate OnCharacterWeaponUnEquipDelegate;//[Offset: 0x1000 , Size: 16]
delegate OnPawnChangeFinishDelegate;//[Offset: 0x1010 , Size: 16]
delegate OnPawnRespawnDelegate;//[Offset: 0x1020 , Size: 16]
AkAudioEvent* DeathSound;//[Offset: 0x1030 , Size: 8]
AkAudioEvent* PickupSound;//[Offset: 0x1038 , Size: 8]
AkAudioEvent* ThrowawayWeaponSound;//[Offset: 0x1040 , Size: 8]
AkAudioEvent* SwitchFireModeSound;//[Offset: 0x1048 , Size: 8]
AkAudioEvent* SwitchSightSound;//[Offset: 0x1050 , Size: 8]
AkAudioEvent* MountAccessoriesSound;//[Offset: 0x1058 , Size: 8]
bool IsInvincible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1060
, Size: 1]
bool bShowName;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1060 ,
Size: 1]
bool bShowDamageToOther;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x1060 , Size: 1]
float NetDelayMinAniCompensate;//[Offset: 0x1064 , Size: 4]
bool bIsFPPOnVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1068 , Size: 1]
float Money;//[Offset: 0x106c , Size: 4]
bool bHasHandleDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1070 , Size: 1]
bool bDying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1071 ,
Size: 1]
bool bIgnoreInput;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1071
, Size: 1]
bool FriendThread;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1072 , Size: 1]
bool bUseSameTeamDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1073 , Size: 1]
float MaxSwimSprintSpeed;//[Offset: 0x1074 , Size: 4]
bool IsFiveTimesWalkSpeed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x1078 , Size: 1]
bool bIsSelfieMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1079 , Size: 1]
bool bIsDrawLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x107a , Size: 1]
bool bAllowToggleADS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x107b , Size: 1]
float AllowToggleADSCoolDownLength;//[Offset: 0x1080 , Size: 4]
float PreviousValueToSetForHealthPredict;//[Offset: 0x1088 , Size: 4]
float PreviousValueToSetForEnergyPredict;//[Offset: 0x108c , Size: 4]
float ValueLimitForHealthPredict;//[Offset: 0x1090 , Size: 4]
float ValueLimitForSignalHPPredict;//[Offset: 0x1094 , Size: 4]
float ValueForSignalHPPredict;//[Offset: 0x1098 , Size: 4]
FName HeadSocketName;//[Offset: 0x10a0 , Size: 8]
FName LFootSocketName;//[Offset: 0x10a8 , Size: 8]
FName RFootSocketName;//[Offset: 0x10b0 , Size: 8]
MoveAntiCheatComponent* MoveAntiCheatComponent;//[Offset: 0x10b8 , Size: 8]
LagCompensationComponent* LagCompensationComponent;//[Offset: 0x10c0 , Size:
8]
BaseCharacterEffectCom* EffectComponent;//[Offset: 0x10c8 , Size: 8]
EffectComponent* NewEffectComponent;//[Offset: 0x10d0 , Size: 8]
CharacterParachuteComponent* ParachuteComponent;//[Offset: 0x10d8 , Size: 8]
NavigationInvokerComponent* NavigationInvokerComponent;//[Offset: 0x10e0 ,
Size: 8]
CapsuleComponent* DeltaRotationTestCapusle;//[Offset: 0x10e8 , Size: 8]
bool bIsWeaponFiring;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x10f0 , Size: 1]
Rotator ServerControlRotation;//[Offset: 0x10f4 , Size: 12]
byte PoseState;//[Offset: 0x1100 , Size: 1]
float LastChangeCapsuleSizeTime;//[Offset: 0x1104 , Size: 4]
Actor* ThePlane;//[Offset: 0x1108 , Size: 8]
float ReplicatedNowShovelingSpeed;//[Offset: 0x1110 , Size: 4]
Rotator ReplicatedShovelingRotation;//[Offset: 0x1114 , Size: 12]
bool SkipOpenParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1120 , Size: 1]
bool IsDoingPickUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1121 , Size: 1]
bool bIsHideCrossHairType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1130 , Size: 1]
float RadialDamageScale;//[Offset: 0x1138 , Size: 4]
byte LastPoseState;//[Offset: 0x113c , Size: 1]
bool bEnablePoseStateChangeOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x113d , Size: 1]
float ConstPoseStateOptimizeOfflineTime;//[Offset: 0x1140 , Size: 4]
bool bUsePoseStateOfflineCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1148 , Size: 1]
bool bUpdateCameraWhenShootInMovePlat;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x1149 , Size: 1]
bool bEnableSwoop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x114a , Size: 1]
float AnimDeathLifeSpan;//[Offset: 0x114c , Size: 4]
bool DestroyOnDeath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1150 , Size: 1]
class STExtraShootWeapon* AutoEquipWeaponTemplate;//[Offset: 0x1158 , Size:
8]
WeaponSlotSwitchTimeData[] SwitchSlotTimeDataList;//[Offset: 0x1160 , Size:
16]
Actor*[] PlayerSlotData;//[Offset: 0x1170 , Size: 16]
Actor*[] InventoryData;//[Offset: 0x1180 , Size: 16]
AkComponent* SoundComp;//[Offset: 0x11e0 , Size: 8]
AkComponent* AmbientSoundComp;//[Offset: 0x11e8 , Size: 8]
bool IsAmbientSoundPlaying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x11f0 , Size: 1]
bool bEnableFootSoundOverride;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x11f1 , Size: 1]
AkAudioEvent* FootstepSound;//[Offset: 0x11f8 , Size: 8]
AkAudioEvent* AmbientSound;//[Offset: 0x1200 , Size: 8]
<FString,SpecialAmbientData> SpecialMapAmbientSoundConfig;//[Offset: 0x1208 ,
Size: 80]
SceneComponent* MeshContainer;//[Offset: 0x1258 , Size: 8]
int CurrentTaskTriggerAreaID;//[Offset: 0x1260 , Size: 4]
float SignalHPBeforeEnterBreath;//[Offset: 0x1264 , Size: 4]
float ProduceSoundInterval;//[Offset: 0x1268 , Size: 4]
float ProduceSoundVelocitySquared;//[Offset: 0x126c , Size: 4]
float HearRadius;//[Offset: 0x1270 , Size: 4]
bool bVaultIsOpen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1278 , Size: 1]
bool bIsUseFpsVault;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1279 , Size: 1]
Actor* WaterObj;//[Offset: 0x1280 , Size: 8]
bool UseShootVerifyEx;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1288 , Size: 1]
byte DSHitPartJudgment;//[Offset: 0x128a , Size: 1]
STCharacterNearDeathComp* NearDeatchComponent;//[Offset: 0x1290 , Size: 8]
STCharacterRescueOtherComp* RescueOtherComponent;//[Offset: 0x1298 , Size: 8]
STCharacterFollowComp* AutoFollowComponent;//[Offset: 0x12a0 , Size: 8]
bool IsRescueingOther;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x12a8 , Size: 1]
float ReplciateRestoringDuraion;//[Offset: 0x12ac , Size: 4]
float NearDeathBreath;//[Offset: 0x12b0 , Size: 4]
bool IsBeingRescued;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x12b4 , Size: 1]
float EnterNearDeathCDTimeInitValue;//[Offset: 0x12b8 , Size: 4]
bool bIsCallingForRevival;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x12c0 , Size: 1]
float DistSquaredInterruptRevival;//[Offset: 0x12c4 , Size: 4]
BodyTypeDef ProneBodyDef;//[Offset: 0x12c8 , Size: 8]
BodyTypeDef StandBodyDef;//[Offset: 0x12d0 , Size: 8]
BodyTypeDef CrouchBodyDef;//[Offset: 0x12d8 , Size: 8]
BodyTypeDef DyingBodyDef;//[Offset: 0x12e0 , Size: 8]
BodyTypeDef VechicleBodyDef;//[Offset: 0x12e8 , Size: 8]
<FString,enum> NewHitBodyPosMap;//[Offset: 0x12f0 , Size: 80]
Vector ScopeNewIdleLoc;//[Offset: 0x1340 , Size: 12]
Vector ScopeNewAimLoc;//[Offset: 0x134c , Size: 12]
float ScopeMoveInOutSpeed;//[Offset: 0x1358 , Size: 4]
Vector ScopeAimShootSpreadDir;//[Offset: 0x135c , Size: 12]
float ScopeAimShootSpreadAddDirValSpeed;//[Offset: 0x1368 , Size: 4]
float ScopeAimShootSpreadDecDirValSpeed;//[Offset: 0x136c , Size: 4]
float ScopeAimShootSpreadDirValMax;//[Offset: 0x1370 , Size: 4]
Rotator ScopeAimShootSpreadRot;//[Offset: 0x1378 , Size: 12]
float ScopeAimShootSpreadAddRotValSpeed;//[Offset: 0x1384 , Size: 4]
float ScopeAimShootSpreadDecRotValSpeed;//[Offset: 0x1388 , Size: 4]
float ScopeAimShootSpreadRotValMax;//[Offset: 0x138c , Size: 4]
float ScopeLagScale;//[Offset: 0x1394 , Size: 4]
float ScopeAimCrosshairUIScale;//[Offset: 0x1398 , Size: 4]
float ScopeFov;//[Offset: 0x139c , Size: 4]
bool bIsUseDeadBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x13a0 , Size: 1]
class PlayerTombBox* DeadInventoryBoxTemplate;//[Offset: 0x13a8 , Size: 8]
class PlayerTombBox* DefaultDeadInventoryBoxTemplate;//[Offset: 0x13b0 ,
Size: 8]
float DeadInventoryBoxOverrideFindPutDownPointZThreshold;//[Offset: 0x13b8 ,
Size: 4]
int FirstDamageTypeSpesificID;//[Offset: 0x13bc , Size: 4]
float RefreshUITimeAfterSpawn;//[Offset: 0x13c0 , Size: 4]
float RefreshUITimeAfterSpawnInterval;//[Offset: 0x13c4 , Size: 4]
Vector ScopeNewTargetLoc;//[Offset: 0x13d0 , Size: 12]
bool bMarkScopeLocDirty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x13dc , Size: 1]
CustomSpringArmComponent* SpringArmComp;//[Offset: 0x13e0 , Size: 8]
CameraComponent* ThirdPersonCameraComponent;//[Offset: 0x13e8 , Size: 8]
SpringArmComponent* FPPSpringArmComp;//[Offset: 0x13f0 , Size: 8]
CameraComponent* FPPCameraComp;//[Offset: 0x13f8 , Size: 8]
SpringArmComponent* ScopeSpringArmComp;//[Offset: 0x1400 , Size: 8]
CameraComponent* ScopeCameraComp;//[Offset: 0x1408 , Size: 8]
SceneComponent* ShoulderCameraRoot;//[Offset: 0x1410 , Size: 8]
bool bHasStuckOperation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1418 , Size: 1]
SyncAKEvent SyncAKEvent;//[Offset: 0x141c , Size: 16]
delegate OnJoyStickInteruptDelegate;//[Offset: 0x1430 , Size: 16]
delegate OnPlayerAttrChangeDelegate;//[Offset: 0x1440 , Size: 16]
delegate OnCharacterAttrChangedWithDetail;//[Offset: 0x1450 , Size: 16]
delegate OnMovementBaseChanged;//[Offset: 0x1460 , Size: 16]
bool bIsDelayingMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1470 , Size: 1]
bool bDebugNewWeaponSystem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1471 , Size: 1]
bool bDebugPVEShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1472 , Size: 1]
BoxComponent* ProneBoxComponent;//[Offset: 0x1478 , Size: 8]
Vector ProneBoxRelativeLocation;//[Offset: 0x1480 , Size: 12]
DamageCauserRecordData[] DamageCauserRecords;//[Offset: 0x1490 , Size: 16]
DamageCauserRecordData[] DamageRecords;//[Offset: 0x14a0 , Size: 16]
STCharacterMovementComponent* STCharacterMovement;//[Offset: 0x14b0 , Size:
8]
float PickUpRadius;//[Offset: 0x14b8 , Size: 4]
SimViewData SimulateViewData;//[Offset: 0x14bc , Size: 4]
AnchorPlatData AnchorPlat;//[Offset: 0x14c0 , Size: 8]
class TrailMarkActor* ProneTrailMarkClass;//[Offset: 0x14d0 , Size: 40]
TrailMarkActor* WeakProneTrailMarkActor;//[Offset: 0x14f8 , Size: 8]
PickUpItemData[] CacheDropItemDataList;//[Offset: 0x1510 , Size: 16]
float MaxDispalyFootprintDistance;//[Offset: 0x1524 , Size: 4]
Rotator DefaultMeshRot;//[Offset: 0x1528 , Size: 12]
KilledTipsBlock BlockData;//[Offset: 0x1538 , Size: 56]
class AnimInstance* MainCharAnimClass;//[Offset: 0x1570 , Size: 8]
class AnimInstance* MainCharFPPAnimClass;//[Offset: 0x1578 , Size: 8]
bool IsFPP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1588 ,
Size: 1]
int CurrentEmoteIndex;//[Offset: 0x158c , Size: 4]
delegate EmoteMontageFinishedEvent;//[Offset: 0x1598 , Size: 16]
delegate OnLoadAndStartPlayEmoteAnimEvent;//[Offset: 0x15a8 , Size: 16]
delegate ReadyToPlayEmoteMontageFailedDelegate;//[Offset: 0x15b8 , Size: 16]
AnimationAsset* TempEmoteResource;//[Offset: 0x15c8 , Size: 40]
AnimSequenceBase* CurrentLoadedEmoteSequence;//[Offset: 0x15f0 , Size: 8]
float CurrentLoadedEmoteBlendTime;//[Offset: 0x15f8 , Size: 4]
float AIThrowPitch;//[Offset: 0x1600 , Size: 4]
Vector2D AISpeedScale;//[Offset: 0x1604 , Size: 8]
<FName,enum> PawnStateRelatedBuffMap;//[Offset: 0x1610 , Size: 80]
int[] ToRemoveBuffSkillIdListWhenOnPlane;//[Offset: 0x1660 , Size: 16]
bool IsInWater;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1670 , Size: 1]
bool IsAutoFollow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1671 , Size: 1]
STExtraBaseCharacter* WhoFollowMe;//[Offset: 0x1678 , Size: 8]
Vector CurInputVector;//[Offset: 0x1680 , Size: 12]
StaticMeshComponent* ScopComp;//[Offset: 0x1690 , Size: 8]
PhysicsAsset* PhysicsAssetOverride_Dead;//[Offset: 0x16a8 , Size: 8]
float voiceCheckCD;//[Offset: 0x16b0 , Size: 4]
float voiceCheckShowCD;//[Offset: 0x16b4 , Size: 4]
float VoiceCheckDis;//[Offset: 0x16b8 , Size: 4]
int voiceBeginCheckDisWhenUAV;//[Offset: 0x16bc , Size: 4]
<byte> DanyinCompletedIDSet;//[Offset: 0x16d8 , Size: 80]
PlayerGunCollosionComp* PlayerGunCollosionComp;//[Offset: 0x1728 , Size: 8]
STExtraPlayerState* STExtraPlayerState;//[Offset: 0x1740 , Size: 8]
byte MovementModeBeforeNearDeath;//[Offset: 0x1748 , Size: 1]
float MoveableSwitchPoseTime;//[Offset: 0x174c , Size: 4]
STExtraPlayerState* WhoKillMeRecord;//[Offset: 0x1750 , Size: 8]
int HandFolderRatio;//[Offset: 0x1758 , Size: 4]
float SwimUpRate;//[Offset: 0x175c , Size: 4]
PlayerSwimComponent* swimComponet;//[Offset: 0x1760 , Size: 8]
bool bEnableWorldPawnCollisionDisabled;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x1768 , Size: 1]
bool bEnableWorldPawnCollisionEnable;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x1769 , Size: 1]
Vector MoveInputState;//[Offset: 0x17a4 , Size: 12]
float SwitchPoseCD;//[Offset: 0x17d0 , Size: 4]
bool hHasCallGameModeKill;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x17f0 , Size: 1]
float CollideByTeammateCDConfig;//[Offset: 0x180c , Size: 4]
PoseChangeTime SwitchPoseTime;//[Offset: 0x1814 , Size: 16]
Transform HitBoxLeanTransL;//[Offset: 0x1830 , Size: 48]
Transform HitBoxLeanTransR;//[Offset: 0x1860 , Size: 48]
BaseCharacterPickupProxy* PickupProxy;//[Offset: 0x18a8 , Size: 8]
CharacterWeaponManagerComponent* WeaponManagerComponent;//[Offset: 0x18b0 ,
Size: 8]
float DelayHideDuration;//[Offset: 0x18b8 , Size: 4]
float DelayResetStandDuration;//[Offset: 0x18bc , Size: 4]
float DelayHideDuration_SimulatePhysicsDead;//[Offset: 0x18c0 , Size: 4]
bool bEnableRagdollAfterDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x18c4 , Size: 1]
float MaxRagdollActiveDuration;//[Offset: 0x18c8 , Size: 4]
bool bEnableAnimFrameCounter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x18d4 , Size: 1]
PlayerAnimList CurPlayerAnimList;//[Offset: 0x18d8 , Size: 264]
AnimParamList CurAnimParamList;//[Offset: 0x19e0 , Size: 284]
PlayerVehAnimList CurPlayerVehAnimList;//[Offset: 0x1b00 , Size: 216]
AnimVehParamList CurAnimVehParamList;//[Offset: 0x1bd8 , Size: 48]
AnimStatusKeyList LastUpdateStatusKeyList;//[Offset: 0x1c08 , Size: 40]
AnimStatusKeyList CurUpdateStatusKeyList;//[Offset: 0x1c30 , Size: 40]
delegate ThrowGrenadeModeChangedDelegate;//[Offset: 0x1c58 , Size: 16]
byte ThrowGrenadeMode;//[Offset: 0x1c68 , Size: 1]
byte PrevThrowGrenadeMode;//[Offset: 0x1c69 , Size: 1]
bool IsPeekLeft;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c78
, Size: 1]
bool IsEnablePeek;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1c79 , Size: 1]
float PeekCheckCollisionTimer;//[Offset: 0x1c7c , Size: 4]
bool PeekHasCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1c84 , Size: 1]
float AutoScopeDelayTimeWhenPeek;//[Offset: 0x1c88 , Size: 4]
int IsEnableReportPlayerBehavior;//[Offset: 0x1c8c , Size: 4]
float HighWalkSpeed;//[Offset: 0x1ca4 , Size: 4]
float WalkSpeedChangeRate;//[Offset: 0x1ca8 , Size: 4]
float WalkSpeedThreshold;//[Offset: 0x1cac , Size: 4]
float MaxCrouchSpeed;//[Offset: 0x1cb0 , Size: 4]
float MaxProneSpeed;//[Offset: 0x1cb4 , Size: 4]
float MaxSprintSpeed;//[Offset: 0x1cb8 , Size: 4]
float MaxSprintCrouchSpeed;//[Offset: 0x1cbc , Size: 4]
float MaxSwimSpeed;//[Offset: 0x1cc0 , Size: 4]
float HealthPredict;//[Offset: 0x1cc4 , Size: 4]
float BreathAmount;//[Offset: 0x1cc8 , Size: 4]
bool bShouldDrowningHurt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1ccc , Size: 1]
int PoisonSmogStage;//[Offset: 0x1cd0 , Size: 4]
float PoisonSmogProgress;//[Offset: 0x1cd4 , Size: 4]
float AntidoteExeTime;//[Offset: 0x1cd8 , Size: 4]
float AntidoteMaxTime;//[Offset: 0x1cdc , Size: 4]
float SpeedDynamicScale;//[Offset: 0x1ce0 , Size: 4]
float TurnInPlaceAngel;//[Offset: 0x1ce4 , Size: 4]
delegate PoisonFogStageUpdatedDelegate;//[Offset: 0x1ce8 , Size: 16]
byte HealthStatus;//[Offset: 0x1cf8 , Size: 1]
<enum,BodyPartCfg> BodyPartConfigMap;//[Offset: 0x1d00 , Size: 80]
bool bIsLastTwoCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1d50 , Size: 1]
float SpeedRate;//[Offset: 0x1d54 , Size: 4]
float EnergySpeedScale;//[Offset: 0x1d58 , Size: 4]
float RecoveryScale;//[Offset: 0x1d5c , Size: 4]
float DefaultSpeedValue;//[Offset: 0x1d60 , Size: 4]
float PawnBackpackCapacity;//[Offset: 0x1d64 , Size: 4]
float SwitchWeaponSpeedScale;//[Offset: 0x1d68 , Size: 4]
CharacterEnergyData Energy;//[Offset: 0x1d70 , Size: 56]
CharacterEnergyPhase[] TemperaturePhaseList;//[Offset: 0x1da8 , Size: 16]
bool bCheckRelevantWithFOV;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1db8 , Size: 1]
float FarDistanceAimFOV;//[Offset: 0x1dbc , Size: 4]
float FarRelevantDistanceSqured;//[Offset: 0x1dc0 , Size: 4]
float MiddleDistanceAimFOV;//[Offset: 0x1dc4 , Size: 4]
float MiddleRelevantDistanceSqured;//[Offset: 0x1dc8 , Size: 4]
float VerticalSpeedFallingDamageThrehod;//[Offset: 0x1dd0 , Size: 4]
float VerticalFallingDamageCoefficient;//[Offset: 0x1dd4 , Size: 4]
float PrachuteLandedFallingDamageMax;//[Offset: 0x1ddc , Size: 4]
bool EnablePrachuteLandedFallingDamageMax;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x1de0 , Size: 1]
float HorizontalSpeedFallingDamageThrehod;//[Offset: 0x1de4 , Size: 4]
CurveFloat* CurveHorizontalSpeedFallingDamage;//[Offset: 0x1de8 , Size: 8]
class STDamageCameraShake* DamageShakeClass;//[Offset: 0x1df0 , Size: 8]
float StandHalfHeight;//[Offset: 0x1df8 , Size: 4]
float CrouchHalfHeight;//[Offset: 0x1dfc , Size: 4]
float ProneHalfHeight;//[Offset: 0x1e00 , Size: 4]
float CrouchEnableCheckTolerance;//[Offset: 0x1e04 , Size: 4]
float StandRadius;//[Offset: 0x1e08 , Size: 4]
float DyingRadius;//[Offset: 0x1e0c , Size: 4]
HealthPredictShowData[] HealthPredictShowDataList;//[Offset: 0x1e10 , Size:
16]
HealthPredictShowData[] EnergyPredictShowDataList;//[Offset: 0x1e20 , Size:
16]
HealthPredictShowData[] SignalHPPredictShowDataList;//[Offset: 0x1e30 , Size:
16]
SecuryInfoComponent* SecuryComponent;//[Offset: 0x1e40 , Size: 8]
bool bInAssistantState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1e58 , Size: 1]
delegate InAssistantStateDelegate;//[Offset: 0x1e60 , Size: 16]
bool bWasOnVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1e70 , Size: 1]
STExtraVehicleBase* LastAttachedVehicle;//[Offset: 0x1e78 , Size: 8]
float LastVehicleDamageCD;//[Offset: 0x1e80 , Size: 4]
int VehicleSeatIdx;//[Offset: 0x1e88 , Size: 4]
bool bForceSetRepMovLocationOnAttachmentRep;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x1e92 , Size: 1]
float LeaveVehicleVelocityKeepTime;//[Offset: 0x1e94 , Size: 4]
bool UseAvatarComponent2;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1eb0 , Size: 1]
CharacterAvatarComponent2* AvatarComponent2;//[Offset: 0x1eb8 , Size: 8]
STExtraUnderWaterEffectComp* UnderWaterEffectComponent;//[Offset: 0x1ec0 ,
Size: 8]
<enum,int> AvatarRectifyData;//[Offset: 0x1ec8 , Size: 80]
HalloweenVampireCloth HalloweenVampireCloth;//[Offset: 0x1f18 , Size: 8]
delegate OnAttachedToVehicle;//[Offset: 0x1f20 , Size: 16]
delegate OnDetachedFromVehicle;//[Offset: 0x1f30 , Size: 16]
delegate OnChangedVehicleSeat;//[Offset: 0x1f40 , Size: 16]
delegate OnPlayerStateUpdated;//[Offset: 0x1f50 , Size: 16]
float MaxLeaveVehicleVelocity;//[Offset: 0x1f6c , Size: 4]
delegate SwitchAngledSightEventDelegate;//[Offset: 0x1f80 , Size: 16]
Rotator AngledSightRotOffset;//[Offset: 0x1f90 , Size: 12]
STExtraWeapon* CurrentReloadWeapon;//[Offset: 0x20a8 , Size: 8]
bool EnableSprintSync;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x20b0 , Size: 1]
float NetCullingDistanceOnVeryLowDevice;//[Offset: 0x20b4 , Size: 4]
int DamageMagnifierIdx;//[Offset: 0x20b8 , Size: 4]
STParachuteState STReplicateParchuteState;//[Offset: 0x20c0 , Size: 24]
UAEChaParachuteAnimListComponent*
CharParachuteAnimListComponentCache;//[Offset: 0x20d8 , Size: 8]
STReplicatedMoveState STReplicatedMoveState;//[Offset: 0x20e0 , Size: 32]
bool bReplicatedIsStartParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x2100 , Size: 1]
float MoveForwardInputValue;//[Offset: 0x2104 , Size: 4]
float MoveRightInputValue;//[Offset: 0x2108 , Size: 4]
bool bIsParachuteLandingAnimEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x210c , Size: 1]
float ParachuteLandingHeightAdded;//[Offset: 0x2110 , Size: 4]
bool bIsParachuteLanding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2114 , Size: 1]
bool bEnableAutoFalling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2115 , Size: 1]
float TargetPlayerAIPolicyDecisionLogInterval;//[Offset: 0x2118 , Size: 4]
float RelevantPlayerAIPolicyDecisionLogInterval;//[Offset: 0x211c , Size: 4]
ParachuteFollowComponent* ParachuteFollowComp;//[Offset: 0x2128 , Size: 8]
STExtraBaseCharacter*[] FlyingTeam;//[Offset: 0x2130 , Size: 16]
STExtraBaseCharacter* Leader;//[Offset: 0x2140 , Size: 8]
enum FollowState;//[Offset: 0x2148 , Size: 1]
ParachuteFollowState[] TeammateParachuteFollowState;//[Offset: 0x2150 , Size:
16]
STExtraBaseCharacter*[] Inviters;//[Offset: 0x2160 , Size: 16]
STExtraPlayerState*[] InviterStateArr;//[Offset: 0x2170 , Size: 16]
FString LatestInviter;//[Offset: 0x2180 , Size: 16]
bool IsDuringTransferLeader;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2190 , Size: 1]
float MaxTemporaryNotAllowInvitedTime;//[Offset: 0x2198 , Size: 4]
float maxShowAlpha;//[Offset: 0x21a0 , Size: 4]
float MoveMaxShowDis;//[Offset: 0x21a4 , Size: 4]
float WeaponMaxShowDis;//[Offset: 0x21a8 , Size: 4]
float VehicleMaxShowDis;//[Offset: 0x21ac , Size: 4]
float FPPPutDownWeaponCoolingStart;//[Offset: 0x21e8 , Size: 4]
float FPPPutDownWeaponCoolingEnd;//[Offset: 0x21ec , Size: 4]
float FPPSprintWeaponSmoothTime;//[Offset: 0x21f0 , Size: 4]
bool bDynamicHoldGun;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x223c , Size: 1]
LastEmoteInfo LastEmoteInfo;//[Offset: 0x224c , Size: 12]
float CollectPlayerRouteInterval;//[Offset: 0x225c , Size: 4]
int IsEnableReportRoute;//[Offset: 0x22ec , Size: 4]
Vector EmoteColBox;//[Offset: 0x2328 , Size: 12]
int IsEnableLogAIPlayerPos;//[Offset: 0x233c , Size: 4]
float CompVisionOpDis;//[Offset: 0x2340 , Size: 4]
float CompVisionOpDelay;//[Offset: 0x2344 , Size: 4]
bool bHasAppliedVisionCompOp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2348 , Size: 1]
<SceneComponent*,CharacterCompOutOfVisionOptimizationItem>
CharacterCompOutOfVisionOptimizationDataMap;//[Offset: 0x2358 , Size: 80]
bool bEnableCompVisionOptimization;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x23a8 , Size: 1]
float MaxRelavantDistance;//[Offset: 0x23b0 , Size: 4]
float MaxRelavantDistanceSquared;//[Offset: 0x23b4 , Size: 4]
int IsEnableReportPlayerKillFlow;//[Offset: 0x23b8 , Size: 4]
int IsEnableReportGameSetting;//[Offset: 0x23bc , Size: 4]
int EnableReportGameSettingLevel;//[Offset: 0x23c0 , Size: 4]
int IsEnableReportMrpcsInCircleFlow;//[Offset: 0x23c4 , Size: 4]
int IsEnableReportMrpcsInPartCircleFlow;//[Offset: 0x23c8 , Size: 4]
int IsEnableReportMrpcsFlow;//[Offset: 0x23cc , Size: 4]
bool CrowdAgentConsidered;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x23d0 , Size: 1]
UAECharacterAnimListComponent* OwnedCharacterAnimComp;//[Offset: 0x23e0 ,
Size: 8]
bool bIsSwapingMainWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x23ec , Size: 1]
float EquipingScopeDelay;//[Offset: 0x23f0 , Size: 4]
bool bClientHasFinishedReloadWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x23f5 , Size: 1]
delegate OnEquipZoomScope;//[Offset: 0x23f8 , Size: 16]
WeaponOverrideAttrs WeaponOverrideAttrs;//[Offset: 0x240c , Size: 24]
CharacterOverrideAttrs CharacterOverrideAttrs;//[Offset: 0x2424 , Size: 16]
float CharacterFallingVelocityZFactor;//[Offset: 0x2434 , Size: 4]
bool IsPveShootVerify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2468 , Size: 1]
bool IsOpenCommonShootVerify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2469 , Size: 1]
delegate CharacterDisplayFinalDamageDelegate;//[Offset: 0x2470 , Size: 16]
int AloneDistance;//[Offset: 0x2480 , Size: 4]
int NearTeamPlayerDistance;//[Offset: 0x2484 , Size: 4]
AnimationAsset* ChangeWearingMontage;//[Offset: 0x2490 , Size: 40]
float ChangeWearingLastTime;//[Offset: 0x24b8 , Size: 4]
int ChangeWearingPromptTextID;//[Offset: 0x24bc , Size: 4]
FString ChangeWearingPromptText;//[Offset: 0x24c0 , Size: 16]
AnimMontage* ChangeWearingAnimMontage;//[Offset: 0x24d0 , Size: 8]
delegate WearingMontageFinishedEvent;//[Offset: 0x24d8 , Size: 16]
Vector ChangeWearingColBox;//[Offset: 0x252c , Size: 12]
float PaintDecalMaxDistance;//[Offset: 0x2538 , Size: 4]
float PuzzlePaintDecalMaxDistance;//[Offset: 0x253c , Size: 4]
bool bDetectingPaintDecalTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x2540 , Size: 1]
bool bValidPaintDecalTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2541 , Size: 1]
float RequestPaintDecalCD;//[Offset: 0x2544 , Size: 4]
float MaxRequestPaintDecalCD;//[Offset: 0x2548 , Size: 4]
ChildActorComponent* DecalComponent;//[Offset: 0x2550 , Size: 8]
Actor* DecalActor;//[Offset: 0x2558 , Size: 8]
ChildActorComponent* PuzzleLineTraceComponent;//[Offset: 0x2560 , Size: 8]
Actor* PuzzleTraceLineActor;//[Offset: 0x2568 , Size: 8]
bool bInBattleState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2570 , Size: 1]
float OutBattleStateTime;//[Offset: 0x2574 , Size: 4]
delegate OnBattleStateChange;//[Offset: 0x2580 , Size: 16]
BonfireActor* CurBonfire;//[Offset: 0x2590 , Size: 8]
BonfireActor* BuiltBonfire;//[Offset: 0x2598 , Size: 8]
class STCharacterBonfireLinkComp* BonfireLinkComponentTemplate;//[Offset:
0x25a0 , Size: 40]
delegate OnCharacterPlayEmote;//[Offset: 0x25c8 , Size: 16]
delegate OnCharacterWin;//[Offset: 0x25d8 , Size: 16]
delegate OnCharacterFallingModeChange;//[Offset: 0x25e8 , Size: 16]
Vector LastServerHitImpactPoint;//[Offset: 0x25f8 , Size: 12]
byte RemainUseSupplySpotTimes;//[Offset: 0x2604 , Size: 1]
byte RemainUseEnhancerSpotTimes;//[Offset: 0x2605 , Size: 1]
bool IsShowHealthBar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2606 , Size: 1]
int[] UseEnhanceSpotTip;//[Offset: 0x2608 , Size: 16]
int MonsterDamageReduceSkillID;//[Offset: 0x2618 , Size: 4]
<int,InteractionEmoteConfig> InteractionEmoteConfig;//[Offset: 0x2620 , Size:
80]
STExtraBaseCharacter* InteractionEmoteSender;//[Offset: 0x2670 , Size: 8]
bool IsInitCharacterSkill;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x268a , Size: 1]
FString CharacterSkillTableName;//[Offset: 0x2690 , Size: 16]
STExtraVehicleBase* RelevantVehicleInReady;//[Offset: 0x26a0 , Size: 8]
PhysicsAsset* DeathCachePhysicsAsset;//[Offset: 0x26a8 , Size: 8]
AutoAimingConfig AutoAimingConfig;//[Offset: 0x26b0 , Size: 152]
byte MeleeAutoAimType;//[Offset: 0x2748 , Size: 1]
bool bIsInObjectPool;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x275c , Size: 1]
PlayerRespawnData PlayerRespawnData;//[Offset: 0x2760 , Size: 28]
bool bCharacterHideIngame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x277c , Size: 1]
TimerHandle CharacterShowWeaponTimerHandle;//[Offset: 0x2780 , Size: 8]
float CharacterShowWeaponTime;//[Offset: 0x2788 , Size: 4]
enum CharacterMainType;//[Offset: 0x278c , Size: 1]
enum CharacterSubType;//[Offset: 0x278d , Size: 1]
delegate ZombieModePropSkillUIShowDelegate;//[Offset: 0x2790 , Size: 16]
int ZombieModeCurrentSkillPropLevel;//[Offset: 0x27a0 , Size: 4]
int ZombieModeCurrentSkillPropID;//[Offset: 0x27a4 , Size: 4]
delegate BulletTrackShowDelegate;//[Offset: 0x27a8 , Size: 16]
delegate MarkPlayerPosDelegate;//[Offset: 0x27b8 , Size: 16]
float Config_PlayerHurt_ResetTime;//[Offset: 0x27c8 , Size: 4]
PlayerVaultComponent* VaultControllerComp;//[Offset: 0x27d0 , Size: 8]
bool EnableReverseVerityBlock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x27d8 , Size: 1]
bool EnableBulletFlySound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x27d9 , Size: 1]
delegate OnUseSpringJump;//[Offset: 0x27e0 , Size: 16]
float LastSprintTriggerTime;//[Offset: 0x27f0 , Size: 4]
float FallingTime;//[Offset: 0x27f8 , Size: 4]
bool bInteractWithActivityActor;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x27fc , Size: 1]
bool IsShowRevivalPointIcon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x27fd , Size: 1]
float SignalHPRemainingTime;//[Offset: 0x2800 , Size: 4]
bool bIsGiveupWhenMatchGoalAchieved;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x2804 , Size: 1]
Actor* MyConstActor;//[Offset: 0x2808 , Size: 8]
bool EnterSnowArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2810 , Size: 1]
byte[] ShowSnowAreaTypes;//[Offset: 0x2818 , Size: 16]
float TickCanDriveSnowBoardInterval;//[Offset: 0x2828 , Size: 4]
float ClientAttachToVehicleKeepTime;//[Offset: 0x2830 , Size: 4]
float RefreshAnimListTimerMaxTime;//[Offset: 0x283c , Size: 4]
float RealtimeVerifyInterval;//[Offset: 0x2840 , Size: 4]
float RealtimeVerifyIntervalRandomOffset;//[Offset: 0x2844 , Size: 4]
float FirstGuide_SafeZoneCountDownTime;//[Offset: 0x2858 , Size: 4]
bool isUsingEnergyPoison;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x285c , Size: 1]
bool bAddPoseStateCheckResponse;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x285d , Size: 1]
bool bTemperoryDisableFallingDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x285e , Size: 1]
float FixMovementOnVehicleInterval;//[Offset: 0x2860 , Size: 4]
float voiceCheckUAVOperatorDeltaTime;//[Offset: 0x2868 , Size: 4]
Transform DefaultParticleAttachTransform;//[Offset: 0x2870 , Size: 48]
byte DefaultParticleAttachLocationType;//[Offset: 0x28a0 , Size: 1]
InjuryParticleAttachOffset[] ParticleAttachOffsetArray;//[Offset: 0x28a8 ,
Size: 16]
float ParticleShowingInterval;//[Offset: 0x28b8 , Size: 4]
bool bIsShowingInjuryEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x28c0 , Size: 1]
bool bIsShowingToxicEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x28c1 , Size: 1]
ParticleSystem* InjuryAndToxicParticleEffect;//[Offset: 0x28c8 , Size: 40]
Vector MoveAdditionalSpeed;//[Offset: 0x28f0 , Size: 12]
ParticleSystem* ProtectedInjuryAndToxicParticleEffect;//[Offset: 0x2900 ,
Size: 8]
float RTNoDamageTime;//[Offset: 0x2908 , Size: 4]
bool IsCanEnableWingUpControl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x290c , Size: 1]
bool IsWingUpControl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2914 , Size: 1]
float MinWingUpControlTime;//[Offset: 0x2920 , Size: 4]
WidgetComponent* PlayerInfoWidgetComp;//[Offset: 0x2928 , Size: 8]
FString DebugInfoWidgetPath;//[Offset: 0x2930 , Size: 16]
FString DebugInfoWidgetRefreshFunName;//[Offset: 0x2940 , Size: 16]
Vector DebugInfoLocation;//[Offset: 0x2950 , Size: 12]
Actor* ACurrentFloor;//[Offset: 0x295c , Size: 8]
bool IsMotifyAutoUseWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2964 , Size: 1]
bool IsMotifyAttackerByState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2965 , Size: 1]
float WaitRefreshShootDetailInfoTime;//[Offset: 0x2968 , Size: 4]
float CurWaitRefreshShootDetailInfoTime;//[Offset: 0x296c , Size: 4]
bool bEnableDebugServiceInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2970 , Size: 1]
float[] AIHotValueDebugInfo;//[Offset: 0x29c8 , Size: 16]
Actor*[] OverlapDarkAreas;//[Offset: 0x29e8 , Size: 16]
float SwimmingSwitchMovementModeCD;//[Offset: 0x29f8 , Size: 4]
int PrepareEmoteId;//[Offset: 0x2a00 , Size: 4]
FString EmoteSouceEventName;//[Offset: 0x2a08 , Size: 16]
STExtraBaseCharacter* TargetPlayer;//[Offset: 0x2a18 , Size: 8]
bool bIsInUnderGroundArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2a20 , Size: 1]
bool bIsAroundUndergroundEntry;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2a21 , Size: 1]
uint32 SightVisionMask;//[Offset: 0x2a24 , Size: 4]
bool bUnderWaterPoseCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2a29 , Size: 1]
void VaultStartPosNotifyBPToCpp(bool isvaultting, bool IsValidVault,
STExtraBaseCharacter* vaultCharacter, Vector StartPos);// 0x2e22ce0
void VaultFailPawnCPP(const FString Content);// 0x2e22c30
void VaultFailPawnBluePrint(out const FString Content);// 0x2e22b70
void UseVehWeaponView(STExtraShootWeapon* OldVehWeapon, STExtraShootWeapon*
NewVehWeapon);// 0x2e22abc
void UseSpringJump(int SpringID);// 0x2e22a40
void UserCancelRescue();// 0x2e22a2c
void UpdateUnderGroundArea(bool bEnterUnderGroundArea);// 0x2e229a8
bool UpdateShovelingState();// 0x2e22970
void UpdateShovelingHoldStateRelease();// 0x2e2295c
void UpdateShovelingHoldStatePressed();// 0x2e22948
void UpdatePoseCollisionCpp(byte CurState, byte PreState);// 0x2e22890
void UpdateFallingTime(float Delta);// 0x2e22814
void UpdateDynamicHoldGunOption();// 0x2e22800
void UpdateCurrentShootWeaponTick();// 0x2e227ec
void UpdateAttrValue(FString AttrName, float Val, int Reason, bool bSet);//
0x2e22684
void UpdateAllInstanceBodyTransform(int Type);// 0x2e22608
void UnequipWeaponFinish();// 0x2e225f4
void UnequipWeapon(byte Slot, bool bSwitchWeapon);// 0x2e22534
void TryToBroadcastFatalDamageEvent(Controller* Causer, int HSChangeMargin,
out const DamageEvent DamageEvent, bool IsHeadShot, Actor* DamageCauser);//
0x2e22390
void TryPeek(bool IsLeft, bool ButtonDown);// 0x2e222c0
void TryFollowInitialParachuteLeader(FString Name);// 0x2e2218c
bool TriggerEntrySkillWithID(int SkillID, bool bEnable);// 0x2e220b0
bool TriggerEntryEvent_Implementation(enum EntryEvent);// 0x2e22018
void ThrowGrenadeModeChangedDelegate__DelegateSignature(byte NewMode, byte
PrevMode);// 0x37db6c4
void TakeDamageWhenThrowedDelegate__DelegateSignature();// 0x37db6c4
void SyncServerTagsChange(out const FName[] newTags, out const FName[]
oldTags);// 0x2e21edc
void SyncDeadTombBoxToController(PlayerTombBox* _DeadTombBox);// 0x2e21e58
bool SwitchWeaponCheck(byte Slot, bool bIgnoreState);// 0x2e21d84
void SwitchWeaponBySlot(byte Slot, bool bUseAnimation, bool
bForceFinishPreviousSwitch, bool ignoreState);// 0x2e21c34
void SwitchToLastWeapon(bool bUseAnimation, bool
bForceFinishPreviousSwitch);// 0x2e21b64
void SwitchToLastNoneGrenageWeapon(bool bUseAnimation, bool
bForceFinishPreviousSwitch);// 0x2e21a94
bool SwitchPoseState(byte State, bool bIgnoreCD, bool bIgnoreCheck, bool
ShouldShowPrompt, bool IsTriggerByPressBtn);// 0x2e218ec
void SwapMainWeapon();// 0x2e218d8
void STServerUpdateState(float InThrottleInput, float InSteeringInput, int8
State, const Rotator CameraRotation);// 0x2e2176c
float StopSlotAnim(AnimSequenceBase* AnimSequence, FName SlotName, float
blendTime);// 0x2e2166c
bool StopPlayEmoteAnim(int EmoteIndex);// 0x2e215dc
void StopMove();// 0x2e215c8
bool StopFireFilter();// 0x2e21588
void StopFire();// 0x2e21574
void StopFillGas();// 0x2e21560
bool StopChangeWearingAnim();// 0x2e21528
void StartWaitRefreshShootDetailInfo();// 0x2e21514
bool StartPlayEmoteAnim(int EmoteIndex);// 0x2e21484
void StartFireSimple(byte ShootMode);// 0x2e21400
bool StartFireFilter(STExtraShootWeapon* ExtraWeapon);// 0x2e21368
void StartFire(int BurstShootBulletsLimit, float BurstShootTimeLimit, byte
ShootMode, Vector SimpleShootTarget, bool DoCheck, STExtraShootWeapon*
ExtraWeapon);// 0x2e211a8
void StartFillGas();// 0x2e21194
bool StartChangeWearingAnim();// 0x2e2115c
void SpawnFootprint(enum FootprintType);// 0x2e210e0
void SpawnAndSwithToGrenadeServerCall(byte grenadeType);// 0x2e21030
STExtraWeapon* SpawnAndSwitchToGrenadeOnServer(FName
SpesificLogicGrenadeSlot);// 0x2e20fa4
STExtraWeapon* SpawnAndSwitchToGrenadeOnClient(FName
SpesificLogicGrenadeSlot);// 0x2e20f18
STExtraWeapon* SpawnAndBackpackWeaponOnServer(class STExtraWeapon Template,
ItemDefineID ID, FName LogicSocket, bool bAutoUse, bool bResetBulletNum);//
0x2e20d68
void ShowPlayerDebugInfo(bool bShow);// 0x2e20ce4
void ShowNightVisionFrame();// 0x2e20cc8
void ShowInjuryScreenEffect();// 0x2e20cb4
void ShowDebugRole();// 0x2e20ca0
void ShowDebugRecordData();// 0x2e20c8c
void ShowDebugPickUpFlow();// 0x2e20c78
void ShowDebugEquipOrUnequipFlow();// 0x2e20c64
void ShowDebugBornLandFlow();// 0x2e20c50
void ShowConfirmDialogOfMisKill();// 0x2e20c34
bool ShouldUpdateHPOnUI();// 0x2e20bf4
bool ShouldShowCorp();// 0x2e20bbc
bool ShouldShowAnchor();// 0x2e20b84
bool ShouldAutoScopeWhenPeek();// 0x2e20b44
byte ShootCharacterVertify(out const BulletHitInfoUploadData ShootData, out
const LocalShootHitData LocalShootHitData, STExtraShootWeapon* Weapon);// 0x2e209c0
void SetWeaponShootType(byte shootType);// 0x2e20944
void SetViewTargetAgainForOB();// 0x2e20930
void SetThrowGrenadeMode(byte ThrowMode);// 0x2e208b4
void SetTargetPlayer(STExtraBaseCharacter* InTargetPlayer);// 0x2e20838
void SetSightVision(bool Enable, enum Flag);// 0x2e20770
void SetSightCondition(bool Enable, enum Flag);// 0x2e206a8
void SetRTNoDamageTimer(float Timer);// 0x2e2062c
void SetReloadMethod(byte reloadMethod, STExtraShootWeapon* ShootWeapon);//
0x2e2056c
void SetPrepareEmoteId(int InEmoteID);// 0x2e204f0
void SetPawnStateDisabled(enum PawnState, bool bNewDisabled);// 0x2e20430
void SetPawnReloadWeaponFinished(bool IsFinished);// 0x2e203a4
void SetIsDuringTransferLeader(bool isTransfer);// 0x2e20320
void SetIsAutoFollow(bool Val, STExtraBaseCharacter* IFollowWho);// 0x2e20258
void SetHighWalkSpeed(float WalkSpeed);// 0x2e201dc
void SetHealthSafety(float NewHealth, byte Reason);// 0x2e20124
void SetHandFoldRatio(int Ratio);// 0x2e200a8
void SetExitingParachute(bool ExitParachute);// 0x2e20024
void SetEnterSnowArea(bool IsEnterSnowArea);// 0x2e1ffa0
void SetEmoteSouceEventName(FString EventName);// 0x2e1fe6c
void SetDelayStateSwitchTime(float DelayTime);// 0x2e1fdf4
void SetCurScopeFov(float InFov);// 0x2e1fd78
bool SetCurrentPersonPerspective(bool IsNewFPP, bool IsInitSetting);//
0x2e1fc9c
void SetCurrentFloor(Actor* floor);// 0x2e1fc20
void SetCurBonfire(BonfireActor* newBonfire);// 0x2e1fba4
void SetComponentsActive(class Object ComponentClass, bool IsActive);//
0x2e1fadc
void SetCheatSpeedModifier(float NewModifier);// 0x2e1fa58
void SetCharacterHideInGame(bool bHide);// 0x2e1f9d4
void SetChangeWearingPromptEnable(bool bShow);// 0x2e1f950
void SetAntidoteMaxTime(float MaxTime);// 0x2e1f8d8
void SetAntidoteExeTime(float ExeTime);// 0x2e1f860
void SetAnimParamIsRescueing(bool Val);// 0x2e1f7dc
void SetAnimParamIsNearDeathStatus(bool Val);// 0x2e1f758
void SetAnimParamCallingForRevival(bool bIsCalling);// 0x2e1f6d4
void SetAnimMontagePlayRate(AnimMontage* AnimMontage, float InPlayRate);//
0x2e1f61c
void SetAmbientRTPC(FString RTPC, float Value);// 0x2e1f4ac
void SetAIActive(bool bActive);// 0x2e1f428
void ServerUpdateShovelingHoldState(bool ishold);// 0x2e1f364
void ServerTriggerJump();// 0x2e1f304
void ServerSetPoisonSmogStage(int SmogStage);// 0x2e1f288
void ServerSetPeekState(bool IsLeft, bool ButtonDown);// 0x2e1f178
void ServerSetPeekCollision(bool HasCollision);// 0x2e1f0b4
void ServerSetPawnStateDisabled(enum PawnState, bool bNewDisabled);//
0x2e1efb0
void ServerSetMovementState(Vector Input);// 0x2e1eefc
void ServerSendToLobbyServerUseItem(int ItemID, int Count);// 0x2e1ee48
void ServerResponseInvite(FString SomeOne, enum res, enum InviteType, bool
NotAllowInvitedLater);// 0x2e1ec94
void ServerRequestPaintDecal(int DecalId, const PlayerDecalData DecalData);//
0x2e1eb28
void ServerInviteTeammate(FString Name, enum InvitationType);// 0x2e1ea08
void ServerHandleBulletHitData(STExtraWeapon* OwnerWeapon, out
BulletHitInfoUploadData Data);// 0x2e1e924
void ServerFollowTeammate(FString Name);// 0x2e1e848
void ServerEndZombieModePropSkill();// 0x2e1e834
void ServerChangeThrowGrenadeMode(byte ThrowMode);// 0x2e1e784
void ServerCancelFollow();// 0x2e1e724
void SendServerMoveToClientUnreliaby(float TimeStamp, const Vector Position,
const Rotator Rotation, const Vector Velocity);// 0x2e1e5f8
void SendClientMoveToServerUnreliaby(float TimeStamp, const Vector Position,
const Rotator Rotation, const Vector Velocity);// 0x2e1e494
void SendClientMoveToServerReliaby(float TimeStamp, const Vector Position,
const Rotator Rotation, const Vector Velocity);// 0x2e1e330
SearchedTombBoxAndWrapperListResult[] SearchTombBoxes();// 0x2e1e20c
SearchedPickUpItemResult[] SearchPickUpWrapperActors(bool
bIncludeWrapprsOnGround, bool bIncludeWrapprsInBox);// 0x2e1e10c
void Scoping(byte NewType);// 0x2e1e090
void ScopeOut(byte NewType);// 0x2e1e014
void ScopeInterrupt(byte NewType);// 0x2e1df98
void ScopeIn(byte NewType);// 0x2e1df1c
void SaveMeshUpdateFlag();// 0x2e1defc
void RspSetInteractionEmoteSender(STExtraBaseCharacter* Sender);// 0x2e1de4c
void RspPlayInteractionEmote(int EmoteId);// 0x2e1dd9c
void RspClientSureLeaveVehicle(bool bCanLeave);// 0x2e1dd10
void RPC_Server_UseZombieModeSkill();// 0x2e1dcb0
void RPC_Server_TriggerEntryEventByID(int SkillID, bool bEnable);// 0x2e1dbac
void RPC_Server_TriggerEntryEvent(enum EntryEvent);// 0x2e1dafc
void RPC_Server_SwitchWeapon(byte Slot, bool bUseAnimation, bool
bForceFinishPreviousSwitch, bool ignoreState);// 0x2e1d958
void RPC_Server_SwitchSkillProp(int SkillPropID);// 0x2e1d8a8
void RPC_Server_SwapMainWeapon();// 0x2e1d848
void RPC_Server_SpawnAndSwitchToGrenade(FName SpesificLogicGrenadeSlot);//
0x2e1d798
void RPC_Server_SetHandFoldRatio(int Ratio);// 0x2e1d6e8
void RPC_Server_SetCurScopeFov(float InFov);// 0x2e1d638
void RPC_Server_DestroyGrenadeAndSwitchBackToPreviousWeapon();// 0x2e1d5d8
void RPC_Server_ChangeToShootGrenade();// 0x2e1d578
void RPC_NetMulticast_HandlePlayerPickUpActor(float TargetZLoc);// 0x2e1d4c8
void RPC_CollideByTeamMate(STExtraBaseCharacter* pOtherChar);// 0x2e1d418
void RPC_Client_SwitchWeapon(byte Slot, bool bUseAnimation, bool
bForceFinishPreviousSwitch, bool ignoreState);// 0x2e1d274
void RPC_Client_SwapMainWeapon();// 0x2e1d214
void RPC_Client_SpawnAndSwitchToGrenade(FName SpesificLogicGrenadeSlot);//
0x2e1d164
void RPC_Client_ShowZombieModeSkillCD(int InCDType, float InSkillInUseCD,
float InNextUseCD);// 0x2e1d03c
void RPC_Client_ShootVertifyRes(const byte VertifyRes, const
BulletHitInfoUploadData HistoryShootData, const CharacterHistoryData HistoryChData,
const Vector ServerVictmPos);// 0x2e1ce8c
void RPC_Client_SetServiceDebugInfo(FString Info);// 0x2e1cddc
void RPC_Client_SetReloadCurWeapon(STExtraWeapon* Weapon);// 0x2e1cd2c
void RPC_Client_ReportPlayerKillFlow(STExtraBaseCharacter* killedPlayer);//
0x2e1cc7c
void RPC_Client_OnSkillPropCountChanged(int SkillPropID);// 0x2e1cbcc
void RPC_Client_OnNearDeathRecordingNotify(FString SpectatorName, bool
bSpectatorIsAI);// 0x2e1ca98
void RPC_Client_OnDeathStopRecordingNotify(FString SpectatorName, bool
bSpectatorIsAI, bool bForce);// 0x2e1c918
void RPC_Client_OnDamageNotifyRecord(int DamagerID, bool bAI, float fHealth,
int OtherHealthStatus, float ShootDistance, int DamageType, FName CauserName);//
0x2e1c6d4
void RPC_Client_MarkPlayersOnUI(const PlayerPosMarkerParam[]
PlayerMarkersParam);// 0x2e1c5f8
void RPC_Client_DrawDebugSphere(Vector Center, float Radius, int Segments,
Color Color, bool bPersistentLines, float LifeTime, byte DepthPriority, float
Thickness);// 0x2e1c3c8
void RPC_Client_DrawDebugLine(Vector LineStart, Vector LineEnd, Color Color,
bool bPersistentLines, float LifeTime, byte DepthPriority, float Thickness);//
0x2e1c1d0
void RPC_Client_DestroyGrenadeAndSwitchBackToPreviousWeapon();// 0x2e1c170
void RPC_Client_ChangeRectiftAvatar(enum InSlotType, int InItemID, bool
bWear);// 0x2e1c02c
void RestoreMeshUpdateFlag();// 0x2e1c00c
void ResponceInvite(FString SomeOne, enum res, enum InviteType, bool
NotAllowInvitedLater);// 0x2e1bea4
void ResetValueLimitForHealthPredict();// 0x2e1be90
void ResetSignalOnServer(bool bRescued);// 0x2e1be0c
void ResetCharacterEnergy();// 0x2e1bdf8
void ResetCharacter();// 0x2e1bddc
void ResetCamera();// 0x2e1bdc8
void RequestUserCancleRescue();// 0x2e1bd68
void RequestServerSureLeaveVehicle();// 0x2e1bd08
void RequestServerAssistantTrackVehicle(bool bEnterAssistant);// 0x2e1bc44
void RequestPutOnHalloweenVampireCloth(int ClothItemID, bool bWear);//
0x2e1bb40
bool RequestPaintDecal(int DecalId);// 0x2e1bab0
void ReqStartPlayEmoteWithRand(int EmoteIndex, int Rand);// 0x2e1b9c8
void ReqStartPlayEmote(int EmoteIndex);// 0x2e1b918
void ReqStartChangeWearing();// 0x2e1b8b8
void ReqSetIsWingUpControl(bool IsUpControl);// 0x2e1b7f4
void ReqSetInteractionEmoteReceiver(STExtraBaseCharacter* Receiver);//
0x2e1b744
void ReqPlayInteractionEmote(STExtraBaseCharacter* OtherCharacter, int
SelfEmoteId, int OtherEmoteId);// 0x2e1b61c
void ReqInteruptPlayEmote(int EmoteIndex);// 0x2e1b56c
void ReqInteruptChangeWearing();// 0x2e1b50c
void ReqEmotePlayFinished(int EmoteIndex);// 0x2e1b45c
void ReqChangeWearingFinished(int Index);// 0x2e1b3ac
void ReqAcceptInteractionEmote();// 0x2e1b34c
void ReportAntiCheatInfo();// 0x2e1b338
void RemoveClientLeaveStateCheck(enum State);// 0x2e1b2bc
void RemoveBuffWhenGotoPlane();// 0x2e1b2a8
bool ReloadWeaponFilter();// 0x2e1b268
bool ReloadCurrentWeapon();// 0x2e1b230
void RegisterPlayerPickUpList();// 0x2e1b21c
void RefreshPersonPerspective();// 0x2e1b208
void RefreshPawnVaultTypeServer();// 0x2e1b1a8
void RefreshPawnVaultTypeAll(bool isFpsEnable);// 0x2e1b11c
void RefreshMoveAttrModifier();// 0x2e1b108
void RefreshAvatar(enum SlotType, bool IsEquipped, int ItemID);// 0x2e1b004
void RecordFinalParachuteLeader();// 0x2e1aff0
void PrintAIPolicyDecisionData();// 0x2e1afdc
void PreDoDrop(STExtraBaseCharacter* DamageCauser);// 0x2e1af60
void PostGetPlayerAnimation();// 0x37db6c4
void PlaySwitchSightSound();// 0x2e1af4c
void PlaySwitchFireModeSound();// 0x2e1af38
void PlaySpecialAmbientSound(AkAudioEvent* TargetSound);// 0x2e1aebc
float PlaySlotAnim(AnimSequenceBase* AnimSequence, FName SlotName, float
InPlayRate, float blendTime);// 0x2e1ad84
void PlaySelfThrowAwayWeaponSound();// 0x2e1ad70
void PlayPullBoltSound();// 0x2e1ad5c
void PlayOperateItemSound(FString BankName, FString SoundName);// 0x2e1ab4c
void PlayMountAccessoriesSound();// 0x2e1ab38
void PlayMagOUTSound();// 0x2e1ab24
void PlayMagINSound();// 0x2e1ab10
void PlayLocalShellDropFX();// 0x2e1aafc
void PlayLoadBulletSound();// 0x2e1aae8
void PlayFootstepSound(byte FootStepState);// 0x2e1aa64
bool PlayerConfirmToRescue();// 0x2e1aa2c
void PlayChangeMagazineSound();// 0x2e1aa18
void PlayAmbientSound();// 0x2e1aa04
void PickUpWrapperAttachmentItem(Actor* Target, out const PickUpItemData
ItemData, int PickupAttachmentID, ItemDefineID TargetDefineID);// 0x2e1a804
void PickUpWrapperActor(Actor* Target, out const PickUpItemData ItemData, int
pickCount, int BattleItemClientPickupType);// 0x2e1a620
void PickUpActor(Actor* Target, int AdditionalParam, int pickCount, int
BattleItemClientPickupType);// 0x2e1a4f4
void PawnVaultStopCPP();// 0x2e1a4d8
void PawnVaultStopBluePrint();// 0x2e1a4bc
void PawnVaultServerStopCheckCPP();// 0x2e1a45c
void PawnVaultServerStopCheckBluePrint();// 0x2e1a440
void PawnVaultServerCPP(float dis, float Height, float Length, const FString
VaultKey, Vector StartPos, Actor* checkActor, float crossblockMaxFall, float
crossblockMaxDis, Vector HitPoint, Actor* WindowActor, Rotator movedir);//
0x2e1a0bc
void PawnVaultServerBluePrint(float dis, float Height, float Length, out
const FString VaultKey, Vector StartPos, Actor* checkActor, float
crossblockMaxFall, float crossblockMaxDis, Vector HitPoint, Actor* WindowActor,
Rotator movedir);// 0x2e19d8c
void PawnVaultAllCPP(float dis, float Height, float Length, const FString
VaultKey, Vector StartPos, Actor* checkActor, float crossblockMaxFall, float
crossblockMaxDis, Vector HitPoint, Rotator movedir);// 0x2e19ab4
void PawnVaultAllBluePrint(float dis, float Height, float Length, out const
FString VaultKey, Vector StartPos, Actor* checkActor, float crossblockMaxFall,
float crossblockMaxDis, Vector HitPoint, Rotator movedir);// 0x2e197c0
void PawnLeaveState(enum State);// 0x2e1973c
bool PawnHasState(enum PawnState);// 0x2e196a4
bool PawnEnterState(enum State);// 0x2e1960c
bool PawnAllowState(enum State, bool withLog);// 0x2e19530
void OnWeaponEquipmentUpdate();// 0x2e19514
void OnUnEquipWeapon();// 0x37db6c4
void OnUIZombieModeSkillCDShowDelegate(int InCDType, float InSkillInUseCD,
float InNextUseCD);// 0x2e19424
void OnStateLeave(enum EnteredState);// 0x2e193a0
void OnStateEnter(enum EnteredState);// 0x2e1931c
void OnShowName(bool _IsShow, FString _Name);// 0x37db6c4
void OnServerCheckWarnSoundUAV(enum soundType);// 0x2e19298
void OnScopeNotHandFold();// 0x2e19284
void OnScopeHandFold();// 0x2e19270
void OnRep_ZombieModeSkillPropLevel();// 0x2e1925c
void OnRep_ZombieModeSkillPropChanged();// 0x2e19248
void OnRep_WaterObj();// 0x2e19234
void OnRep_VehicleSeatIdx();// 0x2e19220
void OnRep_UnmannedVehicleSyncData();// 0x2e19204
void OnRep_ThrowGrenadeMode(byte PrevMode);// 0x2e19188
void OnRep_Temperature(float LastValue);// 0x2e19104
void OnRep_SwitchWeaponSpeedScale();// 0x2e190f0
void OnRep_StatusChanged(byte prevStatus);// 0x2e1906c
void OnRep_SignalHPRemainingTime();// 0x2e19058
void OnRep_SignalHP(float PrevVal);// 0x2e18fd4
void OnRep_SightVisionMask();// 0x2e18fc0
void OnRep_ShowRevivalPointIcon();// 0x2e18fac
void OnRep_ScopeFov();// 0x2e18f98
void OnRep_ResetDataOnRespawn();// 0x2e18f84
void OnRep_ReplicatedParachuteState();// 0x2e18f70
void OnRep_ReplicatedMoveState();// 0x2e18f5c
void OnRep_ReplicatedIsStartParachute();// 0x2e18f48
void OnRep_RemainUseSupplySpotTimes();// 0x2e18f34
void OnRep_RemainUseEnhancerSpotTimes();// 0x2e18f20
void OnRep_PoseStateNotify(byte LastState);// 0x2e18ea4
void OnRep_PoisonFogStageChange();// 0x2e18e90
void OnRep_PlayerKey();// 0x2e18e74
void OnRep_PeekHasCollision();// 0x2e18e60
void OnRep_MoneyNotify();// 0x2e18e4c
void OnRep_KillTipsNotify();// 0x2e18e38
void OnRep_IsWingUpControl();// 0x2e18e24
void OnRep_IsRescueingOtherStatusChange();// 0x2e18e10
void OnRep_IsInvincible();// 0x2e18df4
void OnRep_IsFPPChanged();// 0x2e18de0
void OnRep_IsBeingRescuedStatusChange();// 0x2e18dcc
void OnRep_InAssistantState();// 0x2e18db8
void OnRep_HealthPredict();// 0x2e18da4
void OnRep_Health(float PrevHealth);// 0x2e18d20
void OnRep_HandFolderRatio();// 0x2e18d0c
void OnRep_FollowState();// 0x2e18cf8
void OnRep_EnergyChange();// 0x2e18ce4
void OnRep_DisabledPawnStates();// 0x2e18cc8
void OnRep_DamageMagnifierIdx();// 0x2e18cb4
void OnRep_CurrentVehicle(STExtraVehicleBase* LastVehicle);// 0x2e18c38
void OnRep_CurrentStates(uint64 prevStates);// 0x2e18bb4
void OnRep_CurBonFire();// 0x2e18ba0
void OnRep_CharacterHideInGame();// 0x2e18b8c
void OnRep_CharacterFallingVelocityZFactor();// 0x2e18b78
void OnRep_ChangeHalloweenVampireCloth();// 0x2e18b64
void OnRep_BreathAmmountChange();// 0x2e18b50
void OnRep_bIsCallingForRevival();// 0x2e18b3c
void OnRep_AntidoteMaxTimeSync();// 0x2e18b28
void OnRep_AntidoteExeTimeSync();// 0x2e18b14
void OnRep_AngleSightRotOffsetChanged();// 0x2e18b00
void OnRep_AnchorPlat();// 0x2e18aec
void OnRep_AKEventNotify();// 0x2e18ad8
void OnPoseStateChange(byte LastState, byte CurState);// 0x37db6c4
void OnPlayEmoteStop(int EmoteIndex);// 0x2e18a5c
void OnPlayEmoteEnd(int EmoteIndex);// 0x2e189e0
bool OnPlayEmote(int EmoteId);// 0x2e18950
void OnOverlapDarkArea(bool bIsBegin, Actor* DarkAreaActor);// 0x2e18888
void OnOpenDoor(PUBGDoor* door, int doorState);// 0x2e187c8
void OnNotifyHurt();// 0x37db6c4
void OnLoadEmoteAssetEnd(BackpackEmoteHandle* Handle, int EmoteIndex);//
0x2e18710
void OnLoadEmoteAssetBegin(BackpackEmoteHandle* Handle, int EmoteIndex, out
SoftObjectPath[] OutAssetRefListToLoad);// 0x2e1857c
void OnLeaveStateInChangeWearing(enum HasLeavedState);// 0x2e18500
void OnInterruptCurrentEmote();// 0x2e184ec
void OnInterruptChangeWearing();// 0x2e184d8
void OnHealthChangeFromRPC(float PrevHealth, float InHealth);// 0x2e18424
void OnFollowStateChange();// 0x2e18410
void OnEquipWeapon(byte Slot);// 0x37db6c4
void OnEnterStateInChangeWearing(enum HasEnteredState);// 0x2e18394
void OnEndCurrentEmote(int EmoteIndex, int StopReason);// 0x2e182e0
void OnEndChangeWearing(int StopReason);// 0x2e18264
void OnDetectPaintDecalTarget(bool bStart);// 0x37db6c4
void OnCurEquipedShootWeaponChangeState(byte LastState, byte State);//
0x2e181ac
void OnClientRemoveBuff(int BuffID, int SkillID, int InstID);// 0x2e180bc
void OnClientAddBuff(int BuffID, int SkillID, int InstID);// 0x2e17fcc
void OnChangeWearingAnimFinishedEvent(int Reason);// 0x2e17f50
bool OnChangeWearing(int Index);// 0x2e17ec0
void OnBPMoneyChange();// 0x37db6c4
void OnBPIsInvincibleChange();// 0x37db6c4
void OnBPHealthChange();// 0x37db6c4
void OnBeforeGetUp();// 0x37db6c4
void OnAsyncLoadEmoteAnim(AnimationAsset* CurrentEmoteAnim,
BackpackEmoteHandle* Handle, int EmoteIndex);// 0x2e17d08
void OnAsyncLoadChangeWearingAnim();// 0x2e17cf4
void OnActorHitHandle(Actor* SelfActor, Actor* OtherActor, Vector
NormalImpulse, out const HitResult Hit);// 0x2e17ba4
void NM_SetPeekState(bool Enable, bool IsLeft);// 0x2e17acc
void MulticastStartPlayEmoteWithRand(int EmoteIndex, int Rand);// 0x2e179e4
void MulticastStartPlayEmote(int EmoteIndex);// 0x2e17934
void MulticastStartChangeWearing();// 0x2e178d4
void MulticastPlayerSoundByID(int SoundID);// 0x2e17824
void MulticastInteruptPlayEmoteOnServer(int EmoteIndex);// 0x2e17774
void MulticastInteruptPlayEmote(int EmoteIndex);// 0x2e176c4
void MulticastInteruptChangeWearingOnServer();// 0x2e17664
void MulticastInteruptChangeWearing();// 0x2e17604
bool Montage_IsPlaying(AnimMontage* AnimMontage);// 0x2e17574
void MeleeServer();// 0x2e17514
void MeleeReleased();// 0x2e17500
void MeleeLocal();// 0x37db6c4
void MeleeBroadcastOtherClients();// 0x2e174a0
void Melee(bool IsForCE);// 0x2e1741c
void LogWeaponsDataInWeaponManagerAndBackpack();// 0x2e17408
void LocalUnEquipWeapon(STExtraWeapon* Weapon);// 0x2e1738c
bool LocalSwitchPersonPerspective(bool IsNewFPP, bool IsUseLerp, bool
IsForceSwitch);// 0x2e17264
bool LocalStartPlayEmote(int EmoteIndex);// 0x2e171d4
bool LocalStartChangeWearing();// 0x2e1719c
bool LocalInteruptPlayEmote(int EmoteIndex);// 0x2e1710c
bool LocalInteruptChangeWearing();// 0x2e170d4
void LocalEquipWeapon(STExtraWeapon* Weapon, byte Slot);// 0x2e1701c
void LevaveFire(STExtraShootWeapon* OwnerShootWeapon);// 0x2e16f98
void LeaveState(enum State);// 0x2e16f14
void LeaveServerState(enum State);// 0x2e16e64
void LeaveBattleState();// 0x2e16e50
bool IsWeaponOwnerLocallyControlled();// 0x2e16e10
bool IsValidPuzzleElementTarget(out HitResult OutHitResult, out Vector
OutStart, out Vector OutEnd);// 0x2e16cbc
bool IsValidPaintDecalTarget_Simple();// 0x2e16c9c
bool IsValidPaintDecalTarget(out enum OutvalidationType, out Vector OutStart,
out Vector OutEnd);// 0x2e16b5c
bool IsUsingGrenade();// 0x2e16b24
bool IsThermalImagingValid();// 0x2e16aec
bool IsSameTeamWithPlayerState(PlayerState* otherPS);// 0x2e16a5c
bool IsSameTeamWithLocal();// 0x2e16a24
bool IsSameTeam(Pawn* Other);// 0x2e1698c
bool IsReplayViewTarget();// 0x2e16954
bool IsProneMove();// 0x2e1691c
bool IsOnVehicleNotUAV();// 0x2e168e0
bool IsOnVehicle();// 0x2e168bc
bool IsOnFireBalloon();// 0x2e16884
bool IsNowUpWater();// 0x2e1684c
bool IsNightVisionValid();// 0x2e16814
bool IsNearDeath();// 0x2e167dc
bool IsLocalViewed();// 0x2e1679c
bool IsLocalControlorView();// 0x2e16764
bool IsInFlyingTeam();// 0x2e1672c
bool IsInExtreme();// 0x2e166f4
bool IsInEditor();// 0x2e166bc
bool IsHealthyAlive();// 0x2e16684
bool IsHandleInFold();// 0x2e1664c
bool IsGunADS();// 0x2e1660c
bool IsFirstPerson();// 0x2e165d4
bool IsExitingParachute();// 0x2e1659c
bool IsEnableDamage(STExtraBaseCharacter* TargetBaseCharacter);// 0x2e1650c
bool IsEnableBulletFlySound();// 0x2e164cc
bool IsDetectingPaintDecalTarget();// 0x2e164ac
bool IsDefaultCharType();// 0x2e1646c
bool IsClient_WeaponOwner();// 0x2e1642c
bool IsCharacterSprinting();// 0x2e163f4
bool IsChangeWearingState();// 0x2e163bc
bool IsCanDriveSnowBoard();// 0x2e16384
bool IsBattleState();// 0x2e1634c
bool IsAttackerIgnoreDamage(int DamageEventType);// 0x2e162b4
bool IsAngledSight();// 0x2e1627c
bool IsAllowScopeIn();// 0x2e16244
bool IsAlive();// 0x2e16204
void InviteTeammate(FString Name, enum InvitationType);// 0x2e1611c
void InsertDelayStateRelation(enum OldState, enum NewState);// 0x2e16064
void InitCharacterSkillList();// 0x2e16050
bool InDarkArea();// 0x2e16018
void InClientSetAntidoteTime(float MaxTime, float ExeTime);// 0x2e15f64
void HidePlayerMagOnGunReload();// 0x2e15f50
void HideNightVisionFrame();// 0x2e15f34
bool HaveAngledSight();// 0x2e15efc
bool HasState(enum State);// 0x2e15e64
bool HasSightCondition(enum Flags);// 0x2e15dd4
bool HasAnySightVision(enum Flags);// 0x2e15d44
void HandleWeaponShootLost();// 0x2e15d28
void HandleWeaponOnShoot();// 0x2e15d14
void HandleUnmannedVehicleControlAnimLoadFinished(byte InAnimType,
STExtraVehicleBase* Vehicle, float PlayRate);// 0x2e15c20
void HandleStartFireDelegate(STExtraShootWeapon* OwnerShootWeapon);//
0x2e15b9c
void HandleStartFillGasDelegate(STExtraShootWeapon* OwnerShootWeapon);//
0x2e15b18
void HandleShootDelegate(STExtraShootWeapon* OwnerShootWeapon);// 0x2e15a94
void HandlePlayOperateItemSoundOnServer(int ItemSoundID, enum
ItemOperation);// 0x2e159dc
void HandlePlayerWeaponChangeState(byte WeaponStateType);// 0x2e15958
void HandlePlayerPoseChanged(byte LastPose, byte NewPose);// 0x2e158a0
void HandlePlayerPickUpActor(Actor* WrapperActor, float TargetZLoc);//
0x2e157e8
void HandleOpenPickUpBoxAction();// 0x2e157d4
void HandleOnCharAnimLoadingFinished();// 0x2e157b8
void HandleMoveAntiShootVerifyMiss();// 0x2e1579c
void HandleConsumeItemSkillBreak();// 0x2e15788
void HandleBulletHitEvent(Actor* ImpactActor, Vector ImpactPoint);//
0x2e156c8
void HandleAutoSwitchWeaponDelay();// 0x2e156b4
void GrenadeBackToWeaponServerCall();// 0x2e15654
void GMTestZengzuo();// 0x2e15640
void GMShowName();// 0x2e1562c
Actor* GetWeaponUserConst();// 0x2e155f0
float GetWeaponOwnerPawnHealth();// 0x2e155b4
WeaponManagerComponent* GetWeaponManager();// 0x2e15578
Rotator GetViewRotation();// 0x2e15538
PlayerVaultComponent* GetVaultComponent();// 0x2e15504
float GetValueLimitForHealthPredict();// 0x2e154d0
STExtraUnderWaterEffectComp* getUnderWaterEffectComponent();// 0x2e1549c
Vector GetUIHelmetPosition();// 0x2e1545c
enum GetUAVState();// 0x2e15440
byte GetThrowGrenadeMode();// 0x2e15420
int GetTeamMateIndex(STExtraBaseCharacter* Teammate);// 0x2e15394
STExtraBaseCharacter* GetTargetPlayer();// 0x2e15378
AkComponent* GetSoundComponent();// 0x2e15344
int[] GetSkillIdListByCharaSkillID(int[] CharSkillTableIDList);// 0x2e151a8
FString GetShootWeaponNameByWeapon(int ItemDefineID);// 0x37db6c4
SecuryInfoComponent* GetSecuryComponent();// 0x2e15174
STExtraVehicleBase* GetRelevantVehicleInReady();// 0x2e15158
int GetRedClothIDByEmote(int EmoteIndex);// 0x2e150c4
Vector GetRandomPutDownLocation(float OverrideFindPutDownPointZThreshold);//
0x2e15034
BoxComponent* GetProneShapeComponent();// 0x2e15018
byte GetPlayerWeaponFireMode();// 0x2e14fe4
byte GetPlayerWeaponEquipSlot();// 0x2e14fb0
AnimVehParamList GetPlayerVehAnimParam(float DeltaTime);// 0x2e14ee8
PlayerVehAnimList GetPlayerVehAnimation();// 0x2e14eac
int GetPlayerTeamIndex();// 0x2e14e78
STExtraPlayerState* GetPlayerStateSafety();// 0x2e14e44
STExtraPlayerState* GetPlayerState();// 0x2e14e08
FString GetPlayerNameSafety();// 0x2e14d5c
FString GetPlayerDetailInfo();// 0x2e14cb8
STExtraPlayerController* GetPlayerControllerSafety();// 0x2e14c7c
STExtraPlayerController* GetPlayerControllerInReplay();// 0x2e14c48
AnimParamList GetPlayerAnimParam(float DeltaTime);// 0x2e14b0c
PlayerAnimData GetPlayerAnimationByEventType(byte AnimEventType);// 0x2e14a7c
PlayerAnimList GetPlayerAnimation();// 0x2e14994
Vector GetOwnerShootStartLocation();// 0x2e14954
int GetNearTeamPlayerNum();// 0x2e14920
Vector GetMoveInputLocalDir();// 0x2e148e8
MoveAntiCheatComponent* GetMoveAntiCheatComponentInterface();// 0x2e148ac
FString GetLatestInviter();// 0x2e14808
STExtraPlayerState* GetLastInviterPlayerState();// 0x2e147d4
LagCompensationComponentBase* GetLagCompensationComponent();// 0x2e14798
float GetKdValue();// 0x2e14764
bool GetIsPlayingEmote();// 0x2e14744
bool GetIsFPP();// 0x2e14704
bool GetIsChangeWearing();// 0x2e146e4
float GetInjuryFreeRate(int BodyPart);// 0x2e14650
enum GetHitBodyType(out const Vector InHitPos, out const Vector InImpactVec,
FString InBoneName);// 0x2e144ec
Vector GetHeadLocation(bool bUseHeadBone);// 0x2e14454
int GetHandFolderRatio();// 0x2e14418
Vector GetGunOwnerHeadLocation();// 0x2e143d8
FString GetGrenadeNameByGrenadeType(byte grenadeType);// 0x37db6c4
enum GetGender();// 0x2e143bc
BaseFPPComponent* GetFPPComp();// 0x2e14388
Vector GetFollowerLocOffset(STExtraBaseCharacter* follower);// 0x2e142f8
Vector GetFollowerLoc(STExtraBaseCharacter* follower);// 0x2e14268
float GetExtraDamageBySignalHP(float InDamge);// 0x2e141dc
BackpackEmoteHandle* GetEmoteHandle(int ItemID);// 0x37db6c4
FString GetEmote(int ItemDefineID);// 0x37db6c4
STExtraWeapon* GetCurrentWeapon();// 0x2e141a8
int GetCurrentVehicleAnimVehicleType();// 0x2e14174
STExtraVehicleBase* GetCurrentVehicle();// 0x2e14138
uint64 GetCurrentStatesInterface();// 0x2e140fc
STExtraShootWeapon* GetCurrentShootWeapon();// 0x2e140c8
STExtraWeapon* GetCurrentShieldWeapon();// 0x2e14094
int GetCurrentFloorType();// 0x2e14060
FString GetCorpName();// 0x2e13fbc
Controller* GetControllerSafety();// 0x2e13f80
UAEChaParachuteAnimListComponent* GetCharParachuteAnimListComponent();//
0x2e13f4c
float GetCharacterXYPlaneVelocity();// 0x2e13f18
enum GetCharacterSubType();// 0x2e13ee4
enum GetCharacterMainType();// 0x2e13eb0
CharacterEnergyData GetCharacterEnergy();// 0x2e13d18
UAECharacterAnimListComponent* GetCharacterAnimComponent();// 0x2e13cdc
CapsuleComponent* GetCapsuleComponentInterface();// 0x2e13ca0
Rotator GetCachedControlRotation();// 0x2e13c68
STCharacterBonfireLinkComp* GetBonfireLinkComp();// 0x2e13c34
CharacterAvatarComponent2* getAvatarComponent2();// 0x2e13c00
float GetAnimMontagePlayRate(AnimMontage* AnimMontage);// 0x2e13b74
float GetAdjustDurabilityReduce(float DurabilityReduce, enum HitPos);//
0x2e13aac
SpringArmComponent* GetActiveSpringArm();// 0x2e13a70
void GeneratePlayerBackpackWrappersToGround();// 0x2e13a54
void FpsPawnVaultToServer(Vector StartPos, Vector topPos, float
crossblockMaxFall, float crossblockMaxDis, bool isjump, Rotator movedir, float
blobkthick);// 0x2e137f4
void FpsPawnVaultToAll(Vector StartPos, Vector topPos, float
crossblockMaxFall, float crossblockMaxDis, bool isjump, Rotator movedir, float
blobkthick);// 0x2e135f0
void ForceWeaponFireInMuzzleDirection(bool bUseMuzzleDirection);// 0x2e1356c
void ForceSwitchWeaponBySlotOnServer(byte Slot, bool bUseAnimation);//
0x2e134a4
void ForcePlayerUpdateAnimation();// 0x2e13490
void ForceDestroyWeaponInventoryAndClearData();// 0x2e1347c
void ForceCorrectClient(const Vector Postion, const Rotator Rotation, const
Vector Velocity);// 0x2e1338c
void FollowTeammate(FString Name);// 0x2e13258
enum FindBuffRelatedPawnState(FName _buffName);// 0x2e131cc
void FillPlayerAnimRate(out PlayerAnimList InAnimList);// 0x2e1306c
bool FillGasWeaponFilter();// 0x2e13034
void ExecFollowTeammate(FString Name);// 0x2e12f00
void EquipZoomScope(int WeaponId, int ScopeID);// 0x2e12e4c
void EquipWeaponFinish();// 0x2e12e38
void EquipWeapon(byte Slot, bool bSwitchWeapon);// 0x2e12d78
bool EnterState(enum State);// 0x2e12ce0
void EnterServerState(enum State);// 0x2e12c30
void EnterFire();// 0x2e12c14
void EnterBattleState();// 0x2e12c00
void EnterAssistantOnTrackVehicle(bool bEnter);// 0x2e12b7c
bool EmoteAnimFinishedSuccessfully();// 0x2e12b44
void DoPuzzleActorTickable(bool bStart);// 0x2e12ac0
void DoDetectPaintDecalTarget(bool bStart);// 0x2e12a3c
void DisappearOnDeath();// 0x2e12a28
void DettachWeapon();// 0x2e12a14
bool DestroyWeaponOnServerByPropSlot(byte Slot, bool bEnableBroadcast);//
0x2e12940
bool DestroyWeaponOnServer(FName LogicSocket, bool bEnableBroadcast);//
0x2e1286c
void DestroyGrenadeAndSwitchBackToPreviousWeaponOnServer();// 0x2e12858
void DelayResetStandState();// 0x2e12844
void DelayMoveEnd();// 0x2e12830
void DelayMove(float Time);// 0x2e127b4
void DelayHidden();// 0x2e12798
void DelayCustomDepth(float Time);// 0x2e1271c
void DelayChangeRectiftAvatar(float InDelayTime, enum InSlotType, int
InItemID, bool bWear);// 0x2e125e4
CapsuleComponent* CreateCapsuleComponentForDeltaRotation(enum Why);//
0x2e12550
byte ConvertWeaponSlotToCharacterAnimType(byte WeaponSlot);// 0x2e124c4
byte ConvertWeaponFireModeToWeaponAnimType(byte FireMode);// 0x2e12438
byte ConvertCharacterPoseStateToPoseType(byte InPoseState);// 0x2e123ac
void ClientSyncServerTagsChange(const FName[] newTags, const FName[]
oldTags);// 0x2e12264
void ClientSomeOneResponseMe(FString BeInvitedName, enum res, enum
InivationType);// 0x2e12138
void ClientSomeOneInviteMe(FString SomeOne, enum InvitationType);// 0x2e12048
void ClientShowVeteranRecruitParachuteTeamTip(const int TipsID, FString
param1, FString param2);// 0x2e11ef4
void ClientShowAutoGroupParachuteTeamTips(bool bDoGroupSuccessfully, FString
LeaderName);// 0x2e11df4
void ClientSetLeaveVehicleLocation(Vector LeaveLocation);// 0x2e11d70
void ClientSetAntidoteTime(float MaxTime, float ExeTime);// 0x2e11cb4
void ClientResponseFeedback(enum res);// 0x2e11c30
void ClientPlayVehicleOverlapCameraShake();// 0x2e11bd0
void ClientPlayInteractEmote(int EmoteId);// 0x2e11b4c
void ClientOnPossessBy(Controller* NewController);// 0x2e11a9c
void ClientFeedbackZombiePointDamage(float BaseDamage, const
STPointDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, bool
IsHeadShotDamage);// 0x2e118ec
void ClientFeedbackZombieMeleeDamage(float BaseDamage, const MeleeDamageEvent
MeleeDamageEvent, Pawn* DamageInstigatorPawn, bool IsHeadShotDamage);// 0x2e11728
void ClientFeedbackVehiclePointDamage(float Damage, const STPointDamageEvent
DamageEvent, Pawn* DamageInstigatorPawn, bool IsHeadShot);// 0x2e11578
void ClientChangeCharacterMesh(int MeshID);// 0x2e114f4
void ClientBulletLineTrace(Vector BornPos, Vector EndPos,
STExtraBaseCharacter* InstigatorCharacter);// 0x2e113bc
void ClientAIHotValueDebugInfo(const float[] Info);// 0x2e1130c
void ClearOnDeath(Controller* EventInstigater, Actor* DamageCauser);//
0x2e11258
void ClearHPUI();// 0x2e1123c
void ClearClientJump();// 0x2e11228
bool CheckWeaponIsCurUsingWeapon(STExtraWeapon* CurWeapon);// 0x2e11190
bool CheckPlayerNeedUpdateAnimation(out byte OutForceUpdateFlag);// 0x2e110e8
bool CheckPickWeaponCanAutoUse();// 0x2e110a8
void CheckNeedReload(STExtraShootWeapon* OwnerShootWeapon, Actor*
WeaponOwnerActor);// 0x2e10fec
bool CheckIsWearingThoseClothes(out const int[] InClothIDList);// 0x2e10f20
bool CheckIsWearingThisCloth(int InClothID);// 0x2e10e90
bool CheckIsValidEmoteIDBP(int EmoteIndex);// 0x2e10df8
void CheckCharacterDelayHide();// 0x2e10de4
bool CheckCanAutoUseWeapon(STExtraWeapon* Weapon);// 0x2e10d4c
bool CheckBuffTarget(STBuff* Buff);// 0x2e10cb4
bool CheckBaseIsMoving();// 0x2e10c7c
bool CheckBaseIsMoveable();// 0x2e10c44
void CharacterStateReset();// 0x2e10c30
void CharacterShowWeaponDelay();// 0x2e10c1c
static byte CharacterPoseStateToPoseType(byte InPoseState);// 0x2e10ba0
void CharacterMovementUpdatedCallback(float DeltaTime, Vector OldLocation,
Vector OldVelocity);// 0x2e10aac
bool ChangeWearingAnimFinishedSuccessfully();// 0x2e10a74
void ChangeVehWeaponCameraData(bool Enable);// 0x2e109f0
void ChangeRectiftAvatar(enum InSlotType, int InItemID, bool bWear);//
0x2e108f4
bool CanPaintDecal(int DecalId);// 0x2e10864
bool CanHearWeaponLockSound();// 0x2e10824
bool CanEnterWaterArea(enum[] disallowedState);// 0x2e106e4
bool CanEnterState(enum NewState);// 0x2e10654
bool CanChangeThrowMode();// 0x2e1061c
void CancelFollow();// 0x2e10608
void CalculateUseBuffFlow(int InBuffID);// 0x2e1058c
void CalculateTakeItemFlow(int SpesificID, int Count);// 0x2e104d8
float CalculateTakeDamageFinalDamage(float Damage, out const DamageEvent
DamageEvent, Controller* EventInstigator, Actor* DamageCauser);// 0x2e1037c
void CalculatePickUpItemFlowInstance(int SpesificID, int Count, Vector
Location, int SourceType, int AdditionalParam, uint64 InstanceID);// 0x2e101dc
void CalculatePickUpItemFlow(int SpesificID, int Count, Vector Location, int
SourceType, int AdditionalParam);// 0x2e10074
void CalculateBuildingEnterFlow(int InBuildingID, int InCount);// 0x2e0ffc0
void CalculateBornLandThrowGrenade(int ID);// 0x2e0ff44
void CalculateBornLandGrenadeBattle(int ID, bool bHitOthers);// 0x2e0fe84
void CalculateAreaUseItemFlow(int SpesificID, int Count);// 0x2e0fdd0
void CalculateActivityEventFlow(TLog_ActivityEventType InEventID, int
InCount);// 0x2e0fd0c
void BulletLineTrace(Vector BornPos, Vector EndPos, PrimitiveComponent*
MeshComp, Actor* BulletActor);// 0x2e0fbe0
void BulletChange();// 0x2e0fb80
void BroadcastOtherClientsDie(Controller* Killer, Actor* DamageCauser, const
HitResult KillingHitInfo, Vector KillingHitImpulseDir, const DamageEvent
DamageEvent, bool bIsPointDamage);// 0x2e0f95c
void BroadcastFatalDamageInfoWrapper(UAECharacter* Causer, UAECharacter*
VictimName, int DamageType, int AdditionalParam, bool IsHeadShot, int
ResultHealthStatus, int PreviousHealthStatus, UAECharacter* WhoKillMe, int
KillerKillCount);// 0x2e0f6f0
void BroadcastFatalDamageInfo(UAECharacter* Causer, UAECharacter* Victim,
ClientFatalDamageRecordData Data);// 0x2e0f568
void BroadcastClientsSimulateVehicleDamageDie(float BaseDamage, const
VehicleDamageEvent VehicleDamageEvent, Pawn* DamageInstigatorPawn, float
ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte
RespawnCount);// 0x2e0f2e0
void BroadcastClientsSimulateVehicleDamage(float BaseDamage, const
VehicleDamageEvent VehicleDamageEvent, Pawn* DamageInstigatorPawn, float
ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x2e0f09c
void BroadcastClientsSimulateRadialDamageDie(float BaseDamage, const
RadialDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float
ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage, byte
RespawnCount);// 0x2e0ede4
void BroadcastClientsSimulateRadialDamage(float BaseDamage, const
RadialDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float
ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x2e0eb6c
void BroadcastClientsSimulatePoisonDamageDie(float BaseDamage, const
PoisonDamageEvent PoisonDamageEvent, Pawn* DamageInstigatorPawn, float
ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte
RespawnCount);// 0x2e0e8e4
void BroadcastClientsSimulatePoisonDamage(float BaseDamage, const
PoisonDamageEvent PoisonDamageEvent, Pawn* DamageInstigatorPawn, float
ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x2e0e6a0
void BroadcastClientsSimulatePointDamageDie(float BaseDamage, const
STPointDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float
ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage, byte
RespawnCount);// 0x2e0e418
void BroadcastClientsSimulatePointDamage(float BaseDamage, const
STPointDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float
ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x2e0e1d4
void BroadcastClientsSimulateMeleeDamageDie(float BaseDamage, const
MeleeDamageEvent MeleeDamageEvent, Pawn* DamageInstigatorPawn, float
ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte
RespawnCount);// 0x2e0df38
void BroadcastClientsSimulateMeleeDamage(float BaseDamage, const
MeleeDamageEvent MeleeDamageEvent, Pawn* DamageInstigatorPawn, float
ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x2e0dce0
void BroadcastClientsSimulateFallingDamageDie(float BaseDamage, const
FallingDamageEvent FallingDamageEvent, Pawn* DamageInstigatorPawn, float
ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte
RespawnCount);// 0x2e0da58
void BroadcastClientsSimulateFallingDamage(float BaseDamage, const
FallingDamageEvent FallingDamageEvent, Pawn* DamageInstigatorPawn, float
ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x2e0d814
void BroadcastClientsSimulateDrowningDamageDie(float BaseDamage, const
DrowningDamageEvent DrowningDamageEvent, Pawn* DamageInstigatorPawn, float
ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte
RespawnCount);// 0x2e0d58c
void BroadcastClientsSimulateDrowningDamage(float BaseDamage, const
DrowningDamageEvent DrowningDamageEvent, Pawn* DamageInstigatorPawn, float
ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x2e0d348
void BroadcastClientsSimulateBurningDamageDie(float BaseDamage, const
STBurningDamageEvent BurningDamageEvent, Pawn* DamageInstigatorPawn, float
ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte
RespawnCount);// 0x2e0d0b4
void BroadcastClientsSimulateBurningDamage(float BaseDamage, const
STBurningDamageEvent BurningDamageEvent, Pawn* DamageInstigatorPawn, float
ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x2e0ce64
void BroadcastClientsSimulateAirAttackDamageDie(float BaseDamage, const
STAirAttackRadialDamageEvent AirAttackDamageEvent, Pawn* DamageInstigatorPawn,
float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte
RespawnCount);// 0x2e0cba8
void BroadcastClientsSimulateAirAttackDamage(float BaseDamage, const
STAirAttackRadialDamageEvent AirAttackDamageEvent, Pawn* DamageInstigatorPawn,
float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x2e0c92c
float BPTakeDamage(float Damage, const Controller* EventInstigator, const
Actor* DamageCauser, out const DamageEvent DamageEvent);// 0x2e0c7cc
void BPResetCharacter();// 0x37db6c4
void BPReceiveRadialDamage(float DamageReceived, const DamageType*
DamageType, Vector Origin, float Radius, out const HitResult HitInfo, Controller*
InstigatedBy, Actor* DamageCauser, out const Vector ImpulseDir);// 0x37db6c4
void BPReceivePointDamage(float Damage, const DamageType* DamageType, Vector
HitLocation, Vector HitNormal, PrimitiveComponent* HitComponent, FName BoneName,
Vector ShotFromDirection, Controller* InstigatedBy, Actor* DamageCauser, out const
HitResult HitInfo);// 0x37db6c4
void BPReceiveMeleeDamage(float Damage, const DamageType* DamageType,
Controller* InstigatedBy, Actor* DamageCauser);// 0x37db6c4
void BPReceiveDamage(float Damage, const DamageType* DamageType, Controller*
InstigatedBy, Actor* DamageCauser);// 0x37db6c4
void BPNotifyStartDying(Controller* Killer, Actor* DamageCauser, out const
HitResult KillingHitInfo, Vector KillingHitImpulseDir, class DamageType
KillingHitDamageType);// 0x37db6c4
void BPNotifyDeathEnd(Controller* Killer, Actor* DamageCauser, out const
HitResult KillingHitInfo, Vector KillingHitImpulseDir, class DamageType
KillingHitDamageType);// 0x37db6c4
void BPDie(float KillingDamage, const Controller* EventInstigator, Actor*
DamageCauser, out const DamageEvent DamageEvent);// 0x2e0c67c
void BP_SetInteractionEmoteSender(STExtraBaseCharacter* Sender);// 0x37db6c4
void AutoScopeWhenPeek();// 0x2e0c668
void AttachWeapon();// 0x2e0c654
void AsyncAnimOpenDoorCallback(AnimationAsset* retAsset);// 0x2e0c5d8
void ApplyLeaveVehicleVelocity(Vector InLeaveVelocity);// 0x2e0c55c
bool AllowState(enum State, bool withLog);// 0x2e0c480
void AIStartFireOnServer(int BurstShootBulletsLimit, float
BurstShootTimeLimit, byte ShootMode, Vector SimpleShootTarget);// 0x2e0c348
void AddOneDamageCauserRecord(Controller* Causer, int HSChangeMargin, out
const DamageEvent DamageEvent, bool IsHeadShot, Actor* DamageCauser);// 0x2e0c1ac
void AddMoveOffSet(float Forward, float Right, float Up);// 0x2e0c0bc
void AddDamageRecord(Controller* Causer, float Damage, int HSChangeMargin,
out const DamageEvent DamageEvent, Actor* DamageCauser);// 0x2e0bf28
void AddClientLeaveStateCheck(enum State, float Duration);// 0x2e0be70
void ActivateParachuteFreeFallingShake(float FreeFallingShakeTime);//
0x2e0bdf4
--------------------------------
Class: STExtraCharacter.UAECharacter.Character.Pawn.Actor.Object
delegate CharacterAnimEventDelegate;//[Offset: 0xa28 , Size: 16]
delegate OnPushDamageDynamicDelegate;//[Offset: 0xa68 , Size: 16]
delegate OnTakeDamageDynamicDelegate;//[Offset: 0xa78 , Size: 16]
uint64 CurrentStates;//[Offset: 0xad0 , Size: 8]
float Health;//[Offset: 0xad8 , Size: 4]
float HealthMax;//[Offset: 0xadc , Size: 4]
float SignalHP;//[Offset: 0xae0 , Size: 4]
float PreSignalHP;//[Offset: 0xae4 , Size: 4]
float PreviousSignalHP;//[Offset: 0xae8 , Size: 4]
float SignalHPMax;//[Offset: 0xaec , Size: 4]
FString EnergyBuffListName;//[Offset: 0xaf0 , Size: 16]
float ResetSignalHP_FatalDamage;//[Offset: 0xb00 , Size: 4]
float ResetSignalHP_Rescued;//[Offset: 0xb04 , Size: 4]
int[] TypeIds;//[Offset: 0xb08 , Size: 16]
float SwimSpeedDynamicScale;//[Offset: 0xb18 , Size: 4]
bool bDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xb1c , Size:
1]
float threatenValue;//[Offset: 0xb20 , Size: 4]
float HurtParticleOffset;//[Offset: 0xb24 , Size: 4]
delegate DoOnNextFrameEnsureSpawnActorTriggerSuccess;//[Offset: 0xb38 , Size:
16]
PawnStateDisable[] DisabledPawnStates;//[Offset: 0xb48 , Size: 16]
STExtraVehicleBase* CurrentVehicle;//[Offset: 0xb58 , Size: 8]
UnmannedVehicleSyncData CurrentUnmannedVehicleSyncData;//[Offset: 0xb60 ,
Size: 16]
UnmannedVehicleSyncData LastUnmannedVehicleSyncData;//[Offset: 0xb70 , Size:
16]
STExtraVehicleBase* CurrentRemoteControlledVehicle;//[Offset: 0xb80 , Size:
8]
WeaponOwnerProxy* WeaponOwnerProxy;//[Offset: 0xb88 , Size: 8]
bool EnableStatesInterruptRPC;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xb90 , Size: 1]
FString CharacterStateType;//[Offset: 0xba0 , Size: 16]
delegate OnHandleSkillStartDelegate;//[Offset: 0xbb0 , Size: 16]
delegate OnHandleSkillEndDelegate;//[Offset: 0xbc0 , Size: 16]
STBaseBuffSystemComponent* BuffSystemComponent;//[Offset: 0xbf0 , Size: 8]
STBuffSystemComponent* BuffSystem;//[Offset: 0xbf8 , Size: 8]
UTSkillManagerComponent* SkillManager;//[Offset: 0xc00 , Size: 8]
AttrModifyComponent* AttrModifyComp;//[Offset: 0xc08 , Size: 8]
ActorAttributeComponent* ActorAttribute;//[Offset: 0xc10 , Size: 8]
delegate StateEnterHandler;//[Offset: 0xc18 , Size: 16]
delegate StateLeaveHandler;//[Offset: 0xc28 , Size: 16]
delegate StateInterruptedHandlerBP;//[Offset: 0xc50 , Size: 16]
enum[] DamageableGameObjectTypeList;//[Offset: 0xc60 , Size: 16]
PartHitComponent* PartHitComponent;//[Offset: 0xc70 , Size: 8]
bool bIsGunADS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc79 ,
Size: 1]
byte TeamNum;//[Offset: 0xc90 , Size: 1]
TickControlComponent* TickControlComp;//[Offset: 0xc98 , Size: 8]
float SpeedScale;//[Offset: 0xca8 , Size: 4]
float SpeedValue;//[Offset: 0xcac , Size: 4]
float Temperature;//[Offset: 0xcb0 , Size: 4]
float TemperatureMax;//[Offset: 0xcb4 , Size: 4]
float TemperatureMin;//[Offset: 0xcb8 , Size: 4]
bool bUseModifiedTargetLocIfNeeded;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xcd0 , Size: 1]
bool bCanBePickByPicker;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xcd1 , Size: 1]
CharacterMaterialComponent* CharacterMaterialComponent;//[Offset: 0xce0 ,
Size: 8]
float VehicleDetailedTraceDist;//[Offset: 0xce8 , Size: 4]
float SpringArmTraceDist;//[Offset: 0xcec , Size: 4]
<byte,CharacterBodyOffset> BodyRelativeOffsetConfig;//[Offset: 0xcf0 , Size:
80]
ActivitySyncData ActicitySyncData;//[Offset: 0xd40 , Size: 28]
bool bDisableFaceRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xd68 , Size: 1]
bool TriggerSkillEvent(class UTSkill SkillClass, byte SkillEventType);//
0x2e47558
bool TriggerSkillCustomEvent(int SkillIndex, byte EventType);// 0x2e47484
bool TriggerEntrySkillWithID(int SkillID, bool bEnable);// 0x2e473a8
bool TriggerEntryEventWithID_Implementation(int SkillID, byte
SkillEventType);// 0x2e472d4
bool TriggerEntryEvent_Implementation(enum EntryEvent);// 0x2e4723c
void TriggerCustomEvent_Implementation(byte EventType);// 0x2e471b8
bool SetBuffExpiry(FName BuffName, float ExpirySecondsFromNow);// 0x2e470e4
void S2C_InterruptState(int stateID, int InterruptedBy);// 0x2e47028
void ResetPawnStateDisabled(enum State);// 0x2e46fac
bool RemoveBuffBySkill(int SkillID, int LayerCount, Actor* Causer);//
0x2e46ea0
bool RemoveBuffByID(int BuffID, Actor* Causer, int LayerCount, int
CauserSkillID);// 0x2e46d58
bool RemoveBuff(FName BuffName, bool RemoveLayerOnly, Actor*
BuffApplierActor);// 0x2e46c40
void RemoveBaseBuffSystemComponent();// 0x2e46c2c
float PlayAnimMontageWithStartPos(AnimMontage* AnimMontage, float InPlayRate,
FName StartSectionName, float StartPos);// 0x2e46ae4
void OnRep_UnmannedVehicleSyncData();// 0x2e46ac8
void OnRep_Temperature(float LastValue);// 0x2e46a44
void OnRep_SignalHP(float PrevVal);// 0x2e469c0
void OnRep_HealthMax();// 0x2e469a4
void OnRep_Health(float PrevHealth);// 0x2e46920
void OnRep_DisabledPawnStates();// 0x2e46904
void OnRep_CurrentStates(uint64 prevStates);// 0x2e46880
void OnRep_ActivitySyncData();// 0x2e4686c
void OnLeaveStateForBp(enum State);// 0x37db6c4
void OnHandleSkillStart__DelegateSignature(Character* OwnerCharacter, int
SkillID);// 0x37db6c4
void OnHandleSkillEnd__DelegateSignature(Character* OwnerCharacter, enum
StopReason, int SkillID);// 0x37db6c4
void OnEnterStateForBp(enum State);// 0x37db6c4
void LeaveState(enum State);// 0x2e467e8
bool IsPawnStateDisabledByWeapon(enum State);// 0x2e46750
bool IsPawnStateDisabled(enum State);// 0x2e466c0
bool IsCanDamageTeammate(out const DamageEvent DamageEvent);// 0x2e46618
bool IsCanDamageSelf(out const DamageEvent DamageEvent);// 0x2e46570
bool IsAlive();// 0x2e46530
bool HasState(enum State);// 0x2e46498
bool HasBuffID(int BuffID);// 0x2e46400
bool HasBuff(FName BuffName);// 0x2e46368
STExtraVehicleBase* GetUnmannedVehicle();// 0x2e4634c
UTSkillManagerComponent* GetSkillManager();// 0x2e46310
float GetScaledSpeed();// 0x2e462d4
FString GetPlayerNameSafety();// 0x2e46228
STExtraPlayerController* GetPlayerControllerSafety();// 0x2e461ec
enum GetObserverType();// 0x2e461b0
enum[] GetDamageableGameObjectType();// 0x2e46104
UTSkill* GetCurSkill();// 0x2e460c8
STExtraVehicleBase* GetCurrentVehicle();// 0x2e4608c
float GetBuffExpiry(FName BuffName);// 0x2e45ff8
float GetBuffDuration(int BuffID, int CauseSkillID);// 0x2e45f2c
UAEBlackboard* GetBuffBlackboard(int BuffID);// 0x2e45ea0
void FillBuffBlackboard(int BuffID, UAEBlackboardParameter[] ParamList);//
0x2e45d18
int ExtractDamageParams(out const DamageEvent DamageEvent, Actor*
DamagetCauser, out int DamagetType);// 0x2e45be4
bool EnterState(enum State);// 0x2e45b4c
void DelayHidden();// 0x2e45b30
void Client_ShowDebugString(Vector InLocation, FString InText, Actor*
InActor, Color InColor, float InTime);// 0x2e45990
void Client_ShowDebugSphere(Vector InLocation, float InRadius, Color InColor,
float InTime);// 0x2e4585c
void Client_ShowDebugLine(Vector InStart, Vector InEnd, Color InColor, float
InTime);// 0x2e45728
void Client_ShowDebugCone(Vector InLocation, float InRadius, Color InColor,
float InTime, Vector forwardDir, float ang);// 0x2e4557c
void Client_ShowDebugCapsule(Vector InLocation, float InRadius, float Length,
Color InColor, float InTime, Rotator Rot, float ang);// 0x2e4538c
void Client_ShowDebugBox(Vector Center, Color InColor, float InTime, Vector
Extent, Quat Rot);// 0x2e45208
void ClearBuff();// 0x2e451ec
void CheckSignalHP();// 0x2e451d8
void BPReceiveDamage(float Damage, const DamageType* DamageType, Controller*
InstigatedBy, Actor* DamageCauser);// 0x37db6c4
bool AllowState(enum State, bool withLog);// 0x2e450fc
bool AddBuffBySkill(int SkillID, int LayerCount, Actor* Causer);// 0x2e44ff0
bool AddBuffByID(int BuffID, Actor* Causer, int LayerCount, int
CauserSkillID);// 0x2e44ea8
int AddBuff(FName BuffName, Controller* BuffCauser, int LayerCount, Actor*
BuffApplierActor, Actor* CauserActor);// 0x2e44d2c
--------------------------------
Class: UAECharacter.Character.Pawn.Actor.Object
int iRegionCharacter;//[Offset: 0x7e0 , Size: 4]
FName PlayerType;//[Offset: 0x7e8 , Size: 8]
FString PlayerName;//[Offset: 0x7f0 , Size: 16]
FString Nation;//[Offset: 0x800 , Size: 16]
uint32 PlayerKey;//[Offset: 0x810 , Size: 4]
FString PlayerUID;//[Offset: 0x818 , Size: 16]
int TeamID;//[Offset: 0x828 , Size: 4]
bool bTeamLeader;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x82c
, Size: 1]
int CampID;//[Offset: 0x830 , Size: 4]
int resID;//[Offset: 0x834 , Size: 4]
enum DefaultCharacterGender;//[Offset: 0x838 , Size: 1]
GameModePlayerItem[] InitialItemList;//[Offset: 0x840 , Size: 16]
GameModePlayerUpassInfo UpassInfo;//[Offset: 0x850 , Size: 48]
GameModePlayerPetInfo PetInfo;//[Offset: 0x880 , Size: 32]
int planeAvatarId;//[Offset: 0x8a0 , Size: 4]
int DyeDebugFlag;//[Offset: 0x8a4 , Size: 4]
GameModePlayerTaskData[] InitialTaskDataList;//[Offset: 0x8a8 , Size: 16]
bool bIsAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8b8 ,
Size: 1]
bool bIsAIWithPet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x8b9 , Size: 1]
bool UseWholeBodyModel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x8cc , Size: 1]
bool DefaultIsUseWholeBodyModel;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x8cd , Size: 1]
FString LuaFilePath;//[Offset: 0x8e0 , Size: 16]
void SendLuaDSToClient(int ID, out const byte[] Content);// 0x33ea598
void RPC_LuaDSToClient(int ID, const byte[] Content);// 0x33ea478
void OnRep_UseWholeModel();// 0x33ea464
void OnRep_TeamID();// 0x33ea450
void OnRep_PlayerUID();// 0x33ea43c
void OnRep_PlayerKey();// 0x33ea420
void OnRep_CampID();// 0x33ea40c
bool IsDefaultCharType();// 0x33ea3cc
int GetTeamId();// 0x33ea3b0
FString GetPlayerKey();// 0x33ea30c
ActorComponent*[] GetNonSimulatedComponents_OnFighting();// 0x33ea260
ActorComponent*[] GetNonSimulatedComponents_NonTeammates();// 0x33ea1b4
ActorComponent*[] GetNonSimulatedComponents();// 0x33ea108
ActorComponent*[] GetNonDedicatedComponents();// 0x33ea05c
int GetCampId();// 0x33ea028
void ClientAcknowledgeReconnection(uint32 Token);// 0x33e9fa4
--------------------------------
Class: PawnStateDisable
enum PawnState;//[Offset: 0x0 , Size: 1]
int8 Disabled;//[Offset: 0x1 , Size: 1]
--------------------------------
Class: AkAudioEvent.Object
AkAudioBank* RequiredBank;//[Offset: 0x28 , Size: 8]
float MaxAttenuationRadius;//[Offset: 0x30 , Size: 4]
bool IsInfinite;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34 ,
Size: 1]
float MinimumDuration;//[Offset: 0x38 , Size: 4]
float MaximumDuration;//[Offset: 0x3c , Size: 4]
--------------------------------
Class: AkAudioBank.Object
bool AutoLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28 ,
Size: 1]
--------------------------------
Class: STExtraVehicleBase.Pawn.Actor.Object
int iRegionVehicle;//[Offset: 0x4fc , Size: 4]
bool AutoEnterVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x500 , Size: 1]
enum VehicleType;//[Offset: 0x501 , Size: 1]
enum VehicleShapeType;//[Offset: 0x502 , Size: 1]
ItemDefineID AvatarDefaultCfg;//[Offset: 0x508 , Size: 24]
ItemDefineID AvatarDefaultCfgLOD;//[Offset: 0x520 , Size: 24]
MaterialInterface* BrokenMat;//[Offset: 0x538 , Size: 8]
ParticleSystem* PS_Explosion;//[Offset: 0x540 , Size: 8]
ParticleSystem* PS_OnHitObstacles;//[Offset: 0x548 , Size: 8]
<FName,ParticleSoftWrapperArray> ParticleSoftWrapperMap;//[Offset: 0x550 ,
Size: 80]
<FName,ParticleRuntimeDataArray> ParticleRuntimeDataMap;//[Offset: 0x5a0 ,
Size: 80]
Texture2D* VehicleIcon;//[Offset: 0x5f0 , Size: 8]
byte CameraDataType;//[Offset: 0x5f8 , Size: 1]
bool ShowUpDownGUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x5f9 , Size: 1]
bool ShowHeightUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x5fa , Size: 1]
bool AdjustViewDistanceByHeight;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x5fb , Size: 1]
float AdjustViewDistanceBaseDist;//[Offset: 0x5fc , Size: 4]
float AdjustViewDistanceBaseFactor;//[Offset: 0x600 , Size: 4]
bool IsUnmannedVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x604 , Size: 1]
bool bCanChangeSeatAccurately;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x605 , Size: 1]
float ShowGrainyScreenMinDist;//[Offset: 0x608 , Size: 4]
bool ImmuePassageDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x60c , Size: 1]
float FuelConsumptionModifierBoost;//[Offset: 0x610 , Size: 4]
bool bCanBoostSpeed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x614 , Size: 1]
bool bUseSyncAtClient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x615 , Size: 1]
bool bCheckOnGround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x616 , Size: 1]
float LanscapeCheckDistance;//[Offset: 0x618 , Size: 4]
bool bLockZeroAngularDamping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x61c , Size: 1]
float LockZeroAngularDampingValue;//[Offset: 0x620 , Size: 4]
bool bInvulnerableWhenHasRiders;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x624 , Size: 1]
bool bRespawnNeedAdjustLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x625 , Size: 1]
int MainMaterialIndex;//[Offset: 0x628 , Size: 4]
FText VehicleDisplayName;//[Offset: 0x630 , Size: 24]
bool AdvanceVehicleShowAsStandardVehicle;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x648 , Size: 1]
Vector AirDropVelocity;//[Offset: 0x64c , Size: 12]
StaticMesh* AirDropParachuteMesh;//[Offset: 0x658 , Size: 8]
FName AirDropParachuteSocketName;//[Offset: 0x660 , Size: 8]
bool bAllowDifferentTeam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x668 , Size: 1]
bool SupportMusicGame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x669 , Size: 1]
bool VehicleBackpack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x66a , Size: 1]
float BackpackCapacity;//[Offset: 0x66c , Size: 4]
FName BackpackName;//[Offset: 0x670 , Size: 8]
FString[] BackpackSupportModeIDList;//[Offset: 0x678 , Size: 16]
int[] marr_MidIndexes;//[Offset: 0x688 , Size: 16]
float EnterVehicleCameraBlendTime;//[Offset: 0x698 , Size: 4]
float ExitVehicleCameraBlendTime;//[Offset: 0x69c , Size: 4]
float NetCullingDistanceOnVeryLowDevice;//[Offset: 0x6a0 , Size: 4]
bool DisableTickVehicleJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x6a4 , Size: 1]
float StaticForceFixInterval;//[Offset: 0x6a8 , Size: 4]
float voiceCheckCD;//[Offset: 0x6ac , Size: 4]
float voiceCheckShowCD;//[Offset: 0x6b0 , Size: 4]
float VoiceCheckDis;//[Offset: 0x6b4 , Size: 4]
float voiceUsingHornCheckDis;//[Offset: 0x6b8 , Size: 4]
float voiceCheckSpeed;//[Offset: 0x6bc , Size: 4]
bool EnableMapMark;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x6dc , Size: 1]
delegate OnSeatAttached;//[Offset: 0x6e0 , Size: 16]
delegate OnSeatDetached;//[Offset: 0x6f0 , Size: 16]
delegate OnSeatChange;//[Offset: 0x700 , Size: 16]
bool mb_ZeroLocked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x710 , Size: 1]
bool bDebugDrawEnterVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x711 , Size: 1]
float PassengerInjuryAvoidance;//[Offset: 0x714 , Size: 4]
bool IsCanVehicleJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x718 , Size: 1]
enum VehicleHealthState;//[Offset: 0x750 , Size: 1]
bool bIsEngineStarted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x751 , Size: 1]
bool bIsUsingHorn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x752 , Size: 1]
bool bIsBoosting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x753
, Size: 1]
bool bIsVehicleSpringArmAutoReturn;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x754 , Size: 1]
Vector BloodEffectScale;//[Offset: 0x758 , Size: 12]
SkeletalMeshComponent* Mesh;//[Offset: 0x768 , Size: 8]
VehicleSeatComponent* VehicleSeats;//[Offset: 0x770 , Size: 8]
VehicleDamageComponent* VehicleDamage;//[Offset: 0x778 , Size: 8]
VehicleCommonComponent* VehicleCommon;//[Offset: 0x780 , Size: 8]
BuoyancyForceComponent* BuoyancyForceComponent;//[Offset: 0x788 , Size: 8]
VehicleSyncComponent* VehicleSyncComponent;//[Offset: 0x790 , Size: 8]
LagCompensationComponentBase* VehicleShootAntiCheat;//[Offset: 0x798 , Size:
8]
VehicleComponent*[] VehicleComps;//[Offset: 0x7a0 , Size: 16]
float VehicleHitThreshold;//[Offset: 0x7c8 , Size: 4]
float VehicleHitCharacterThreshold;//[Offset: 0x7cc , Size: 4]
float AndroidGLES2TailLightScale;//[Offset: 0x7dc , Size: 4]
VehBackpackItem[] VehicleBackpackItems;//[Offset: 0x7e8 , Size: 16]
delegate OnClientEnterVehicleEvent;//[Offset: 0x800 , Size: 16]
delegate OnClientExitVehicleEvent;//[Offset: 0x810 , Size: 16]
bool NeedCheckMovetoVehicleStraight;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x820 , Size: 1]
float VehicleEnterDistance;//[Offset: 0x824 , Size: 4]
float TickEnterSphereInterval;//[Offset: 0x828 , Size: 4]
float EnterSphereExtraHeight;//[Offset: 0x82c , Size: 4]
bool EnableTickEnterSphereAsyncLoadRes;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x839 , Size: 1]
float AsyncLoadResDistance;//[Offset: 0x83c , Size: 4]
float TickEnterSphereAsyncLoadResInterval;//[Offset: 0x840 , Size: 4]
bool EnableCullWater;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x849 , Size: 1]
float TickEnterCullWaterSphereInterval;//[Offset: 0x84c , Size: 4]
float EnterCullWaterDistanceSq;//[Offset: 0x850 , Size: 4]
Vector CullWaterCapsuleA;//[Offset: 0x854 , Size: 12]
Vector CullWaterCapsuleB;//[Offset: 0x860 , Size: 12]
float CullWaterCapsuleRadius;//[Offset: 0x86c , Size: 4]
float CullWaterCapsuleBlendWidth;//[Offset: 0x870 , Size: 4]
bool bPeneTerrainProtectionEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x87c , Size: 1]
float PeneTerrainProtectionInterval;//[Offset: 0x880 , Size: 4]
float SaveValidTransformInterval;//[Offset: 0x884 , Size: 4]
Vector PeneTerrainProtectionFixOffset;//[Offset: 0x888 , Size: 12]
bool bIsAirdroppingVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x8bc , Size: 1]
StaticMeshComponent* AirDropParachuteMeshComp;//[Offset: 0x8c0 , Size: 8]
AkAudioEvent* Sfx_EngineLoop;//[Offset: 0x8c8 , Size: 8]
AkAudioEvent* Sfx_EngineLoop_Team;//[Offset: 0x8d0 , Size: 8]
AkAudioEvent* Sfx_Boost;//[Offset: 0x8d8 , Size: 8]
AkAudioEvent* Sfx_FireLoop;//[Offset: 0x8e0 , Size: 8]
AkAudioEvent* Sfx_Landing;//[Offset: 0x8e8 , Size: 8]
AkAudioEvent* Sfx_Explosion;//[Offset: 0x8f0 , Size: 8]
AkAudioEvent* Sfx_HitBody;//[Offset: 0x8f8 , Size: 8]
AkAudioEvent* Sfx_HitZombie;//[Offset: 0x900 , Size: 8]
AkAudioEvent* Sfx_HitMetal;//[Offset: 0x908 , Size: 8]
AkAudioEvent* Sfx_Horn;//[Offset: 0x910 , Size: 8]
AkAudioEvent* Sfx_Throttle;//[Offset: 0x918 , Size: 8]
AkAudioEvent* Sfx_UnderWater_In;//[Offset: 0x920 , Size: 8]
AkAudioEvent* Sfx_UnderWater_Out;//[Offset: 0x928 , Size: 8]
AkAudioEvent* Sfx_CannotThrottle;//[Offset: 0x930 , Size: 8]
AkAudioEvent* Sfx_BodyOverlapDamage;//[Offset: 0x938 , Size: 8]
AkAudioEvent* Sfx_EngineStop;//[Offset: 0x940 , Size: 8]
AkAudioEvent*[] SfxArr_MusicLoops;//[Offset: 0x948 , Size: 16]
float EngineSfxEndDelayTime;//[Offset: 0x958 , Size: 4]
bool bAudioLogEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x95c , Size: 1]
STExtraVehicleSfxLoop EngineSfxLoop;//[Offset: 0x960 , Size: 112]
STExtraVehicleSfxLoop FireSfxLoop;//[Offset: 0x9d0 , Size: 112]
STExtraVehicleSfxLoop HornSfxLoop;//[Offset: 0xa40 , Size: 112]
STExtraVehicleSfxLoop MusicSfxLoop;//[Offset: 0xab0 , Size: 112]
AkComponent* SoundComponent;//[Offset: 0xb20 , Size: 8]
float RPMSfxScale;//[Offset: 0xb5c , Size: 4]
float ThrottleSfxMinSpeed;//[Offset: 0xb60 , Size: 4]
float PlayMusicChance;//[Offset: 0xb6c , Size: 4]
int CurMusicIndex;//[Offset: 0xb70 , Size: 4]
enum VehicleSyncTag;//[Offset: 0xb89 , Size: 1]
float ReplicatedServerLastTransformUpdateTimeStamp;//[Offset: 0xb8c , Size:
4]
VehicleSimViewData SimulateViewData;//[Offset: 0xb98 , Size: 4]
VehicleSimViewData SimulateFreeCameraViewData;//[Offset: 0xb9c , Size: 4]
VehicleSpringArmComponent* mp_VehicleSpringArm;//[Offset: 0xba0 , Size: 8]
delegate OnVehicleHealthStateChanged;//[Offset: 0xba8 , Size: 16]
bool bAlwaysIgnoreRideCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xbb8 , Size: 1]
float MinRideAngleDgree;//[Offset: 0xbbc , Size: 4]
bool bServerDetachApplyVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xbc0 , Size: 1]
bool bCanUseSpeculativeCCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xbcc , Size: 1]
bool bUseSpeculativeCCDOnServer;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xbcd , Size: 1]
float VehicleRadiusImulseScale;//[Offset: 0xbd0 , Size: 4]
float VehicleAdditionalBlowUp;//[Offset: 0xbd4 , Size: 4]
bool bResolvingStuckEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xbf8 , Size: 1]
float StuckMinImpulse;//[Offset: 0xbfc , Size: 4]
float ContinuousStuckInterval;//[Offset: 0xc00 , Size: 4]
float ContinuousStuckTimeBeforeResoving;//[Offset: 0xc04 , Size: 4]
float StuckResovingTime;//[Offset: 0xc08 , Size: 4]
float ContinuousStuckTimer;//[Offset: 0xc10 , Size: 4]
float StuckResovingTimer;//[Offset: 0xc14 , Size: 4]
bool bServerPrecentPenetratingEnabled;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xc20 , Size: 1]
bool bShouldRespawnSelfWhenUnusable;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xc60 , Size: 1]
float RespawnWaitingTime;//[Offset: 0xc64 , Size: 4]
float RespawnTickInterval;//[Offset: 0xc68 , Size: 4]
bool bDrawDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xc6c , Size: 1]
bool bServerDetachEveryoneWhenRespawn;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xcf0 , Size: 1]
bool bEnableAntiCheat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xd00 , Size: 1]
class VehicleAntiCheatTask[] VACTaskSetups;//[Offset: 0xd08 , Size: 16]
VehicleAntiCheatTask*[] VACTasks;//[Offset: 0xd18 , Size: 16]
VehicleAntiCheatTask*[] VacInstancedTasks;//[Offset: 0xd28 , Size: 16]
bool bEnableServerAuthorize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xd68 , Size: 1]
bool EnableServerRecordWhenEnterCheatPunishMentNew;//(ByteOffset: 0,
ByteMask: 1, FieldMask: 255)[Offset: 0xd70 , Size: 1]
SkeletalMeshComponent* FPPMeshComponent;//[Offset: 0xd88 , Size: 8]
MaterialInstanceDynamic* FPPDynamicMat;//[Offset: 0xd90 , Size: 8]
SkeletalMesh* MeshAssetRef;//[Offset: 0xd98 , Size: 40]
SkeletalMesh* TPPMesh;//[Offset: 0xdc0 , Size: 8]
bool bEnableSkeletalMeshOptimizationDS;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xe98 , Size: 1]
Vector SeekLockOffset;//[Offset: 0xe9c , Size: 12]
FName SeekLockSocket;//[Offset: 0xea8 , Size: 8]
float ProduceSoundInterval;//[Offset: 0xeb0 , Size: 4]
delegate VehicleAnimEventDelegate;//[Offset: 0xeb8 , Size: 16]
BattleItemHandleBase* BindingHandle;//[Offset: 0xec8 , Size: 8]
delegate OnEnterVehicle;//[Offset: 0xed0 , Size: 16]
float OverlapCameraShakeInterval;//[Offset: 0xef0 , Size: 4]
float OverlapDamageRate;//[Offset: 0xef8 , Size: 4]
float OverlapImpulseRate;//[Offset: 0xefc , Size: 4]
float OverlapImpulseRateZ;//[Offset: 0xf00 , Size: 4]
float MaxOverlapImpulse;//[Offset: 0xf04 , Size: 4]
float MinOverlapSpeed;//[Offset: 0xf08 , Size: 4]
float OverlapSimpleCharacterInterval;//[Offset: 0xf0c , Size: 4]
float OverlapVehicleDamageRate;//[Offset: 0xf14 , Size: 4]
float MaxOverlapVehicleDamageRange;//[Offset: 0xf18 , Size: 4]
ESTAINoiseEventParams EngineParams;//[Offset: 0xf20 , Size: 16]
float EngineSoundCheckInterval;//[Offset: 0xf30 , Size: 4]
float EngineSoundMinCheckSpeed;//[Offset: 0xf38 , Size: 4]
ESTAINoiseEventParams LoudspeakerParams;//[Offset: 0xf3c , Size: 16]
bool IsForbidNightVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xf4d , Size: 1]
class AttrModifyComponent* AttrModifyCompClass;//[Offset: 0xf50 , Size: 8]
class STBuffSystemComponent* BuffSystemCompClass;//[Offset: 0xf58 , Size: 8]
AttrModifyComponent* AttrModifyComp;//[Offset: 0xf60 , Size: 8]
STBuffSystemComponent* BuffSystemComp;//[Offset: 0xf68 , Size: 8]
enum[] DamageableGameObjectTypeList;//[Offset: 0xf70 , Size: 16]
bool bEnterSocketChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xf80 , Size: 1]
delegate OnVehicleAvatarDataCopied;//[Offset: 0xf88 , Size: 16]
VehicleAvatarComponent* VehicleAvatar;//[Offset: 0xf98 , Size: 8]
VehicleAdvanceAvatarComponent* VehicleAdvanceAvatar;//[Offset: 0xfa0 , Size:
8]
bool bAdvanceAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xfa8 , Size: 1]
int nAvatarID;//[Offset: 0xfac , Size: 4]
bool ForcePlayerUpdateAnimEveryFrame;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xfb0 , Size: 1]
bool bNeedDelayProcessAvatarOutline;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xfb1 , Size: 1]
bool bEnableWeakTickComponent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xfbc , Size: 1]
float WeakTickDoSomethingDuration;//[Offset: 0xfc0 , Size: 4]
float MaxLinearVelocity;//[Offset: 0xfd8 , Size: 4]
bool bInBuffSpeedState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xfdc , Size: 1]
int TeamID;//[Offset: 0xfe0 , Size: 4]
int CampID;//[Offset: 0xfe4 , Size: 4]
float VehicleGoStraight;//[Offset: 0xfe8 , Size: 4]
bool DamageIgnoreWheels;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xfec , Size: 1]
STExtraPlayerCharacter* ReqExchangeCharacter;//[Offset: 0xff0 , Size: 8]
float ExchangeVehicleSeatInterval;//[Offset: 0xff8 , Size: 4]
delegate OnHitSpecialEffectDelegate;//[Offset: 0x1000 , Size: 16]
WeaponManagerBaseComponent* WeaponManagerComponent;//[Offset: 0x1010 , Size:
8]
EffectComponent* NewEffectComponent;//[Offset: 0x1018 , Size: 8]
bool OpenShootVertify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1020 , Size: 1]
bool IsPveShootVerify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1021 , Size: 1]
int WeaponReconnectIdx;//[Offset: 0x1024 , Size: 4]
WeaponOwnerProxy* WeaponOwnerProxy;//[Offset: 0x1028 , Size: 8]
enum UAVOperateState;//[Offset: 0x1034 , Size: 1]
float SingleMoveRate;//[Offset: 0x1038 , Size: 4]
SoftObjectPath VehicleStatesConfigClass;//[Offset: 0x1040 , Size: 24]
SoftObjectPath VehicleBloodMaxHpConfigClass;//[Offset: 0x1058 , Size: 24]
int CurrentVehicleStatesData;//[Offset: 0x1070 , Size: 4]
PlayerTombBox*[] TombBoxOnVehicle;//[Offset: 0x1088 , Size: 16]
STExtraBaseCharacter*[] StandingVehiclePlayers;//[Offset: 0x1098 , Size: 16]
bool IsExploded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10a8
, Size: 1]
FName ExplodedTombBoxPlaceSocket;//[Offset: 0x10b0 , Size: 8]
float TombBoxTraceLength;//[Offset: 0x10b8 , Size: 4]
float PlayerOutAngleCosin;//[Offset: 0x10bc , Size: 4]
bool bFrozenStatic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x10c0 , Size: 1]
bool bNeedFrozenStatic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x10c1 , Size: 1]
bool bInHouseSpawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x10c2 , Size: 1]
float SleepVehicleTolerance;//[Offset: 0x10c4 , Size: 4]
float SleepVehicleTickTime;//[Offset: 0x10c8 , Size: 4]
int CannotEnterTips;//[Offset: 0x10d0 , Size: 4]
delegate VehicleBeforeWheelDestroy;//[Offset: 0x10d8 , Size: 16]
Vector AttachedRelLoc;//[Offset: 0x10e8 , Size: 12]
Actor* AttachedActor;//[Offset: 0x10f8 , Size: 8]
int HasAttachedActorTips;//[Offset: 0x1100 , Size: 4]
void WeakTick(float DeltaTime);// 0x2ee007c
void VehicleBeenDestroyedCleanInfoDisplay(enum InVehicleHealthState);//
0x2ee0000
void TickEnableAvatarOutline();// 0x2edffec
void StartFireSimple(byte ShootMode);// 0x2edff70
void StartAirDrop();// 0x2edff5c
void SpawnItemForVehicleBackpack(out const PickUpItemData[] ItemList);//
0x2edfeb8
void ShowBoostingEffect(bool bShow);// 0x37db6c4
bool ShouldUseSpecialHitEffect();// 0x2edfe78
byte ShootCharacterVertify(out const BulletHitInfoUploadData ShootData, out
const LocalShootHitData LocalShootHitData, STExtraShootWeapon* Weapon);// 0x2edfcf4
void SetWeaponReconnectIdx(int ReconnectOpIndex);// 0x2edfc70
void SetVehicleStates(int ID, bool bEnable, float fTime);// 0x2edfb6c
void SetUsingHorn(bool bUse);// 0x2edfae8
void SetUAVOperateState(enum NewState);// 0x2edfa6c
void SetJoystickMoveVelocity(Vector2D moveVelocity);// 0x2edf9f4
void ServerSetUsingHorn(bool bUse);// 0x2edf930
void ServerSetIsVehicleSpringArmAutoReturn(bool bEnalbed);// 0x2edf86c
void ServerSetBoosting(bool bEnalbed);// 0x2edf7a8
void ServerSetAttachedActor(Actor* InAttachTarget);// 0x2edf72c
void ServerSetAirControlF(float Rate);// 0x2edf67c
void ServerSetAirControlB(float Rate);// 0x2edf5cc
void ServerDetachEveryoneFromSeat(bool bMustExit, bool
bApplyVehicleVelocity);// 0x2edf4fc
void SendVehicleInAirChangedTimeToServer();// 0x2edf49c
void SendTriggerEventToServer(VehicleTriggerComponent* VTComp);// 0x2edf3ec
void SendCreateDamage(STExtraSimpleCharacter* Target);// 0x2edf33c
void SendClient_ForceUpdate_ControlRotationOnVehicle_SimulateViewData();//
0x2edf320
void ResetJoystickMove();// 0x2edf30c
bool RemoveBuffBySkill(int SkillID, int LayerCount, Actor* Causer);//
0x2edf200
bool RemoveBuffByID(int BuffID, Actor* Causer, int LayerCount, int
CauserSkillID);// 0x2edf0b8
void RemoveAntiStuckBox();// 0x2edf0a4
void RegisterItemHandle(BattleItemHandleBase* BindingHandle);// 0x2edf028
void ProcessAvatarOutline();// 0x2edf00c
void PrintStats();// 0x2edeff0
bool PreChangeVehicleFPPAvatar();// 0x2edefb8
bool PreChangeVehicleBrokenMat();// 0x2edef80
bool PreChangeVehicleAvatar(int InAvatarID, int InAdvanceAvatarID);//
0x2edeeb8
void PostLoadFPPMesh();// 0x2edee9c
void PlaySfxOneShot(AkAudioEvent* AkEvent);// 0x2edee20
bool PawnHasState(enum PawnState);// 0x2eded88
void OnUserSwitchWeapon(STExtraBaseCharacter* InUser, byte Slot);// 0x2edecc8
void OnUpdateEffects();// 0x37db6c4
void OnStopFire();// 0x37db6c4
void OnSkeletalMeshSleep(PrimitiveComponent* WakingComponent, FName
BoneName);// 0x2edec14
void OnSkeletalMeshAwake(PrimitiveComponent* WakingComponent, FName
BoneName);// 0x2edeb60
void OnSetTailLightValue(float LightValue);// 0x37db6c4
void OnServerPlayerChangeVehicleSeat(enum LastSeatType, enum NewSeatType);//
0x37db6c4
void OnRep_VehicleSyncFlag();// 0x2edeb4c
void OnRep_VehicleHealthState();// 0x2edeb38
void OnRep_TeamID();// 0x2edeb1c
void OnRep_SimulateViewData();// 0x2edeb08
void OnRep_SimulateFreeCameraViewData();// 0x2edeaf4
void OnRep_ServerLastReplicatedServer();// 0x2edeae0
void OnRep_IsVehicleSpringArmAutoReturn();// 0x2edeacc
void OnRep_IsForbidNightVehicle();// 0x2edeab8
void OnRep_IsEngineStarted();// 0x2edeaa4
void OnRep_IsBoosting();// 0x2edea90
void OnRep_IsAirdroppingVehicle();// 0x2edea7c
void OnRep_FrozenStatic();// 0x2edea68
void OnRep_CurrentVehicleStatesData(int OldVehicleStatesData);// 0x2ede9ec
void OnRep_CampID();// 0x2ede9d8
void OnRep_AttachedRelLoc();// 0x2ede9c4
void OnRep_AttachedActor();// 0x2ede9b0
void OnPlayerReqExitVehicle(STExtraPlayerCharacter* Player);// 0x2ede92c
void OnPlayerExitVehicle(bool IsDriver);// 0x37db6c4
void OnPlayerEnterVehicle(bool IsSuccess, enum SeatType);// 0x37db6c4
void OnMeshLoaded(SoftObjectPath AssetRef);// 0x2ede7f0
void OnFireBeginOverlapEvent(Actor* OtherActor);// 0x2ede774
void OnEngineStop();// 0x37db6c4
void OnEngineStart();// 0x37db6c4
void OnBoostingChanged();// 0x37db6c4
void NotifyServerProjectileBulletImpact(out const ExplosionProjectileHitInfo
InExpProjectileInfo, ProjectileBulletBase* Bullet);// 0x2ede69c
void MultiCast_ApplyImpulse(const Vector Origin, float DamageOuterRadius,
float BaseMomentumMag);// 0x2ede5a8
void LoadFPPVehicleModel();// 0x2ede594
bool IsVehicleWarVehicle();// 0x2ede554
bool IsValidYawInput(float YawInput, VehicleSpringArmComponent* SpringArm);//
0x2ede480
bool IsUsingFPPModel();// 0x2ede448
bool IsUCAV();// 0x2ede424
bool IsUAV();// 0x2ede3fc
bool IsSpawnedInReady();// 0x2ede3e0
bool IsNotInWater();// 0x2ede3a0
bool IsMotorbike();// 0x2ede368
bool IsInMidAir();// 0x2ede328
bool IsInBuffSpeedState();// 0x2ede30c
bool IsHelicopter();// 0x2ede2d4
bool IsEntirelyUnderWater();// 0x2ede29c
bool IsElectronic_Failure();// 0x2ede264
bool IsClient_WeaponOwner();// 0x2ede224
bool IsCanEnter();// 0x2ede1e4
bool IsArmedVehicle();// 0x2ede1ac
bool IsAmphibiousVehicle();// 0x2ede174
bool IsAlive();// 0x2ede134
bool IsAirVehicle();// 0x2ede0f4
bool IsAI();// 0x2ede0b4
bool IsActiveEffect(FName EffectName);// 0x2ede024
void InitVehicle(int FuelPercent, bool bEngineOn);// 0x2eddf5c
SkeletalMeshComponent* InitSkeletalMesh(FName SubobjectName);// 0x2edded0
bool HasVehicleStates(int ID, int srcVehicleStatesData);// 0x2edde08
bool HasSkillID(int SkillID);// 0x2eddd78
bool HasBuffID(int BuffID);// 0x2eddce0
void HandleOnVehicleHealthStateChanged(enum InVehicleHealthState);//
0x2eddc5c
void HandleOnVehicleAvatarDataCopied();// 0x2eddc48
void HandleOnSeatDetached(STExtraPlayerCharacter* Character, enum SeatType,
int SeatIdx);// 0x2eddb4c
void HandleOnSeatChanged(STExtraPlayerCharacter* Character, enum
LastSeatType, int LastSeatIdx, enum NewSeatType, int NewSeatIdx);// 0x2edd9d8
void HandleOnSeatAttached(STExtraPlayerCharacter* Character, enum SeatType,
int SeatIdx);// 0x2edd8dc
void HandleOnMeshHit(PrimitiveComponent* HitComponent, Actor* OtherActor,
PrimitiveComponent* OtherComp, Vector NormalImpulse, out const HitResult Hit);//
0x2edd748
void HandleMoveAntiShootVerifyMiss();// 0x2edd72c
void HandleLocalPlayerLeaveVehicle(STExtraPlayerCharacter* Player);//
0x2edd6a8
void HandleLocalPlayerEnterVehicle(STExtraPlayerCharacter* Player);//
0x2edd624
void HandleLocalPlayerDeadth(STExtraBaseCharacter* Player);// 0x2edd5a8
Actor* GetWeaponUserConst();// 0x2edd56c
Actor* GetWeaponUser();// 0x2edd530
int GetWeaponReconnectIdx();// 0x2edd4f4
WeaponOwnerProxy* GetWeaponOwnerProxy();// 0x2edd4b8
uint32 GetWeaponOwnerPlayerKey();// 0x2edd47c
float GetWeaponOwnerPawnHealth();// 0x2edd440
WeaponManagerBaseComponent* GetWeaponManagerBase();// 0x2edd404
WeaponManagerComponent* GetWeaponManager();// 0x2edd3c8
VehicleShootWeapon* GetVehicleWeapon(int SeatId, int WeaponListID);//
0x2edd304
VehicleSpringArmComponent* GetVehicleSpringArm();// 0x2edd2d0
int GetVehicleSkinItemID();// 0x2edd29c
VehicleAvatarComponent* GetVehicleAvatar();// 0x2edd268
VehicleAdvanceAvatarComponent* GetVehicleAdvanceAvatar();// 0x2edd234
bool GetUsingHorn();// 0x2edd1fc
int GetTeamId();// 0x2edd1c8
MaterialInstanceDynamic* GetTailLightDIM();// 0x2edd194
Object* GetSoftRefObj(out SoftObjectPath AssetRef);// 0x2edd0c4
Vector GetRotationInputDir();// 0x2edd084
float GetReloadAllWeaponTime();// 0x2edd050
LagCompensationComponentBase* GetLagCompensationComponent();// 0x2edd014
BattleItemHandleBase* GetItemHandle();// 0x2edcff8
bool GetIsOpenVertify();// 0x2edcfd8
Vector GetGunOwnerHeadLocation();// 0x2edcf98
MaterialInstanceDynamic* GetFrontLightDIM();// 0x2edcf64
float GetForwardSpeed();// 0x2edcf28
STExtraPlayerCharacter* GetFirstPassenger();// 0x2edcef4
MaterialInstanceDynamic* GetFFPLightDIM();// 0x2edcec0
SkeletalMeshComponent* GetEquipWeaponAttachMesh();// 0x2edce84
bool GetEnableTickEnterSphereAsyncLoadRes();// 0x2edce68
STExtraPlayerCharacter* GetDriver();// 0x2edce34
uint64 GetCurrentStatesInterface();// 0x2edcdf8
void GetCurrentOverlapActors(out STExtraSimpleCharacter*[] Result);//
0x2edcd40
void GetCullWaterCapsule(out Vector OutCapsulePointA, out Vector
OutCapsulePointB, out float OutCullWaterCapsuleRadius, out float
OutCullWaterCapsuleBlendWidth);// 0x2edcbbc
int GetCampId();// 0x2edcb88
int GetAvatarID();// 0x2edcb6c
void GetAllVehicleWeaponList(out VehicleShootWeapon*[] OutList);// 0x2edcab4
void ExitFPPVehicle();// 0x2edcaa0
void EnterFPPVehicle();// 0x2edca8c
void EnableWeakTick(bool Enabled);// 0x2edca00
void EnableAvatarOutline(enum OutlineType);// 0x2edc984
void DestroyAndRespawnSelf();// 0x2edc970
void DeactiveEffect(FName EffectName);// 0x2edc8f4
void CreateAntiStuckBox();// 0x2edc8e0
void ClientPlayVehicleCameraShake();// 0x2edc880
void ClientFeedbackPointDamage(Actor* DamageCauser);// 0x2edc7d0
void ClearInputs();// 0x2edc7bc
void ClearBuff();// 0x2edc7a0
bool CheckHaveSpecialAttachActor();// 0x2edc760
void CheckEnableAvatarOutline();// 0x37db6c4
void CheckAvatarModifyEnterSocket(STExtraBaseCharacter* InCharacter);//
0x2edc6e4
bool CheckAllWeaponIsReadyForFire();// 0x2edc6ac
bool ChangeVehicleAvatar(STExtraPlayerController* MainPlayerController);//
0x2edc614
bool CanVehicleJump();// 0x2edc5dc
bool CanBeSeekAndLocked(SeekAndLockWeaponComponent* TargetComponent);//
0x2edc544
void BroadCastEnterVehicleEvent(bool IsSucc, enum SeatType);// 0x2edc47c
void BroadcastClientVehicleExplosionEffect();// 0x2edc460
void BPPostLoadFPPMesh();// 0x37db6c4
void BPPlayOverlapDamageCameraShake();// 0x37db6c4
void BPOnSetAttachedActor(Actor* InAttachTarget);// 0x2edc3dc
void AutoLoadEffect();// 0x2edc3c8
bool ApplyAnimation();// 0x2edc390
void AfterBeginPlay();// 0x37db6c4
void AddHealthSafety(float AddVal);// 0x2edc30c
bool AddBuffBySkill(int SkillID, int LayerCount, Actor* Causer);// 0x2edc200
bool AddBuffByID(int BuffID, Actor* Causer, int LayerCount, int
CauserSkillID);// 0x2edc0b8
void ActiveEffectAsync(FName EffectName);// 0x2edc03c
void ActiveEffect(FName EffectName);// 0x2edbfc0
--------------------------------
Class: ItemDefineID
int Type;//[Offset: 0x0 , Size: 4]
int TypeSpecificID;//[Offset: 0x4 , Size: 4]
bool bValidItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8 ,
Size: 1]
bool bValidInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x9 , Size: 1]
uint64 InstanceID;//[Offset: 0x10 , Size: 8]
--------------------------------
Class: ParticleSoftWrapperArray
ParticleSoftWrapper[] WrapperArray;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: ParticleSoftWrapper
ParticleSystem* Template;//[Offset: 0x0 , Size: 40]
Vector Location;//[Offset: 0x28 , Size: 12]
Rotator Rotation;//[Offset: 0x34 , Size: 12]
Vector Scale;//[Offset: 0x40 , Size: 12]
FName AttachSocketName;//[Offset: 0x50 , Size: 8]
bool bAutoLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58 ,
Size: 1]
--------------------------------
Class: ParticleRuntimeDataArray
ParticleRuntimeData[] DataArray;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: ParticleRuntimeData
ParticleSystemComponent* SpawnedComponent;//[Offset: 0x0 , Size: 8]
--------------------------------
Class: VehicleSeatComponent.VehicleComponent.ActorComponent.Object
STExtraVehicleSeat[] Seats;//[Offset: 0x110 , Size: 16]
STExtraPlayerCharacter*[] SeatOccupiers;//[Offset: 0x120 , Size: 16]
STExtraVehicleWeaponsOnSeat[] VehicleWeapons;//[Offset: 0x130 , Size: 16]
STExtraVehicleAttachment[] VehicleAttachmentsConfig;//[Offset: 0x140 , Size:
16]
VehicleAttachmentBase*[] VehicleAttachments;//[Offset: 0x150 , Size: 16]
FName[] AlternativeLeaveVehicleSockets;//[Offset: 0x160 , Size: 16]
FName[] AlternativeEnterVehicleSockets;//[Offset: 0x170 , Size: 16]
float LeaveVehicleVelocityScale;//[Offset: 0x180 , Size: 4]
bool bCheckValidLeaveLocationBySweep;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x184 , Size: 1]
bool bEnableForceLeave;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x185 , Size: 1]
byte[] SeatGUITypes;//[Offset: 0x190 , Size: 16]
delegate OnSeatAttached;//[Offset: 0x1a0 , Size: 16]
delegate OnSeatDetached;//[Offset: 0x1b0 , Size: 16]
delegate OnSeatChanged;//[Offset: 0x1c0 , Size: 16]
delegate OnUpdateSeatGUI;//[Offset: 0x1d0 , Size: 16]
FString LatestDriverPlayerName;//[Offset: 0x1e0 , Size: 16]
delegate OnDriverChange;//[Offset: 0x1f0 , Size: 16]
FString LatestDriverPlayerUID;//[Offset: 0x200 , Size: 16]
int MaxInUseSeatGUIIndex;//[Offset: 0x214 , Size: 4]
STExtraPlayerController* RemoteController;//[Offset: 0x220 , Size: 8]
bool bDelayOnRepOccupiersInReConnect;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x228 , Size: 1]
STExtraPlayerCharacter* mp_CurDriver;//[Offset: 0x230 , Size: 8]
void ProcessPawnUseVehWeaponRotation(STExtraBaseCharacter* InChar, FName
AttachSocketName);// 0x2f76fa4
void OnRep_VehicleWeapons();// 0x2f76f90
void OnRep_Occupiers();// 0x2f76f7c
void OnRep_Attachments();// 0x2f76f68
bool IsSeatIndexAvailable(int SeatIndex);// 0x2f76ed8
bool IsSeatAvailableTeam(STExtraBaseCharacter* InCharacter);// 0x2f76e48
bool IsSeatAvailable(enum SeatType);// 0x2f76db8
int GetSeatNum();// 0x2f76d9c
bool GetPlayerSeatInfo(STExtraPlayerCharacter* InPlayer, out
STExtraVehicleSeat SeatInfo);// 0x2f76bf0
STExtraBaseCharacter* GetPassenger(int SeatIndex);// 0x2f76b64
STExtraBaseCharacter* GetFirstSeatCharacterBySeatType(enum SeatType);//
0x2f76ad8
STExtraPlayerCharacter* GetFirstPassenger();// 0x2f76aa4
STExtraPlayerCharacter* GetDriver();// 0x2f76a70
int GetChracterSeatIndex(STExtraBaseCharacter* Character);// 0x2f769e4
void ClientSetLocalWeaponWillCtr(STExtraPlayerCharacter* Character,
VehicleShootWeapon* VehShootWeapon);// 0x2f768fc
void ClientSetLeaveVehicleLocation(STExtraPlayerCharacter* Character, Vector
LeaveLocation);// 0x2f7683c
void ClientChangeSeatCameraData(STExtraPlayerCharacter* Character, int
OldIndex, int newIndex);// 0x2f76714
--------------------------------
Class: VehicleComponent.ActorComponent.Object
--------------------------------
Class: STExtraVehicleSeat
enum SeatType;//[Offset: 0x0 , Size: 1]
FName AnimCompTagName;//[Offset: 0x8 , Size: 8]
FName EnterVehicleSocket;//[Offset: 0x10 , Size: 8]
FName LeaveVehicleSocket;//[Offset: 0x18 , Size: 8]
byte OccupyMovementMode;//[Offset: 0x20 , Size: 1]
byte HoldWeaponType;//[Offset: 0x21 , Size: 1]
byte SeatSpecialType;//[Offset: 0x22 , Size: 1]
bool IsCanLeanOut;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23
, Size: 1]
int GUIDisplayIndex;//[Offset: 0x24 , Size: 4]
CurveFloat* MinViewPitchCurve;//[Offset: 0x28 , Size: 8]
Rotator CharRotVsVehiRot;//[Offset: 0x30 , Size: 12]
byte SeatSideType;//[Offset: 0x3c , Size: 1]
bool bEnableVehicleWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3d , Size: 1]
bool bEnableUsedAsFreeFireSeat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3e , Size: 1]
bool bEnableChangeFreeFireSeat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3f , Size: 1]
STExtraVehicleWeaponConfig[] VehicleWeaponConfig;//[Offset: 0x40 , Size: 16]
bool bDefaultControlWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x50 , Size: 1]
FName VehicleWeaponSeatSocket;//[Offset: 0x58 , Size: 8]
bool bAddDynamicCapsuleCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x60 , Size: 1]
float Radius;//[Offset: 0x64 , Size: 4]
float HalfHeight;//[Offset: 0x68 , Size: 4]
Transform CollisionOffset;//[Offset: 0x70 , Size: 48]
bool bDrawDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa0 ,
Size: 1]
--------------------------------
Class: STExtraVehicleWeaponConfig
FName VehicleWeaponSocket;//[Offset: 0x0 , Size: 8]
class VehicleShootWeapon* VehicleWeaponClass;//[Offset: 0x8 , Size: 8]
Vector2D ViewYawLimit;//[Offset: 0x10 , Size: 8]
Vector2D ViewPitchLimit;//[Offset: 0x18 , Size: 8]
bool bVerifyMuzzleDirection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x20 , Size: 1]
float MuzzleDirTor;//[Offset: 0x24 , Size: 4]
bool bVerifyMuzzleLimit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x28 , Size: 1]
float MuzzleVehicleTore;//[Offset: 0x2c , Size: 4]
bool bVerifyMuzzleBoxRanges;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x30 , Size: 1]
Box MuzzleRangeBox;//[Offset: 0x34 , Size: 28]
float DistTorSquared;//[Offset: 0x50 , Size: 4]
--------------------------------
Class: VehicleShootWeapon.STExtraShootWeapon.STExtraWeapon.Actor.Object
float RotateSpeedOnVehicle;//[Offset: 0xe88 , Size: 4]
bool bUseVehWeaponDisableCameraLag;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xe8c , Size: 1]
bool bUseVehWeaponView;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xe8d , Size: 1]
bool bAddTargetOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xe8e , Size: 1]
FName VehWeaponBindSocket;//[Offset: 0xe90 , Size: 8]
CameraOffsetData VehWeaponViewCameraData;//[Offset: 0xe98 , Size: 28]
bool bNeedCalcMuzzleSocket;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xeb4 , Size: 1]
FName OnBlockMuzzleSocket;//[Offset: 0xeb8 , Size: 8]
AnimSequence* VehicleWeaponIdle;//[Offset: 0xec0 , Size: 8]
AnimSequence* VehicleWeaponReload;//[Offset: 0xec8 , Size: 8]
AnimSequence* VehicleWeaponUnuseIdle;//[Offset: 0xed0 , Size: 8]
float VehicleWeaponReloadRate;//[Offset: 0xed8 , Size: 4]
AnimMontage* VehicleWeaponFireMontage;//[Offset: 0xee0 , Size: 8]
bool bVehicleWeaponUseHandIK;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xee8 , Size: 1]
FName VehicleWeaponGripSocketR;//[Offset: 0xef0 , Size: 8]
FName VehicleWeaponGripSocketL;//[Offset: 0xef8 , Size: 8]
bool bControlled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf00
, Size: 1]
bool bEnableControlled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xf01 , Size: 1]
bool bEnableAutoReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xf02 , Size: 1]
bool bEnableFreeCameraWhenReload;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xf03 , Size: 1]
bool bEnableExitWeaponViewWhenReload;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xf04 , Size: 1]
bool bEnableReturnBullets;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xf14 , Size: 1]
bool bEnableRotateCharacter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xf15 , Size: 1]
bool bEnableScopeAfterReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xf16 , Size: 1]
bool bAnimFollowCameraOnlyInADS;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xf19 , Size: 1]
FName CharacterSocket;//[Offset: 0xf20 , Size: 8]
bool bEnableShowVehicleWeaponUI;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xf28 , Size: 1]
bool bEnableShowControlButton;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xf29 , Size: 1]
bool bEnableShowSlotUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xf2a , Size: 1]
bool bEnableShowInterferenceLine;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xf2b , Size: 1]
bool bEnableShowCompass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xf2c , Size: 1]
bool bUsePredictLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xf2d , Size: 1]
class GrenadePredictLine* GrenadePredictLineClass;//[Offset: 0xf30 , Size: 8]
FName GrenadePredictLineSocket;//[Offset: 0xf38 , Size: 8]
GrenadePredictLine* GrenadePredictLine;//[Offset: 0xf40 , Size: 8]
bool bCanConsumeFuel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xf48 , Size: 1]
float FuelConsumptionRate;//[Offset: 0xf4c , Size: 4]
float StartReloadDelayTime;//[Offset: 0xf68 , Size: 4]
float EndReloadDelayTime;//[Offset: 0xf78 , Size: 4]
STExtraPlayerCharacter* RefSeatPlayer;//[Offset: 0xf80 , Size: 8]
bool bLocalUseWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xf88 , Size: 1]
Actor* OwnerActor;//[Offset: 0xf90 , Size: 8]
STExtraVehicleBase* OwnerVehicle;//[Offset: 0xf98 , Size: 8]
int BulletTypeTipMsgID;//[Offset: 0xfa4 , Size: 4]
int NotEnoughEnergyTipMsgID;//[Offset: 0xfa8 , Size: 4]
int CantUseFireWeaponTipMsgID;//[Offset: 0xfac , Size: 4]
void StartReloadAnim();// 0x2f781b0
void SetUsePawnControlRotation(STExtraPlayerCharacter* Character, bool IsUse,
bool IsThirdPerson);// 0x2f780a4
void OnVehicleExplode();// 0x2f78088
void OnRep_OwnerActor();// 0x2f78074
void NetMulticastReturnBullets();// 0x2f78014
void MulUsedOrNot(STExtraPlayerCharacter* Character, bool bUsed, const
WeaponSyncData SyncData);// 0x2f77ed0
void K2_SetSpecialMeshHide(bool isHide);// 0x37db6c4
void K2_OnUsedOrNot(STExtraPlayerCharacter* Character, bool bUsed);//
0x37db6c4
void K2_OnReturnBullets();// 0x37db6c4
MeshComponent* K2_GetWeaponMeshComp();// 0x37db6c4
void HnadleScopeInAfterReload();// 0x2f77ebc
void HandleWeaponStateChanged(byte LastState, byte NewState);// 0x2f77e04
void HandleWeaponStartReload();// 0x2f77df0
void HandleWeaponEndReload();// 0x2f77ddc
void HandleEndTouchScreenInReloading(byte FingerIndex);// 0x2f77d58
void HandleBeginTouchScreenInReloading(out const Vector2D Loc);// 0x2f77cd0
STExtraPlayerCharacter* GetPlayerCharacter();// 0x2f77c9c
STExtraVehicleBase* GetOwnerVehicle();// 0x2f77c68
Rotator GetOwnerCameraRotator();// 0x2f77c30
Transform GetCharacterSocketTransform();// 0x2f77bdc
void DoAutoReloadVehicleWeapon(STExtraShootWeapon* ShootWeapon);// 0x2f77b60
bool CheckIsAutonomousOrObTarget();// 0x2f77b28
void AfterReloadEnd();// 0x2f77b14
--------------------------------
Class: STExtraShootWeapon.STExtraWeapon.Actor.Object
bool CloseLowLevelDeviceHitEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x8f0 , Size: 1]
bool bUseAdjusetImpactNormal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x8f1 , Size: 1]
float voiceCheckCD;//[Offset: 0x8f4 , Size: 4]
float voiceCheckShowCD;//[Offset: 0x8f8 , Size: 4]
bool isDefaultSlienceWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x8fc , Size: 1]
WeaponVerifyConfig ShootVerifyConfig;//[Offset: 0x918 , Size: 60]
bool bIsPistol;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x954 ,
Size: 1]
bool bIsAIOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x955 , Size: 1]
delegate OnShootWeaponAutoReloadDel;//[Offset: 0x958 , Size: 16]
delegate OnCurBulletChange;//[Offset: 0x968 , Size: 16]
delegate OnCurBarrelBulletChangeDelegate;//[Offset: 0x978 , Size: 16]
delegate OnStartFireDelegate;//[Offset: 0x988 , Size: 16]
delegate OnStopFireDelegate;//[Offset: 0x998 , Size: 16]
delegate OnWeaponShootDelegate;//[Offset: 0x9a8 , Size: 16]
delegate OnWeaponShootHitDelegate;//[Offset: 0x9b8 , Size: 16]
delegate OnWeaponReloadStartDelegate;//[Offset: 0x9c8 , Size: 16]
delegate OnWeaponReloadEndDelegage;//[Offset: 0x9d8 , Size: 16]
delegate OnWeaponEquipDelegate;//[Offset: 0x9e8 , Size: 16]
delegate OnWeaponUnEquipDelegate;//[Offset: 0x9f8 , Size: 16]
delegate OnWeaponEquipAnimProcessDelegate;//[Offset: 0xa08 , Size: 16]
delegate OnWeaponUnEquipAnimProcessDelegate;//[Offset: 0xa18 , Size: 16]
delegate OnLeftLastBulletWhenReloadOneByOneDelegate;//[Offset: 0xa28 , Size:
16]
delegate OnBulletNumChangeDelegate;//[Offset: 0xa38 , Size: 16]
delegate OnWeaponShootPlayerNotifyDelegate;//[Offset: 0xa58 , Size: 16]
delegate OnWeaponDurabilityChangedDelegate;//[Offset: 0xa68 , Size: 16]
delegate OnWeaponSecurityLogShootActorDelegate;//[Offset: 0xa78 , Size: 16]
CrossHairComponent* CachedCrossHairComponent;//[Offset: 0xa88 , Size: 8]
BulletHitInfoUploadComponent* CachedBulletHitInfoUploadComponent;//[Offset:
0xa90 , Size: 8]
delegate OnScopeIn;//[Offset: 0xa98 , Size: 16]
delegate OnScopeOut;//[Offset: 0xaa8 , Size: 16]
delegate OnScopeInContinue;//[Offset: 0xab8 , Size: 16]
STExtraShootWeaponComponent* ShootWeaponComponent;//[Offset: 0xac8 , Size: 8]
MultiBulletComponent* MultiBulletComponent;//[Offset: 0xad0 , Size: 8]
GrenadeLaunchComponent* GrenadeLaunchComponent;//[Offset: 0xad8 , Size: 8]
FillGasComponent* FillGasComponent;//[Offset: 0xae0 , Size: 8]
int CurBulletNumInClip;//[Offset: 0xae8 , Size: 4]
BulletInClip CurBulletInClip;//[Offset: 0xaf0 , Size: 24]
int CurMaxBulletNumInOneClip;//[Offset: 0xb08 , Size: 4]
int CurBulletNumInBarrel;//[Offset: 0xb0c , Size: 4]
byte ShootMode;//[Offset: 0xb10 , Size: 1]
byte CurShootType;//[Offset: 0xb11 , Size: 1]
int CurShootTotalType;//[Offset: 0xb14 , Size: 4]
float VoiceCheckDis;//[Offset: 0xb18 , Size: 4]
float SilenceVoiceCheckDis;//[Offset: 0xb1c , Size: 4]
float nowVoiceCheckDis;//[Offset: 0xb20 , Size: 4]
Vector ShootTargetLoc;//[Offset: 0xb24 , Size: 12]
int AngledSightID;//[Offset: 0xb3c , Size: 4]
byte TraceChannel;//[Offset: 0xb40 , Size: 1]
Vector LastImpactEffectLocation;//[Offset: 0xb44 , Size: 12]
float LastImpactEffectTime;//[Offset: 0xb50 , Size: 4]
int CurBurstShootIndex;//[Offset: 0xb58 , Size: 4]
Transform BoltActionTransform;//[Offset: 0xb60 , Size: 48]
bool bHasFinishConfirmedFromServer;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xb90 , Size: 1]
int ClientShootTimes;//[Offset: 0xb94 , Size: 4]
AkAudioEvent* BulletFlySound;//[Offset: 0xb98 , Size: 8]
AkAudioEvent* LoadBulletSound;//[Offset: 0xba0 , Size: 8]
AkAudioEvent* ChangeMagazineSound;//[Offset: 0xba8 , Size: 8]
AkAudioEvent* MagazineINSound;//[Offset: 0xbb0 , Size: 8]
AkAudioEvent* MagazineOUTSound;//[Offset: 0xbb8 , Size: 8]
AkAudioEvent* PullBoltSound;//[Offset: 0xbc0 , Size: 8]
Vector BulletDecalScale;//[Offset: 0xbc8 , Size: 12]
BulletInClip CurBulletInClipOnSimulatedClients;//[Offset: 0xbd8 , Size: 24]
bool CurAutoReloadLock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xbf1 , Size: 1]
NormalProjectileComponent* NormalProjectileComponent;//[Offset: 0xbf8 , Size:
8]
float AIShootLoudness;//[Offset: 0xc00 , Size: 4]
float AIShootStartAttenuationDis;//[Offset: 0xc04 , Size: 4]
float AIShootMaxDis;//[Offset: 0xc08 , Size: 4]
float AISilenceShootLoudness;//[Offset: 0xc0c , Size: 4]
float AISilenceShootStartAttenuationDis;//[Offset: 0xc10 , Size: 4]
float AISilenceShootMaxDis;//[Offset: 0xc14 , Size: 4]
bool bEnableSwitchToGrenade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xc18 , Size: 1]
byte CurShootWeaponState;//[Offset: 0xc19 , Size: 1]
ShootWeaponEntity* ShootWeaponEntityComp;//[Offset: 0xc28 , Size: 8]
ShootWeaponEffectComponent* ShootWeaponEffectComp;//[Offset: 0xc30 , Size: 8]
int md_MaxBulletArraySize;//[Offset: 0xc38 , Size: 4]
bool IsEquipSilencer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xc3c , Size: 1]
bool IsEquipFiringSuppressor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xc3d , Size: 1]
bool IsEquipCompensator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xc3e , Size: 1]
Vector OffsetFPPLocation;//[Offset: 0xc40 , Size: 12]
Rotator OffsetFPPRotation;//[Offset: 0xc4c , Size: 12]
Vector OffsetFPPCrouchLocation;//[Offset: 0xc58 , Size: 12]
Rotator OffsetFPPCrouchRotation;//[Offset: 0xc64 , Size: 12]
Vector OffsetFPPProneLocation;//[Offset: 0xc70 , Size: 12]
Rotator OffsetFPPProneRotation;//[Offset: 0xc7c , Size: 12]
Rotator OffsetFPPScopeRotation;//[Offset: 0xc88 , Size: 12]
Vector OffsetAngledFPPLocation;//[Offset: 0xc94 , Size: 12]
Rotator OffsetAngledFPPRotation;//[Offset: 0xca0 , Size: 12]
Vector OffsetAngledFPPCrouchLocation;//[Offset: 0xcac , Size: 12]
Rotator OffsetAngledFPPCrouchRotation;//[Offset: 0xcb8 , Size: 12]
Vector OffsetAngledFPPProneLocation;//[Offset: 0xcc4 , Size: 12]
Rotator OffsetAngledFPPProneRotation;//[Offset: 0xcd0 , Size: 12]
Rotator OffsetAngledFPPScopeRotation;//[Offset: 0xcdc , Size: 12]
bool DefaultScopeVisiable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xce8 , Size: 1]
enum[] AvailableWeaponAttachmentSocketTypeList;//[Offset: 0xcf8 , Size: 16]
AttrModifyComponent* AttrModifierCompoment;//[Offset: 0xd08 , Size: 8]
WeaponAttrModifyConfig[] WeaponAttrModifyConfigList;//[Offset: 0xd10 , Size:
16]
int[] AttachedAttachmentID;//[Offset: 0xd20 , Size: 16]
int[] DefaultAttachedAttachmentID;//[Offset: 0xd30 , Size: 16]
uint32 ShootID;//[Offset: 0xd40 , Size: 4]
WeaponAntiCheatComp* AntiCheatComp;//[Offset: 0xd48 , Size: 8]
BulletHitInfoUploadData[] HitDataArray;//[Offset: 0xd50 , Size: 16]
SimulateBulletHitInfoData[] SimulateHitDataArray;//[Offset: 0xd60 , Size: 16]
bool UseNewSimulateHitInfoData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xd70 , Size: 1]
bool IsInitAttr;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xd78 , Size: 1]
bool IsRegisterCanModifyAttr;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xd79 , Size: 1]
bool bIsResettedMaxBulletNum;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xe20 , Size: 1]
bool UseNewShotGunDevation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xe78 , Size: 1]
bool bEnableReloadADS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xe80 , Size: 1]
bool bCanAutoReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xe81 , Size: 1]
int WeaponDurability;//[Offset: 0xe84 , Size: 4]
void UpdateComponentTick();// 0x2ebede4
bool StopFireFilter();// 0x2ebeda4
void StopFire(byte ToState);// 0x2ebed20
void StopFillGas();// 0x2ebed0c
int StartReload();// 0x2ebecd0
bool StartFireFilter();// 0x2ebec90
void StartFire();// 0x2ebec74
void StartFillGas();// 0x2ebec60
void StartDoPreBarrel(float HandledTime);// 0x2ebebdc
void StartDoBarrel();// 0x2ebebc0
void ShowDefaultScope(bool bShow);// 0x2ebeb3c
void ShowDefaultAttachmentComponentByType(enum Type, bool bVisible);//
0x2ebea7c
void ShootIDIsNotValid();// 0x2ebea60
void SetWeaponAttrModifierEnable(FString AttrModifierID, bool Enable, bool
ClientSimulate);// 0x2ebe924
void SetReloadWithNoCostFromEntity(bool bReloadWithNoCost);// 0x2ebe8a0
void SetCurShootType(byte shootType);// 0x2ebe824
void SetCurrentBulletNumInClipOnServer(BulletInClip InBulletInClip);//
0x2ebe6e4
void SetCurrentBulletNumInClipOnClient(BulletInClip InBulletInClip);//
0x2ebe5a4
void SetCurReloadMethod(byte method);// 0x2ebe528
void SetBulletInClip(out BulletInWeapon[] InCurBulletList, int Count);//
0x2ebe424
void SetBaseImpactDamageEntity(float Damage);// 0x2ebe3a8
void SetAvailableWeaponAttachmentSocketTypeList(out enum[] List);// 0x2ebe2a8
bool ScopeOut();// 0x2ebe268
void ScopeInContinue();// 0x2ebe254
bool ScopeIn();// 0x2ebe214
void S2C_SyncAllClientsBulletsNum(int BulletsNum);// 0x2ebe190
void RPC_ServerSetMaxBulletNum();// 0x2ebe130
void RPC_ServerSetBaseImpactDamageEntity(float Damage);// 0x2ebe080
void RPC_ClientSetCurShootType(byte shootType);// 0x2ebdfd0
void RPC_ClientSetCurReloadMethod(byte method);// 0x2ebdf20
void RPC_ClientNotifyLeftLastBulletWhenReloadOneByOne(int
RemainBulletNumToReload);// 0x2ebde9c
void RPC_Client_SetBulletNumInClip(BulletInClip InBulletInClip);// 0x2ebdc94
void RotateCrossHair(Rotator Rot);// 0x2ebdc18
void ResetInitialBulletNumInClip(bool bSetZero);// 0x2ebdb94
void ReSetBulletInClip(BulletInClip NewBulletInClip);// 0x2ebda54
void RemoveGrenadeLaunchBullet(int RemoveNum);// 0x2ebd9d8
void RemoveBulletInClip(int RemoveNum, bool IsRevert);// 0x2ebd918
void RefreshBulletInClip(int Count);// 0x2ebd89c
void ReduceWeaponDurability(int ReduceAmount);// 0x2ebd820
void PreSetBulletListInClip(BulletInClip NewBulletInClip);// 0x2ebd6e0
void OnWeaponUnEquipDelegate__DelegateSignature();// 0x37db6c4
void OnWeaponUnEquipAnimProcessDelegate__DelegateSignature();// 0x37db6c4
void OnWeaponShootPlayerNotifyDelegate__DelegateSignature();// 0x37db6c4
void OnWeaponShootHitDelegate__DelegateSignature(out const
ShootWeaponDamageEvent DamageDetail, out const BulletHitInfoUploadData HitData, out
const LocalShootHitData LocalHitData);// 0x37db6c4
void OnWeaponShootDelegate__DelegateSignature();// 0x37db6c4
void OnWeaponSecurityLogShootActorDelegate__DelegateSignature(Actor*
InHitActor, out const SecurityLogHitTargetInfo TargetInfo);// 0x37db6c4
void OnWeaponReloadStartDelegate__DelegateSignature();// 0x37db6c4
void OnWeaponReloadEndDelegage__DelegateSignature();// 0x37db6c4
void OnWeaponEquipDelegate__DelegateSignature();// 0x37db6c4
void OnWeaponEquipAnimProcessDelegate__DelegateSignature();// 0x37db6c4
void OnWeaponDurabilityChangeDelegate__DelegateSignature();// 0x37db6c4
void OnStopFireDelegate__DelegateSignature();// 0x37db6c4
void OnStartFireDelegate__DelegateSignature();// 0x37db6c4
void OnShootWeaponAutoReloadDelegate__DelegateSignature(STExtraShootWeapon*
ShootWeapon);// 0x37db6c4
void OnScopeInContinue__DelegateSignature();// 0x37db6c4
void OnRep_WeaponDurability();// 0x2ebd6cc
void OnRep_SimulateHitDataArray();// 0x2ebd6b8
void OnRep_HitDataArray();// 0x2ebd6a4
void OnRep_CurMaxBulletNumChange();// 0x2ebd690
void OnRep_CurBulletInClipOnSimulatedClients();// 0x2ebd67c
void OnMaxBulletChange__DelegateSignature();// 0x37db6c4
void OnLeftLastBulletWhenReloadOneByOne__DelegateSignature(int RemainNum);//
0x37db6c4
void OnCurBulletChange__DelegateSignature();// 0x37db6c4
void OnCurBarrelBulletChangeDelegate__DelegateSignature();// 0x37db6c4
void OnBulletNumChangeDelegate__DelegateSignature();// 0x37db6c4
void NotifyServerNoneShootAction();// 0x2ebd61c
void NotifyLeftLastBulletWhenReloadOneByOneOnServer(int
RemainBulletNumToReload);// 0x2ebd5a0
void NotifyClientNoneShootAction();// 0x2ebd540
void LocalSetBulletNumInClip(BulletInClip InBulletInClip);// 0x2ebd400
bool IsWeaponDurabilityLoss();// 0x2ebd3c8
bool IsWeaponAttachmentFullEquiped();// 0x2ebd390
bool IsVehicleWeapon();// 0x2ebd358
bool IsUsingGrenadeLaunch();// 0x2ebd320
bool IsSupportAutoAim();// 0x2ebd2e8
bool IsInPreFire();// 0x2ebd2b0
bool IsEnableReloadADS();// 0x2ebd294
bool IsDriverVehicleWeapon();// 0x2ebd25c
void InitWeaponDurability(int NewVal);// 0x2ebd1e0
bool HasMultiBullet();// 0x2ebd1a8
void HandleWeaponScopeUnEquiped(enum Type);// 0x2ebd12c
void HandleWeaponScopeEquiped(enum Type);// 0x2ebd0b0
void HandleWeaponAvatarLoaded(int SlotID, ItemDefineID DefineID);// 0x2ebcfe4
void HandleAllWeaponAvatarLoaded();// 0x2ebcfd0
byte GetWeaponReloadType();// 0x2ebcf9c
int GetWeaponIDFromEntity();// 0x2ebcf68
int GetWeaponID();// 0x2ebcf34
int GetWeaponDurability();// 0x2ebcf00
float GetWeaponBodyLength();// 0x2ebcecc
Transform GetWeaponAttachToBackRelativeTransformByBagLevel_Lobby(int Level,
int SideType);// 0x2ebcde8
Vector GetVolleyShootDirection(Vector TargetLoc, Vector OldStartLoc, Vector
NewStartLoc, Vector BulletDir);// 0x2ebcc8c
ParticleSystem* GetVisualBulletTrackFX();// 0x2ebcc58
bool GetVisualBulletTrackEnabled();// 0x2ebcc20
WeaponVisualBulletItemConfig GetVisualBulletItemConfig();// 0x2ebcbec
FName GetVerifyScopeSocketNameFromEntity();// 0x2ebcbb8
bool GetUseSpecificBulletNumOnReloadFromEntity();// 0x2ebcb80
float GetTraceDistanceFromEntity();// 0x2ebcb4c
FName GetSilencerSocketNameFromEntity();// 0x2ebcb18
ShootWeaponEntity* GetShootWeaponEntityComponent();// 0x2ebcae4
ShootWeaponEffectComponent* GetShootWeaponEffectComponent();// 0x2ebcab0
byte GetShootTypeFromEntity();// 0x2ebca7c
int GetShootReduceDurabilityAmount();// 0x2ebca48
float GetShootIntervalFromEntity();// 0x2ebca14
FName GetShellDropSocketNameFromEntity();// 0x2ebc9e0
MeshComponent* GetScopeMeshByType(FName SocketName, enum Type, int
SocketIndex);// 0x2ebc8dc
int GetScopeID(bool bIsAngledOpticalSight);// 0x2ebc848
MeshComponent* GetScopeAimCameraTransform(FName SocketName, int SocketIndex,
bool bForceAngledSight);// 0x2ebc73c
MeshComponent* GetScopeAimCameraSecondScopeByType(FName SocketName, enum
Type, int SocketIndex);// 0x2ebc638
bool GetReloadWithNoCostFromEntity();// 0x2ebc600
float GetReloadTimeMagOutFromEntity();// 0x2ebc5cc
float GetReloadTimeFromEntity();// 0x2ebc598
FName GetReloadTIDName(byte method);// 0x2ebc504
float GetReloadTacticalTimeFromEntity();// 0x2ebc4d0
int GetReloadSpecificBulletNumFromEntity();// 0x2ebc49c
float GetReloadDurationStartTacticalOffsetFromEntity();// 0x2ebc468
float GetReloadDurationStartFromEntity();// 0x2ebc434
float GetReloadDurationLoopFromEntity();// 0x2ebc400
Transform GetRelativeMuzzleTransform();// 0x2ebc3a4
float GetReferenceDistance();// 0x2ebc370
float GetRangeModifier();// 0x2ebc33c
SRangeAttenuateConfig[] GetRangeAttenuateFromEntity();// 0x2ebc298
float GetPreFireTimeFromEntity();// 0x2ebc264
float GetPostReloadTimeFromEntity();// 0x2ebc230
float GetPostFireTimeFromEntity();// 0x2ebc1fc
float GetPostFillGasTime();// 0x2ebc1c8
Transform GetMuzzleTransform();// 0x2ebc16c
FName GetMuzzleSocketNameFromEntity();// 0x2ebc130
float GetMaxVelocityOffsetAddRateFromEntity();// 0x2ebc0fc
float GetMaxValidHitTimeFromEntity();// 0x2ebc0c8
float GetMaxImpactEffectSkipTimeFromEntity();// 0x2ebc094
int GetMaxBulletNumInOneClipFromEntity();// 0x2ebc060
int GetMaxBulletNumInBarrelFromEntity();// 0x2ebc02c
bool GetIsNeedOffsetVelocityFromEntity();// 0x2ebbff4
bool GetIsEnableScopeInFromEntity();// 0x2ebbfbc
float GetImpactEffectSkipDistanceFromEntity();// 0x2ebbf88
float GetIgnoreRangeAttenuatDis();// 0x2ebbf54
WeaponHitPartCoff GetHitPartCoff(Actor* Victim);// 0x2ebbeb8
AkAudioEvent* GetGrenadeLaunchShootSound();// 0x2ebbe84
WeaponCrossHairPerformData[] GetGrenadeLaunchCrossHairData();// 0x2ebbd54
float GetGasAddDamageRate();// 0x2ebbd20
float GetGameDeviationFactor();// 0x2ebbcec
FName GetFiringSuppressorSocketNameFromEntity();// 0x2ebbcb8
float GetFireSensitiveYawRate();// 0x2ebbc84
float GetFireSensitivePitchRate();// 0x2ebbc50
<int,bool> GetEquipAttachSlotMap();// 0x2ebbad8
MeshComponent* GetDefaultAttachmentComponentByType(enum Type);// 0x2ebba4c
byte GetCurSightVisionType();// 0x2ebba18
byte GetCurSightType();// 0x2ebb9e4
int GetCurrentBulletNumInClip();// 0x2ebb9c8
float GetCurReloadTime();// 0x2ebb994
byte GetCurReloadMethod();// 0x2ebb960
float GetCurGasRate();// 0x2ebb92c
float GetCurGasAngle();// 0x2ebb8f8
float GetCrossHairInitSize();// 0x2ebb8c4
float GetCrossHairBurstSpeed();// 0x2ebb890
float GetCrossHairBurstIncreaseSpeed();// 0x2ebb85c
byte GetControllerRole();// 0x2ebb828
int GetConstantWeaponDurabilityFromEntity();// 0x2ebb7f4
bool GetClipHasInfiniteBulletsFromEntity();// 0x2ebb7bc
MeshComponent* GetChildMeshComp(FName compTag);// 0x2ebb730
bool GetCanRecordHitDetailFromEntity();// 0x2ebb6f8
float GetBurstShootIntervalFromEntity();// 0x2ebb6c4
float GetBurstShootCDFromEntity();// 0x2ebb690
int GetBurstShootBulletsNumFromEntity();// 0x2ebb65c
ItemDefineID GetBulletTypeFromEntity();// 0x2ebb610
float GetBulletRangeEntity();// 0x2ebb5dc
float GetBulletNumSingleShotFromEntity();// 0x2ebb5a8
float GetBulletMomentumFromEntity();// 0x2ebb574
float GetBulletFireSpeedFromEntity();// 0x2ebb540
float GetBaseImpactDamageEntity();// 0x2ebb50c
enum[] GetAvailableWeaponAttachmentSocketTypeList();// 0x2ebb40c
bool GetAutoReloadFromEntity();// 0x2ebb3d4
bool GetADSManualStop();// 0x2ebb39c
float GetAccessoriesVRecoilFactor();// 0x2ebb368
float GetAccessoriesRecoveryFactor();// 0x2ebb334
float GetAccessoriesHRecoilFactor();// 0x2ebb300
float GetAccessoriesDeviationFactor();// 0x2ebb2cc
void ForceSyncAllClientsBulletsNumOnServer();// 0x2ebb2b8
void FixBulletNumWithValideData();// 0x2ebb2a4
void EnableInfiniteBullets(bool bEnableInfiniteBullets);// 0x2ebb220
void DoGrenadeLaunchStartReload();// 0x2ebb20c
void CostGasByOneShoot();// 0x2ebb1f8
void ClearWeaponAttrModifier();// 0x2ebb1e4
void ClampBulletInClip(int MinCount, int MaxCount);// 0x2ebb130
void CheckReloadAttr();// 0x2ebb11c
bool CheckNeedClientSetMaxBulletNum();// 0x2ebb0e4
bool CanSwitchToGrenade();// 0x2ebb0c8
void BP_OnSyncSimulatedClientsCurBullets();// 0x37db6c4
void AddWeaponDurability(int AddAmount);// 0x2ebb04c
void AddOwnerOffsetVelocity(out Vector OrginalVelocity);// 0x2ebafc4
void AddFillGas(float AddTime);// 0x2ebaf48
void AddBulletInClip(BulletInWeapon[] InCurBulletList, int Count);//
0x2ebadd8
--------------------------------
Class: STExtraWeapon.Actor.Object
int iRegionWeapon;//[Offset: 0x3b4 , Size: 4]
float MaxWaitHandleAvatarMeshChangedTime;//[Offset: 0x3b8 , Size: 4]
bool GM_DisableHandleAvatarMeshChanged;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x3bc , Size: 1]
bool GM_UseAsyncMeshLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3bd , Size: 1]
bool GM_EnableNewWeaponInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3be , Size: 1]
bool GM_EnableCheckReInitWeaponOwnerData;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x3bf , Size: 1]
bool GM_EnableCheckReInitSimWeaponOwnerProxy;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x3c0 , Size: 1]
MainWeaponTableStruct WeaponCfg;//[Offset: 0x3c8 , Size: 24]
Transform WeaponAttachMeshOffset;//[Offset: 0x3e0 , Size: 48]
Transform FPPWeaponOffset;//[Offset: 0x410 , Size: 48]
Transform FPPWeaponOffsetNonShooting;//[Offset: 0x440 , Size: 48]
Transform FPPWeaponOffsetSprint;//[Offset: 0x470 , Size: 48]
Transform TDModeFPPWeaponOffset;//[Offset: 0x4a0 , Size: 48]
Transform TDModeFPPWeaponOffsetNonShooting;//[Offset: 0x4d0 , Size: 48]
Transform TDModeFPPWeaponOffsetSprint;//[Offset: 0x500 , Size: 48]
int CrossHairType;//[Offset: 0x530 , Size: 4]
float UnMatchStateSyncCheckInterval;//[Offset: 0x534 , Size: 4]
WeaponAvatarComponent* WeaponAvatarComponent;//[Offset: 0x538 , Size: 8]
PredictLineComponent* PredictLine;//[Offset: 0x540 , Size: 8]
FName WeaponStaticMeshCompTag;//[Offset: 0x548 , Size: 8]
WeaponOwnerProxy* OwnerProxy;//[Offset: 0x550 , Size: 8]
delegate WeaponEffectActionDelegate;//[Offset: 0x558 , Size: 16]
delegate FireOneShotEffectDelegate;//[Offset: 0x568 , Size: 16]
delegate OnShootWeaponChangeState;//[Offset: 0x578 , Size: 16]
delegate OnWeaponChangeStateCommon;//[Offset: 0x588 , Size: 16]
delegate OnWeaponAttachToBackDelegate;//[Offset: 0x598 , Size: 16]
delegate OnWeaponDrawHUDDelegate;//[Offset: 0x5a8 , Size: 16]
delegate OnDisconnectToClientOnServerDelegate;//[Offset: 0x5b8 , Size: 16]
delegate OnReconnectToClientOnServerDelegate;//[Offset: 0x5c8 , Size: 16]
delegate OnRecoverOnClientDelegate;//[Offset: 0x5d8 , Size: 16]
delegate OnWeaponTriggerEventDelegate;//[Offset: 0x5e8 , Size: 16]
WeaponEntity* WeaponEntityComp;//[Offset: 0x5f8 , Size: 8]
byte CurFreshWeaponState;//[Offset: 0x600 , Size: 1]
delegate OnGetOwnerActorDelegate;//[Offset: 0x608 , Size: 16]
byte SyncFreshWeaponStateForRep;//[Offset: 0x618 , Size: 1]
FName WeaponAttachSocketName;//[Offset: 0x620 , Size: 8]
bool bNeedReconnct;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x628 , Size: 1]
bool bClientHasFinishedCteate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x629 , Size: 1]
bool GM_CloseMaxWeaponReconnetTimeLimit;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x62a , Size: 1]
float MaxReconnectTime;//[Offset: 0x62c , Size: 4]
float StartReconnectTime;//[Offset: 0x630 , Size: 4]
WeaponReconnectReplicateData WeaponReconnectReplicateData;//[Offset: 0x638 ,
Size: 128]
SceneComponent*[] UpdateOptimizationList;//[Offset: 0x6c0 , Size: 16]
bool bEnableCompUpdateOptimization;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x6d0 , Size: 1]
SpawnAndBackpackWeaponReplicatedData OwnerClientCreateWeaponData;//[Offset:
0x6d8 , Size: 88]
bool bPlayBackpackToIdleAnimWhenGet;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x730 , Size: 1]
WeaponTriggerEventHandleSkill* SkillHandleComp;//[Offset: 0x738 , Size: 8]
StaticMeshComponent* WeaponStaticMeshComp;//[Offset: 0x748 , Size: 8]
byte CurWeaponState;//[Offset: 0x750 , Size: 1]
Actor* SimulatedOwnerActor;//[Offset: 0x758 , Size: 8]
Pawn* SimulatedOwnerPawn;//[Offset: 0x760 , Size: 8]
<SceneComponent*,SceneCompUpdateOptimizationItem>
SceneCompsUpdateOpCatche;//[Offset: 0x770 , Size: 80]
WeaponStateManager* _WeaponStateManager;//[Offset: 0x7d0 , Size: 8]
MeshSynData[] synData;//[Offset: 0x7e0 , Size: 16]
bool IsMeshInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x7f0 , Size: 1]
float MaxWaitMeshInitTime;//[Offset: 0x7f4 , Size: 4]
float WaitMeshInitTime;//[Offset: 0x7f8 , Size: 4]
bool UseReplaceBulletType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x7fc , Size: 1]
bool bNeedUpdateWeaponAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x7fd , Size: 1]
WeaponLogicBaseComponent*[] TickComponentList;//[Offset: 0x800 , Size: 16]
bool IsNeedReInitWeaponOwnerData;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x818 , Size: 1]
GrenadeAvatarComponent* GrenadeAvatarComponent;//[Offset: 0x820 , Size: 8]
bool EnableWeaponReloadAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x828 , Size: 1]
bool IsInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x829 ,
Size: 1]
delegate ForceHideWeaponWidget;//[Offset: 0x830 , Size: 16]
bool bNeedHiddenWhenCameraModeChanged;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x840 , Size: 1]
byte WeaponUIType;//[Offset: 0x858 , Size: 1]
Transform DefaultRelativeTransform;//[Offset: 0x860 , Size: 48]
Rotator RotForSimulate;//[Offset: 0x890 , Size: 12]
int FuncFlag;//[Offset: 0x89c , Size: 4]
bool bTriggerWeaponEffectWhenAppActive;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x8a8 , Size: 1]
byte AppActiveWeaponAction;//[Offset: 0x8a9 , Size: 1]
void WeaponNotifyChangeStateDelegate__DelegateSignature(byte State);//
0x37db6c4
void WeaponEffectActionDelegate__DelegateSignature(byte Action);// 0x37db6c4
void UpdateWeaponAvatar(float DeltaTime);// 0x37db6c4
void TriggerWeaponEvent(enum Event);// 0x2ee8b00
void SpecialResetForWeaponCrosshair();// 0x37db6c4
void RPC_ClientSyncPostFireHandledTime(float InPostFireHandledTime);//
0x2ee8a50
void RPC_ClientChangeFreshWeaponState(byte State);// 0x2ee89a0
void PlayLocalShellDropFX();// 0x37db6c4
void OnWeaponTriggerEventDelegate__DelegateSignature(enum Event);// 0x37db6c4
void OnWeaponDrawHUD__DelegateSignature(HUDWidgetBase* WeaponHudWidget,
Canvas* Canvas);// 0x37db6c4
void OnWeaponAttachToBackDelegate__DelegateSignature(FName SocketName);//
0x37db6c4
void OnShootWeaponChangeStateDelegate__DelegateSignature(byte LastState, byte
NewState);// 0x37db6c4
void OnRep_WeaponReconnectReplicateData();// 0x2ee898c
void OnRep_WeaponAttachSocketName();// 0x2ee8978
void OnRep_SimulatedOwnerPawn();// 0x2ee8964
void OnRep_OwnerClientCreateWeaponData();// 0x2ee8950
void OnRep_bPlayBackpackToIdleAnimWhenGet();// 0x2ee893c
void OnRep_AvatarMeshChanged();// 0x2ee8928
void OnRep_AttachmentReplication();// 0x2ee890c
void OnReleaseTrigger();// 0x2ee88f0
void OnRecoverOnClientDelegate__DelegateSignature(STExtraWeapon* Weapon);//
0x37db6c4
void OnReconnectToClientOnServerDelegate__DelegateSignature(STExtraWeapon*
Weapon);// 0x37db6c4
void OnPushTrigger();// 0x2ee88d4
void OnGetOwnerActorDelegate__DelegateSignature(Actor* OwnerActor);//
0x37db6c4
void OnDisconnectToClientOnServerDelegate__DelegateSignature(STExtraWeapon*
Weapon);// 0x37db6c4
void NewInitWeapon();// 0x2ee88c0
bool JudgeHasEquipedComponentSlot(byte Slot);// 0x2ee8830
bool IsLocalOrSpectorPlayer();// 0x2ee87f8
void InitWeapon();// 0x2ee87e4
bool HasComponentSlot(byte Slot);// 0x2ee8754
void HandleReconnectNew(Actor* WeaponOwner);// 0x2ee86d8
byte GetWeaponTypeNew();// 0x2ee86a4
byte GetWeaponType();// 0x2ee8670
StaticMeshComponent* GetWeaponStaticMeshComponent();// 0x2ee863c
byte GetWeaponStateType();// 0x2ee8608
SkeletalMeshComponent* GetWeaponSkeletalMeshComponent();// 0x2ee85d4
enum GetWeaponOwnerObserverType();// 0x2ee85a0
FString GetWeaponName();// 0x2ee84fc
MeshComponent* GetWeaponMeshComponent();// 0x2ee84c0
byte GetWeaponHoldType();// 0x2ee848c
byte GetWeaponFireMode();// 0x2ee8450
WeaponEntity* GetWeaponEntityComponent();// 0x2ee841c
FString GetWeaponDetailInfo();// 0x2ee8378
FName GetWeaponAttachSocket();// 0x2ee833c
WeaponSpecificHandler* GetSpecificHandler();// 0x2ee8308
FString GetOwnerPlayerName();// 0x2ee8264
PlayerController* GetOwnerPlayerController();// 0x2ee8228
Pawn* GetOwnerPawn();// 0x2ee81f4
FString GetOwnerName();// 0x2ee8150
Controller* GetOwnerController();// 0x2ee8114
Actor* GetOwnerActor();// 0x2ee80d8
ItemDefineID GetItemDefineID();// 0x2ee808c
GrenadeAvatarComponent* GetGrenadeAvatar();// 0x2ee8058
WeaponComponentItemData GetComponentSlotTarget(byte Slot);// 0x2ee7f84
LinearColor GetColorByTeamID(int TeamID);// 0x37db6c4
ItemHandleBase* GetBackpackItemHandle();// 0x2ee7f50
void ForceHideWeaponWidget__DelegateSignature(bool bIsBegin);// 0x37db6c4
void DelayHandleAvatarMeshChanged();// 0x2ee7f3c
void CreateWeaponHandleCallback(ItemDefineID DefineID, BattleItemHandleBase*
BattleItemHandle);// 0x2ee7e74
void ClientLoadDefaultMesh();// 0x2ee7e60
void CheckNeedReInitWeaponOwnerData(Actor* OwnerActor);// 0x2ee7de4
bool CheckHasFuncByInt(int Func);// 0x2ee7d54
bool CheckHasFunc(enum Func);// 0x2ee7cc4
void ChangeSequenceState(byte StateType);// 0x2ee7c40
void CallForceHideWeaponWidgetDel();// 0x2ee7c2c
--------------------------------
Class: MainWeaponTableStruct
int KeyID;//[Offset: 0x0 , Size: 4]
int[] SkillIDList;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: WeaponVerifyConfig
int VerifyIgnoreType;//[Offset: 0x0 , Size: 4]
bool bVerifySooterSkeleton;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4 , Size: 1]
float ShooterMuzzleOffsetAdditional;//[Offset: 0x8 , Size: 4]
float ShooterMuzzleCircleAddit;//[Offset: 0xc , Size: 4]
bool bUseCompressDataUpload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x10 , Size: 1]
bool bVerifyAttachDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x11 , Size: 1]
bool bForceAttach;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x12
, Size: 1]
float MaxAttachDistanceHorizon;//[Offset: 0x14 , Size: 4]
float MaxAttachDistanceZ;//[Offset: 0x18 , Size: 4]
float MinAttachDistanceZ;//[Offset: 0x1c , Size: 4]
float MaxGunRoot;//[Offset: 0x20 , Size: 4]
float MaxMuzzleGun;//[Offset: 0x24 , Size: 4]
float DistMuzzleGun;//[Offset: 0x28 , Size: 4]
float MuzzleHighCD;//[Offset: 0x2c , Size: 4]
float AimFlyCD;//[Offset: 0x30 , Size: 4]
bool bVerifyRpgController;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x34 , Size: 1]
bool bVerifyFakeTraceBock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x35 , Size: 1]
float MaxBackTraceSize;//[Offset: 0x38 , Size: 4]
--------------------------------
Class: CameraOffsetData
Vector SocketOffset;//[Offset: 0x0 , Size: 12]
Vector TargetOffset;//[Offset: 0xc , Size: 12]
float SpringArmLength;//[Offset: 0x18 , Size: 4]
--------------------------------
Class:
WeaponAvatarComponent.WeaponAvatarDIYComponent.AvatarDIYComponent.AvatarComponentBa
se.ActorComponent.Object
bool MeshLODOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x6e0 , Size: 1]
bool SetAutonomousLoadRes();// 0x2f9f50c
void SelectWeaponGunOnePart(int WeaponGunPart);// 0x2f9f490
void EnableDIYPatternMirro(bool bMirro, bool bLeftToRight);// 0x2f9f3c0
--------------------------------
Class:
WeaponAvatarDIYComponent.AvatarDIYComponent.AvatarComponentBase.ActorComponent.Obje
ct
STExtraWeapon* OwnerWeapon;//[Offset: 0x508 , Size: 8]
delegate OnScopeEquipDelegate;//[Offset: 0x518 , Size: 16]
delegate OnScopeUnequipDelegate;//[Offset: 0x528 , Size: 16]
delegate OnWeaponAvatarLoaded;//[Offset: 0x538 , Size: 16]
delegate OnWeaponAttachAvatarLoaded;//[Offset: 0x548 , Size: 16]
delegate OnWeaponAvatarClearSlot;//[Offset: 0x558 , Size: 16]
bool bIsEquipScope;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x568 , Size: 1]
delegate OnWeaponPartsEquipped;//[Offset: 0x570 , Size: 16]
<int,HandleMeshPack> DefaultAttachmentMesh;//[Offset: 0x598 , Size: 80]
MeshSynData[] DefaultSynData;//[Offset: 0x5e8 , Size: 16]
WeaponDIYData WeaponDIYData;//[Offset: 0x618 , Size: 80]
DIYEnableLevel[] EnableLevelMap;//[Offset: 0x678 , Size: 16]
bool bShouldFindItemSkipInstanceID;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x688 , Size: 1]
ItemDefineID WeaponDefineID;//[Offset: 0x690 , Size: 24]
bool ShouldDisplayByQuality(int SlotID);// 0x2fa1ba4
void SetPendantSocketType(enum SocketType);// 0x2fa1b28
bool SetAutonomousLoadRes();// 0x2fa1ae8
void ResponWeaponDIYData(FString InPlayerUID, int WeaponAvatarID);//
0x2fa1978
void ResetAttachmentSocket();// 0x2fa1964
void ResetAttachmentParent();// 0x2fa1950
void RequestWeaponDIYData(FString InPlayerUID, int WeaponAvatarID, int
InDIYPlanID);// 0x2fa1830
void RequestBatchDownloadItemInBattle(out uint32[] RequestItemIDS);//
0x2fa1770
BattleItemHandleBase* ReloadItemHandle(BattleItemHandleBase* InHandle);//
0x2fa16e4
void RefreshAvatarStateChanged();// 0x2fa16c8
void RecreateMeshByHandle(BattleItemHandleBase* PendingRecreateHandle);//
0x2fa164c
bool PutOnMasterComponentByItemHandle(BattleItemHandleBase* WeaponHandle);//
0x2fa15bc
void PutOnEquipmentDIYData(int WeaponAvatarID, int InDIYPlanID);// 0x2fa1508
bool PutOnEquipmentByResID(int resID);// 0x2fa1470
bool PutOnEquipmentByItemHandle(BattleItemHandleBase* ItemHandle);//
0x2fa13e0
bool PutOffEquimentByResID(int resID);// 0x2fa1348
void ProcessWeaponDIYDataAction(out const WeaponDIYData InWeaponDIYData);//
0x2fa1294
void ProcessLoadAllMesh();// 0x2fa1278
bool PreFiltHandles(BattleItemHandleBase* AvatarHandle, out MeshSynData
OutSyncData);// 0x2fa1198
void OnWeaponPartsEquipEvent__DelegateSignature(int WeaponSlotID, bool
IsEquipped);// 0x37db6c4
void OnWeaponAvatarLoaded__DelegateSignature(int SlotID, ItemDefineID
NewItemID);// 0x37db6c4
void OnWeaponAvatarClearSlot__DelegateSignature(int SlotID);// 0x37db6c4
void OnWeaponAttachAvatarLoaded__DelegateSignature(int SlotID, ItemDefineID
NewItemID);// 0x37db6c4
void OnScopeUnequipDelegate__DelegateSignature(enum AttachmentSocketType);//
0x37db6c4
void OnScopeEquipDelegate__DelegateSignature(enum AttachmentSocketTypeD);//
0x37db6c4
void OnRep_NetAvatarDataChanged(out const MeshSynData[] InSyncData);//
0x2fa10e0
void OnAsyncLoadBattleHandlesDone(BattleItemHandleBase*[] AvatarHandles);//
0x2fa0fa4
void NetSyncData(int InSlotID, enum InOperationType, BattleItemHandleBase*
InHandle);// 0x2fa0ea8
bool LoadMeshListAsync(out BattleItemHandleBase*[] InHandleList, bool
bNeedDirectLoad);// 0x2fa0d88
bool IsTeammate();// 0x2fa0d48
bool IsSelf();// 0x2fa0d08
void InitMasterComponent();// 0x2fa0cf4
void InitialAvatarParam();// 0x2fa0ce0
void InitDefaultMesh(BattleItemHandleBase* Handle);// 0x2fa0c64
void InitDefaultAvatar(BattleItemHandleBase* Handle);// 0x2fa0be8
void InitDefaultAttachment(BattleItemHandleBase* WeaponHandle);// 0x2fa0b6c
int GetWeaponParentID(int InSlotID, out const ItemDefineID InItemDefineID);//
0x2fa0a90
Controller* GetWeaponController();// 0x2fa0a5c
STExtraWeapon* GetOwnerWeapon();// 0x2fa0a28
STExtraBaseCharacter* GetOwnerCharacter();// 0x2fa09f4
ItemDefineID GetEquippedItemDefineID(int InSlotID);// 0x2fa0958
BattleItemHandleBase* GetEquippedHandle(int InSlotID);// 0x2fa08cc
bool GetEquipmentMeshBySlot(int InSlotID, out MeshData OutMeshPack);//
0x2fa07d0
AvatarDIYEntityFactory* GetEntityFactory();// 0x2fa0794
MeshComponent* GetAttachmentSocketTransform(int InSlotID);// 0x2fa0708
AnimationAsset* GetAttachmentAnim(enum InSlotType, int AnimIdx);// 0x2fa0640
WeaponAvatarDIYEntity* FindAvatarEntityByMesh(MeshComponent* InMeshComp);//
0x2fa05b4
void DestroyWeapon();// 0x2fa05a0
void ClearMeshBySlot(int SlotID, bool putDefault, bool bClearMesh);//
0x2fa048c
void ClearMeshByItemHandle(BattleItemHandleBase* ItemHandle);// 0x2fa0408
bool CheckSlotIsEquipped(int InSlotID, bool bIncludingDefault);// 0x2fa0334
bool CheckIsAlreadyEquipped(ItemDefineID InDefineID);// 0x2fa0294
void BuildDownloadLoadHandleList(out const uint32[] DownloadItemIDs);//
0x2fa01dc
void BatchDownloadItemInBattleCallBack(uint32[] ItemIDs, uint32[]
ErrorCodes);// 0x2f9ffc4
void ApplyAttachment(BattleItemHandleBase* InAttachHandle);// 0x2f9ff48
void AddUnlockWeaponAttachmentAvatarList(int WeaponBPID, out <int,int>
OutAttachmentSkinIDList);// 0x2f9fe24
--------------------------------
Class: AvatarDIYComponent.AvatarComponentBase.ActorComponent.Object
AvatarDIYEntity*[] EntityTickList;//[Offset: 0x1e0 , Size: 16]
<int,AvatarDIYEntity*> AvatarEntityMap;//[Offset: 0x1f0 , Size: 80]
int[] PendingDeleteSlotID;//[Offset: 0x240 , Size: 16]
AvatarDIYEntityFactory* EntityFactory;//[Offset: 0x250 , Size: 8]
<int,FName> SlotToSocket;//[Offset: 0x258 , Size: 80]
int StepCount;//[Offset: 0x2a8 , Size: 4]
delegate asyncLoadAssetsDelegate;//[Offset: 0x2b0 , Size: 16]
ItemHandleBase*[] LoadedAvatarHandlerPool;//[Offset: 0x2c0 , Size: 16]
int AsyncLoadReqID;//[Offset: 0x3a0 , Size: 4]
int LastAsyncLoadReqID;//[Offset: 0x3a4 , Size: 4]
bool bSyncDIYDecal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3b8 , Size: 1]
enum DisplayQuality;//[Offset: 0x3b9 , Size: 1]
<int,ItemDefineID> DefaultAvataConfig;//[Offset: 0x3c0 , Size: 80]
bool EnableMaterialOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x410 , Size: 1]
<int,bool> OutlineEnableList;//[Offset: 0x438 , Size: 80]
bool NeedUpdateTransformOption;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x488 , Size: 1]
<int,TextureRenderTarget2D*> DIYRTCacheMap;//[Offset: 0x490 , Size: 80]
int CurrentDecalBakingRequestID;//[Offset: 0x4e0 , Size: 4]
delegate OnAvatarDIYDecalBakingFinished;//[Offset: 0x4e8 , Size: 16]
delegate OnAvatarAllMeshLoaded;//[Offset: 0x4f8 , Size: 16]
void Streamable_RequestAsyncLoadMeshes(out SoftObjectPath[]
InAssetPathList);// 0x2bc70bc
void Streamable_RequestAsyncLoadHandles(out ItemDefineID[] InHandleList);//
0x2bc6ffc
bool SetMeshVisibleByID(int InSlotID, bool bIsVisible, bool bForceShow);//
0x2bc6edc
void SetMaster(MeshComponent* InComponent, FName InName, enum InType);//
0x2bc6dec
void SetDisplayQuality(enum Quality);// 0x2bc6d74
bool SetAutonomousLoadRes();// 0x2bc6d34
void RequestSyncLoadMeshes();// 0x2bc6d20
void RequestSyncLoadHandles();// 0x2bc6d0c
void RequestAsyncLoadMeshes();// 0x2bc6cf0
void RequestAsyncLoadHandles();// 0x2bc6cd4
void RemoveDIYRTCacheInBattle(int InSlotID);// 0x2bc6c58
void RemoveAllDIYRTCacheInBattle();// 0x2bc6c44
void RemoveActionByType(int SlotID, enum InActionType, bool bDelayClear);//
0x2bc6b48
void RemoveAction(int SlotID, int ActionInstanceID, bool bDelayClear);//
0x2bc6a50
void ReloadAllEquippedAvatar(bool ForceAutonoumous);// 0x2bc69cc
void RefreshAvatarStateChanged();// 0x2bc69b0
void ProcessLoadAllMesh();// 0x2bc6994
void PreProcessBeforeLoadMesh();// 0x2bc6978
void PostProcessAfterLoadMesh();// 0x2bc695c
void OnEngineDecalBakingFinished(out const DecalBakingRequest
InRequestStruct);// 0x2bc6890
void OnAvatarDIYDecalBakingFinished__DelegateSignature(int RequestID,
TextureRenderTarget2D* RenderTarget);// 0x37db6c4
void OnAvatarAllMeshLoaded__DelegateSignature();// 0x37db6c4
void OnAsyncLoadMeshesDone(int AsyncLoadID);// 0x2bc680c
void OnAsyncLoadHandlesDone(ItemHandleBase*[] AvatarHandles);// 0x2bc66d0
void OnAllAvatarHandleLoadedDone();// 0x2bc66b4
void NetSyncData(int SlotID, enum OperationType, BattleItemHandleBase*
Handle);// 0x2bc65b8
bool IsSlotHasEquipped(int InSlotID, bool bIngnoreDefault);// 0x2bc64e4
bool IsAutonomousAvatar();// 0x2bc64ac
AvatarDIYEntity* GetOrCreateAvatarEntity(int SlotID, int SubSlotID);//
0x2bc63e8
<int,MeshComponent*> GetMeshComponentList();// 0x2bc62a0
MeshComponent* GetMeshCompBySlotID(int InSlotID);// 0x2bc6214
ItemHandleBase*[] GetLoadedItemHandlePool();// 0x2bc6188
AvatarDIYEntityFactory* GetEntityFactory();// 0x2bc614c
TextureRenderTarget2D* GetDIYRTCacheInLobby(int InSlotID);// 0x2bc60c0
enum GetDisplayQuality();// 0x2bc60a4
void GetCurMeshComponents(out MeshComponent*[] OutMeshComponets);// 0x2bc5fe4
AvatarDIYEntity* GetAvatarEntity(int SlotID, int SubSlotID);// 0x2bc5f20
void EnableSyncLoadDIYDecal(bool bInSyncDIYDecal, int
InMaxDecalProcessPreFrame);// 0x2bc5e58
void EnableSyncLoadAvatar(bool bInSyncAvatar);// 0x2bc5dd4
void DrawOutlineEffect(bool Enable, int SlotID);// 0x2bc5d04
AvatarDIYEntity* CreateAvatarEntity(int SlotID, int SubSlotID);// 0x2bc5c40
void BuildLoadHandleList(out ItemDefineID[] RequestItemList);// 0x2bc5b80
void AddDIYRTCacheInBattle(int InSlotID, TextureRenderTarget2D*
InTexture2D);// 0x2bc5ac8
int AddAction_Modle(int SlotID, int ModleID);// 0x2bc5a04
int AddAction_Material(int SlotID, int MaterialID);// 0x2bc5940
int AddAction_DIYSlotMatParam(out const int[] InSlotMatParam);// 0x2bc5878
int AddAction_DIYPattern(int SlotID, out const DIYMergedTexData[]
InDIYMergeData);// 0x2bc571c
int AddAction_DIYMirroParam(int SlotID, out const int[] InMirroParam);//
0x2bc5614
int AddAction_DIYMatParam(int SlotID, out const int[] InMatIDList);//
0x2bc550c
int AddAction(int SlotID, out const AvatarActionBase InActionBase);//
0x2bc5420
--------------------------------
Class: AvatarComponentBase.ActorComponent.Object
MeshComponent* MasterBoneComponent;//[Offset: 0x140 , Size: 8]
bool bIsLobbyAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x148 , Size: 1]
bool bIsLobbyActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x149 , Size: 1]
bool bForceClientMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x14a , Size: 1]
bool bNeedUpdateLightMat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x14b , Size: 1]
FName LightVectorName;//[Offset: 0x150 , Size: 8]
DirectionalLight* DirectionalLight;//[Offset: 0x158 , Size: 8]
delegate OnItemDownloadDelegate;//[Offset: 0x160 , Size: 16]
delegate OnBatchItemDownloadDelegate;//[Offset: 0x170 , Size: 16]
<int,int> ItemsRequestDownloadTimes;//[Offset: 0x180 , Size: 80]
bool bSyncAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d0
, Size: 1]
void RequestDownloadItemInBattle(int InItemID);// 0x2bc451c
void RequestBatchDownloadItemInBattle(out uint32[] RequestItemIDS);//
0x2bc445c
bool IsTeammate();// 0x2bc441c
bool IsServerMode();// 0x2bc43e4
bool IsSelf();// 0x2bc43a4
bool IsLogicRunningMode();// 0x2bc436c
bool IsLobbyAvatar();// 0x2bc4350
bool IsLobbyActor();// 0x2bc4334
bool IsForceClientMode();// 0x2bc4318
uint32 GetPlayerKey();// 0x2bc42dc
GameInstance* GetGameInstance();// 0x2bc42a0
void DownloadItemInBattleCallBack(uint32 ItemID, uint32 ErrorCode);//
0x2bc41e4
void BatchDownloadItemInBattleCallBack(uint32[] ItemIDs, uint32[]
ErrorCodes);// 0x2bc3fcc
--------------------------------
Class: HandleMeshPack
BattleItemHandleBase* Handle;//[Offset: 0x0 , Size: 8]
WeaponMeshCfg MeshCfg;//[Offset: 0x8 , Size: 336]
--------------------------------
Class: BattleItemHandleBase.ItemHandleBase.Object
bool bEquipping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa8 ,
Size: 1]
enum ItemStoreArea;//[Offset: 0xa9 , Size: 1]
BattleItemAdditionalData[] AdditionalData;//[Offset: 0xb0 , Size: 16]
bool bDropOnDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xc0 , Size: 1]
float UnitWeight;//[Offset: 0xc4 , Size: 4]
bool bEquippable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xc8 , Size: 1]
bool bConsumable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xc9 , Size: 1]
bool bAutoEquipAndDrop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xca , Size: 1]
void UpdateAttributeModify(bool bEnable);// 0x305b344
bool HanldePickupAssociationData(out const BattleItemAdditionalData[]
PickupAdditionalData);// 0x305b218
bool HanldeDropAssociationData();// 0x305b1d8
bool HanldeCleared();// 0x305b198
bool HandleUse(BattleItemUseTarget Target, enum Reason);// 0x305b09c
bool HandlePickup(out const interface classNone ItemContainer,
BattleItemPickupInfo pickupInfo, enum Reason);// 0x305ade8
bool HandleEnable(bool bEnable);// 0x305ad48
bool HandleDrop(int InCount, enum Reason);// 0x305ac74
bool HandleDisuse(enum Reason);// 0x305abdc
bool HandleChangeItemStoreArea(enum InItemStoreArea);// 0x305ab44
bool HandleBindToTargetItem();// 0x305ab04
World* GetWorldInternal();// 0x305aac8
BattleItemData ExtractItemData();// 0x305aa5c
void ClearAdditionalData();// 0x305aa48
bool CheckCanUse(out const interface classNone ItemContainer,
BattleItemUseTarget Target, enum Reason);// 0x305a8f4
--------------------------------
Class: ItemHandleBase.Object
int Count;//[Offset: 0x28 , Size: 4]
int MaxCount;//[Offset: 0x2c , Size: 4]
bool bUnique;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30 ,
Size: 1]
bool bStackable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31 ,
Size: 1]
<FName,ItemAssociation> AssociationMap;//[Offset: 0x38 , Size: 80]
ItemDefineID DefineID;//[Offset: 0x88 , Size: 24]
void SetAssociation(FName Name, ItemAssociation Association);// 0x3064b64
void RemoveAssociation(FName Name);// 0x3064ae8
void Init(ItemDefineID InDefineID);// 0x3064a54
ItemDefineID GetDefineID();// 0x3064a04
<FName,ItemAssociation> GetAssociationMap();// 0x30648c4
ItemAssociation[] GetAssociationListByTargetType(int Type);// 0x30647d0
ItemAssociation GetAssociationByTargetDefineID(ItemDefineID
TargetDefineID);// 0x306471c
ItemAssociation GetAssociation(FName Name);// 0x3064678
void Constuct(out const ItemDefineID InDefineID);// 0x30645e0
void AddAssociation(FName Name, ItemAssociation Association);// 0x30644e8
--------------------------------
Class: BattleItemAdditionalData
FName Name;//[Offset: 0x0 , Size: 8]
float FloatData;//[Offset: 0x8 , Size: 4]
FString StringData;//[Offset: 0x10 , Size: 16]
int IntData;//[Offset: 0x20 , Size: 4]
--------------------------------
Class: BattleItemUseTarget
ItemDefineID TargetDefineID;//[Offset: 0x0 , Size: 24]
FName TargetAssociationName;//[Offset: 0x18 , Size: 8]
Actor* TargetActor;//[Offset: 0x20 , Size: 8]
--------------------------------
Class: ItemAssociation
FName AssociationName;//[Offset: 0x0 , Size: 8]
ItemDefineID AssociationTargetDefineID;//[Offset: 0x8 , Size: 24]
ItemHandleBase* AssociationTargetHandle;//[Offset: 0x20 , Size: 8]
--------------------------------
Class: BattleItemPickupInfo
Object* Source;//[Offset: 0x0 , Size: 8]
int Count;//[Offset: 0x8 , Size: 4]
BattleItemAdditionalData[] AdditionalData;//[Offset: 0x10 , Size: 16]
bool bAutoEquip;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20 ,
Size: 1]
BattleItemUseTarget AutoEquipTarget;//[Offset: 0x28 , Size: 40]
bool bDropOnDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x50 , Size: 1]
--------------------------------
Class: BattleItemData.ItemData
int Count;//[Offset: 0x58 , Size: 4]
bool bEquipping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c ,
Size: 1]
BattleItemAdditionalData[] AdditionalData;//[Offset: 0x60 , Size: 16]
int Durability;//[Offset: 0x70 , Size: 4]
enum ItemStoreArea;//[Offset: 0x74 , Size: 1]
BattleItemFeatureData FeatureData;//[Offset: 0x78 , Size: 40]
ItemAssociation[] Associations;//[Offset: 0xa0 , Size: 16]
--------------------------------
Class: ItemData
ItemDefineID DefineID;//[Offset: 0x8 , Size: 24]
FString Name;//[Offset: 0x20 , Size: 16]
FString Desc;//[Offset: 0x30 , Size: 16]
FString Icon;//[Offset: 0x40 , Size: 16]
ItemHandleBase* ItemHandle;//[Offset: 0x50 , Size: 8]
--------------------------------
Class: BattleItemFeatureData
float UnitWeight;//[Offset: 0x0 , Size: 4]
int MaxCount;//[Offset: 0x4 , Size: 4]
int CountLimit;//[Offset: 0x8 , Size: 4]
bool bUnique;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc ,
Size: 1]
bool bStackable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd ,
Size: 1]
bool bEquippable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe ,
Size: 1]
bool bConsumable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf ,
Size: 1]
bool bAutoEquipAndDrop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x10 , Size: 1]
int SortingPriority;//[Offset: 0x14 , Size: 4]
int Worth;//[Offset: 0x18 , Size: 4]
int ItemCapacity;//[Offset: 0x1c , Size: 4]
int ItemDurability;//[Offset: 0x20 , Size: 4]
int itemType;//[Offset: 0x24 , Size: 4]
--------------------------------
Class: WeaponMeshCfg
StaticMesh* stMesh;//[Offset: 0x0 , Size: 40]
SkeletalMesh* skMesh;//[Offset: 0x28 , Size: 40]
StaticMesh* stMeshLod;//[Offset: 0x50 , Size: 40]
SkeletalMesh* skMeshLod;//[Offset: 0x78 , Size: 40]
MaterialInterface* MeshMat;//[Offset: 0xa0 , Size: 40]
FName MeshMatSlotName;//[Offset: 0xc8 , Size: 8]
MaterialInterface* OverrideMatByGameMode;//[Offset: 0xd0 , Size: 40]
MaterialInterface* baseMat;//[Offset: 0xf8 , Size: 8]
MaterialInterface* baseMatClass;//[Offset: 0x100 , Size: 40]
ParticleRes[] ParticleEffects;//[Offset: 0x128 , Size: 16]
UIWidgetRes[] WidgetList;//[Offset: 0x138 , Size: 16]
enum meshType;//[Offset: 0x148 , Size: 1]
--------------------------------
Class: ParticleRes
ParticleSystem* ParticleRes;//[Offset: 0x0 , Size: 8]
FName AttachSocket;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: UIWidgetRes
class UserWidget* UserWidget;//[Offset: 0x0 , Size: 8]
FName AttachSocket;//[Offset: 0x8 , Size: 8]
Transform Trans;//[Offset: 0x10 , Size: 48]
Vector2D DrawSize;//[Offset: 0x40 , Size: 8]
bool bShowDefault;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x48
, Size: 1]
bool bUseScreenSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x49 , Size: 1]
--------------------------------
Class: MeshSynData
ItemDefineID DefineID;//[Offset: 0x0 , Size: 24]
int gender;//[Offset: 0x18 , Size: 4]
enum OperationType;//[Offset: 0x1c , Size: 1]
int AdditionalItemID;//[Offset: 0x20 , Size: 4]
int DIYPlanID;//[Offset: 0x24 , Size: 4]
--------------------------------
Class: WeaponDIYData.ResponResult
int WeaponId;//[Offset: 0x4 , Size: 4]
int PlanID;//[Offset: 0x8 , Size: 4]
DIYMergedTexData[] DIYData;//[Offset: 0x10 , Size: 16]
int[] MatParam;//[Offset: 0x20 , Size: 16]
int[] MirroParam;//[Offset: 0x30 , Size: 16]
int[] SlotMatParam;//[Offset: 0x40 , Size: 16]
--------------------------------
Class: ResponResult
bool bResponed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 ,
Size: 1]
--------------------------------
Class: DIYMergedTexData
DIYOneTexData[] TextureList;//[Offset: 0x0 , Size: 16]
int TexPathID;//[Offset: 0x10 , Size: 4]
DIYParamData DIYParam;//[Offset: 0x14 , Size: 48]
int SlotID;//[Offset: 0x44 , Size: 4]
--------------------------------
Class: DIYOneTexData
int TexPathID;//[Offset: 0x0 , Size: 4]
DIYParamData DIYParam;//[Offset: 0x4 , Size: 48]
--------------------------------
Class: DIYParamData
int Direction;//[Offset: 0x0 , Size: 4]
int ColorID;//[Offset: 0x4 , Size: 4]
float Opacity;//[Offset: 0x8 , Size: 4]
float Rotation;//[Offset: 0xc , Size: 4]
float ScaleX;//[Offset: 0x10 , Size: 4]
float ScaleY;//[Offset: 0x14 , Size: 4]
float OffSetX;//[Offset: 0x18 , Size: 4]
float OffSetY;//[Offset: 0x1c , Size: 4]
float UClipX;//[Offset: 0x20 , Size: 4]
float UClipY;//[Offset: 0x24 , Size: 4]
float VClipX;//[Offset: 0x28 , Size: 4]
float VClipY;//[Offset: 0x2c , Size: 4]
--------------------------------
Class: DIYEnableLevel
int DeviceLevel;//[Offset: 0x0 , Size: 4]
int EnableLevel;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: AvatarDIYEntity.Object
AvatarDIYComponent* AvatarComponent;//[Offset: 0x28 , Size: 8]
MeshComponent* MeshComponent;//[Offset: 0x30 , Size: 8]
MeshGroup MeshGroup;//[Offset: 0x38 , Size: 48]
ItemDefineID ParentDefineID;//[Offset: 0x68 , Size: 24]
<FString,AvatarDIYEntity*> SubEntityMap;//[Offset: 0x80 , Size: 80]
int SlotID;//[Offset: 0xf0 , Size: 4]
int SubSlotID;//[Offset: 0xf4 , Size: 4]
FName SocketName;//[Offset: 0xf8 , Size: 8]
enum meshType;//[Offset: 0x100 , Size: 1]
BattleItemHandleBase* LoadedHandle;//[Offset: 0x108 , Size: 8]
BattleItemHandleBase* CachedLoadedHandle;//[Offset: 0x110 , Size: 8]
MeshData EntityMeshData;//[Offset: 0x118 , Size: 128]
MeshData CachedEntityMeshData;//[Offset: 0x198 , Size: 128]
bool RenderDirtyFlag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x218 , Size: 1]
bool InnerVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x219 , Size: 1]
bool OuterVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x21a , Size: 1]
bool IsDrawOutline;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x21b , Size: 1]
bool bHasDeaclTexture;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x21c , Size: 1]
ParticleSystemComponent*[] ParticleComponents;//[Offset: 0x220 , Size: 16]
SoftObjectPath MeshAssetPath;//[Offset: 0x230 , Size: 24]
<FString,AvatarDIYEntity*> SubEntityList;//[Offset: 0x248 , Size: 80]
void UpdateVisibility();// 0x2bc8f18
void UnRegisterTick();// 0x2bc8efc
void TickEntity(float DeltaTime);// 0x2bc8e78
void SetSocketName(FName InName);// 0x2bc8df4
void SetParentDefineID(ItemDefineID ParentID);// 0x2bc8d64
void SetAvatarVisibility(bool bIsVisible, bool bForce);// 0x2bc8c8c
void SetAvatarEntityParticleVisibility(bool visibie);// 0x2bc8c00
void RevertEntityMeshData();// 0x2bc8bec
void RenderEntity();// 0x2bc8bd0
void RegisterTick();// 0x2bc8bb4
bool PutOnEquipmentLogic(BattleItemHandleBase* ItemHandle);// 0x2bc8b1c
void PutOnDefaultEquipment(int InSlotID);// 0x2bc8a98
void PrepareEntity();// 0x2bc8a7c
void OnPreRender();// 0x2bc8a60
void OnPostRender();// 0x2bc8a44
void MaskActionDirty(bool bFlag);// 0x2bc89c0
bool IsEntityAvailable(enum VisibilityType);// 0x2bc8928
CustomWidgetComponent* InitWidgetComponent(class Object WidgetClass, FName
WidgetName);// 0x2bc885c
void Init(int InSlotID, int InSubSlotID, AvatarDIYComponent*
InAvatarComponent);// 0x2bc8764
bool HasSomeAction(enum InActionType);// 0x2bc86d4
bool HasMainAction();// 0x2bc869c
FName GetSocketName();// 0x2bc8660
enum GetSkeletalMeshType(BattleItemHandleBase* InHandle);// 0x2bc85cc
ItemDefineID GetParentDefineID();// 0x2bc8578
MeshData GetMeshData();// 0x2bc8514
BattleItemHandleBase* GetLoadedHandle();// 0x2bc84e0
ItemDefineID GetDefineID();// 0x2bc848c
void EnterRenderPipeline();// 0x2bc8470
void EnterLogicPipeline();// 0x2bc8454
void DrawOutline(bool bEnable);// 0x2bc83c8
bool CreateAndApplyResource();// 0x2bc8388
void ClearRenderEntity();// 0x2bc836c
void ClearEquipmentRenderData(int CurrSlotID, bool bPutDefault);// 0x2bc82a4
void ClearEquipmentLogic(bool bPutDefault, bool bClearMesh);// 0x2bc81cc
void ClearEntity(bool ForceClear);// 0x2bc8140
--------------------------------
Class: MeshGroup
MeshAsset[] MeshAssetList;//[Offset: 0x0 , Size: 16]
Object*[] MeshObjectList;//[Offset: 0x10 , Size: 16]
MeshComponent*[] MeshCompList;//[Offset: 0x20 , Size: 16]
--------------------------------
Class: MeshAsset
Transform Transform;//[Offset: 0x0 , Size: 48]
SkeletalMesh* SkeletalMesh;//[Offset: 0x30 , Size: 40]
StaticMesh* StaticMesh;//[Offset: 0x58 , Size: 40]
FName AttachSocket;//[Offset: 0x80 , Size: 8]
enum meshType;//[Offset: 0x88 , Size: 1]
bool bKeepRelative;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x89 , Size: 1]
class AnimInstance* animBP;//[Offset: 0x90 , Size: 8]
class AnimInstance* animBPClass;//[Offset: 0x98 , Size: 40]
bool bAnimInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc0 ,
Size: 1]
bool bUpdateTransform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xc1 , Size: 1]
--------------------------------
Class: MeshData
StaticMesh* stMesh;//[Offset: 0x0 , Size: 8]
SkeletalMesh* skMesh;//[Offset: 0x8 , Size: 8]
MaterialInstance* matIns;//[Offset: 0x10 , Size: 8]
MaterialInstance*[] additionalMats;//[Offset: 0x18 , Size: 16]
enum meshType;//[Offset: 0x28 , Size: 1]
int[] hiddenSlots;//[Offset: 0x30 , Size: 16]
ReplacedSlotInfo[] replacedSlots;//[Offset: 0x40 , Size: 16]
HideBoneData[] hideBoneSlots;//[Offset: 0x50 , Size: 16]
ItemDefineID definedID;//[Offset: 0x60 , Size: 24]
bool functionValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x78 , Size: 1]
--------------------------------
Class: ReplacedSlotInfo
--------------------------------
Class: HideBoneData
--------------------------------
Class:
CustomWidgetComponent.WidgetComponent.MeshComponent.PrimitiveComponent.SceneCompone
nt.ActorComponent.Object
Actor* OwnerActor;//[Offset: 0x7b8 , Size: 8]
MeshComponent* AttachedMeshComponent;//[Offset: 0x7c0 , Size: 8]
ParticleSystemComponent* UIParticleComp;//[Offset: 0x7c8 , Size: 8]
StaticMeshComponent* SurfaceEffectMesh;//[Offset: 0x7d0 , Size: 8]
void SetupAttachMeshComponent(MeshComponent* MeshComp, FName AttachSocket,
out const Transform RelativeTrans);// 0x2c63894
Actor* GetBindOwner();// 0x2c63878
MeshComponent* GetAttachedMeshComponent();// 0x2c6385c
void CreateParticle(ParticleSystem* ParticleRes, MeshComponent* MeshComp,
FName SocketName, out const Transform RelativeTrans);// 0x2c63708
void BindOwner(Actor* Owner);// 0x2c63690
void BindEvent(bool bShowWidget);// 0x2c63604
--------------------------------
Class: AvatarDIYEntityFactory.Object
AvatarDIYEntity* CreateEntity(int SlotID, int SubSlotID);// 0x2bcae0c
--------------------------------
Class: AvatarActionBase
--------------------------------
Class: WeaponAvatarDIYEntity.AvatarDIYEntity.Object
void SetWeaponEntityVisibility(bool visibie);// 0x2fa3028
void SetSocketName(FName InName);// 0x2fa2fa4
void RenderEntity();// 0x2fa2f88
void RemoveParticleEffect();// 0x2fa2f6c
bool PutOnEquipmentLogic(BattleItemHandleBase* ItemHandle);// 0x2fa2ed4
void PrepareEntity();// 0x2fa2eb8
void OnPreRender();// 0x2fa2e9c
void OnPostRender();// 0x2fa2e80
bool IsForceEnableAnim();// 0x2fa2e40
enum GetSkeletalMeshType(BattleItemHandleBase* InHandle);// 0x2fa2dac
ItemDefineID GetDefineID();// 0x2fa2d58
void EnterLogicPipeline();// 0x2fa2d3c
void ClearEquipmentLogic(bool bPutDefault, bool bClearMesh);// 0x2fa2c64
void BroadcastWeaponEquipEvent(bool IsEquipped);// 0x2fa2be0
void ApplyParticleEffect();// 0x2fa2bc4
void AddWeaponHandleAction();// 0x2fa2bb0
--------------------------------
Class:
PredictLineComponent.SplineComponent.PrimitiveComponent.SceneComponent.ActorCompone
nt.Object
class Actor* PredictActorTemplate;//[Offset: 0x758 , Size: 8]
StaticMesh* MeshTemplate;//[Offset: 0x760 , Size: 40]
ParticleSystem* PredictEndPointFX;//[Offset: 0x788 , Size: 40]
CurveFloat* PredictEndPointScaleCurve;//[Offset: 0x7b0 , Size: 40]
PredictProjectilePathParams PredictProjectilePathParams;//[Offset: 0x7d8 ,
Size: 104]
delegate InitNewSplineMeshDelegate;//[Offset: 0x840 , Size: 16]
PredictLineMaterialParams Param_StartPointLocation;//[Offset: 0x850 , Size:
16]
PredictLineMaterialParams Param_EndPointLocation;//[Offset: 0x860 , Size: 16]
PredictLineMaterialParams Param_EndPointFalloff;//[Offset: 0x870 , Size: 16]
PredictLineMaterialParams Param_PredictLineColor;//[Offset: 0x880 , Size: 16]
LinearColor PredictLineColor;//[Offset: 0x890 , Size: 16]
PredictProjectilePathResult PredictResult;//[Offset: 0x8b0 , Size: 184]
CurveFloat* Curve_PredictEndPointScale;//[Offset: 0x968 , Size: 8]
SplineMeshComponent*[] CachedSplineMeshes;//[Offset: 0x978 , Size: 16]
int RedrawCounter;//[Offset: 0x988 , Size: 4]
void SetPredictParams(out const Vector InStartPoint, out const Vector
InVelocity);// 0x2d7e2fc
void SetPredictActorTemplate(class Actor InActorTemplate);// 0x2d7e280
--------------------------------
Class: PredictLineMaterialParams
MaterialParameterCollection* MaterialParamCollection;//[Offset: 0x0 , Size:
8]
FName ParamName;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: WeaponOwnerProxy.Object
Actor* OwnerActor;//[Offset: 0x38 , Size: 8]
Pawn* OwnerPawn;//[Offset: 0x40 , Size: 8]
Controller* OwnerController;//[Offset: 0x48 , Size: 8]
STExtraWeapon* BindedWeapon;//[Offset: 0x50 , Size: 8]
void OnWeaponStopFireDelegate__DelegateSignature();// 0x37db6c4
void HandlePlayerSwitchCameraMode(byte Mode);// 0x2fafde4
void HandlePlayerChangePose(byte LastPose, byte NewPose);// 0x2fafd2c
STExtraPlayerController* GetOwnerSTExtraPlayerController();// 0x2fafcf8
STExtraBaseCharacter* GetOwnerSTExtraPlayerCharacter();// 0x2fafcc4
PlayerController* GetOwnerPlayerController();// 0x2fafc90
Pawn* GetOwnerPawn();// 0x2fafc5c
Controller* GetOwnerController();// 0x2fafc28
Actor* GetOwnerActor();// 0x2fafc0c
--------------------------------
Class: WeaponEntity.WeaponLogicBaseComponent.ActorComponent.Object
int WeaponId;//[Offset: 0x130 , Size: 4]
byte WeaponType;//[Offset: 0x134 , Size: 1]
byte weaponTypeNew;//[Offset: 0x135 , Size: 1]
byte WeaponHoldType;//[Offset: 0x136 , Size: 1]
FName WeaponAttachSocket;//[Offset: 0x138 , Size: 8]
bool bUseCustomWeaponBackpackAttachSocket;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x140 , Size: 1]
FName CustomWeaponBackpackAttachSocket;//[Offset: 0x148 , Size: 8]
bool ShowBulletTraceWhenScoped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x150 , Size: 1]
int MaxNoGravityRange;//[Offset: 0x154 , Size: 4]
float LaunchGravityScale;//[Offset: 0x158 , Size: 4]
bool bEnableProneHolding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x15c , Size: 1]
int UnableProneHoldingTipID;//[Offset: 0x160 , Size: 4]
bool bEnableVehicleHolding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x164 , Size: 1]
bool bEnableLeanOutHolding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x165 , Size: 1]
bool bEnableShovelHolding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x166 , Size: 1]
int UnableShovelHoldingTipID;//[Offset: 0x168 , Size: 4]
bool bEnablePeek;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x16c
, Size: 1]
int UnablePeekTipID;//[Offset: 0x170 , Size: 4]
bool bEnableVehicleShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x174 , Size: 1]
bool GuidedMissileVehicleRenderIsOpen;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x175 , Size: 1]
<byte,bool> PlugComponentSlotMap;//[Offset: 0x178 , Size: 80]
<byte,WeaponComponentItemData> PlugComponentSlotDataMap;//[Offset: 0x1c8 ,
Size: 80]
float SwitchFromIdleToBackpackTime;//[Offset: 0x218 , Size: 4]
float SwitchFromBackpackToIdleTime;//[Offset: 0x21c , Size: 4]
enum[] DisableWeaponPlayerStateList;//[Offset: 0x220 , Size: 16]
int DisableUseWeaponPlayerStateMsgIDDefault;//[Offset: 0x230 , Size: 4]
int DisableUseWeaponPlayerStateMsgIDSpecific;//[Offset: 0x234 , Size: 4]
Transform AttachToBackRelativeTransform_NoBagL;//[Offset: 0x240 , Size: 48]
Transform AttachToBackRelativeTransform_NoBagR;//[Offset: 0x270 , Size: 48]
Transform AttachToBackRelativeTransform_Lv1BagL;//[Offset: 0x2a0 , Size: 48]
Transform AttachToBackRelativeTransform_Lv1BagR;//[Offset: 0x2d0 , Size: 48]
Transform AttachToBackRelativeTransform_Lv2BagL;//[Offset: 0x300 , Size: 48]
Transform AttachToBackRelativeTransform_Lv2BagR;//[Offset: 0x330 , Size: 48]
Transform AttachToBackRelativeTransform_Lv3BagL;//[Offset: 0x360 , Size: 48]
Transform AttachToBackRelativeTransform_Lv3BagR;//[Offset: 0x390 , Size: 48]
<int,Transform> AttachToBackRelativeTransform_BagL_Map;//[Offset: 0x3c0 ,
Size: 80]
<int,Transform> AttachToBackRelativeTransform_BagR_Map;//[Offset: 0x410 ,
Size: 80]
MaterialInstance* WeaponMaterialUsedForDisplay;//[Offset: 0x460 , Size: 8]
bool bIsShieldWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x468 , Size: 1]
bool bCanBeHoldedWithShield;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x469 , Size: 1]
byte[] AutoCheckCreateSkillCompWeaponTypeList;//[Offset: 0x470 , Size: 16]
bool bAutoCheckCreateSkillComp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x480 , Size: 1]
--------------------------------
Class: WeaponLogicBaseComponent.ActorComponent.Object
STExtraWeapon* OwnerWeapon;//[Offset: 0x118 , Size: 8]
STExtraPlayerController* GlobalController;//[Offset: 0x128 , Size: 8]
void UpdateComponentTick();// 0x2fa5ecc
STExtraWeapon* TryGetOwnerWeapon();// 0x2fa5e98
STExtraShootWeapon* TryGetOwnerShootWeapon();// 0x2fa5e64
void MarkWeaponLogicComponentTickRoleEnable(byte Role, bool bTickEnable);//
0x2fa5da4
bool IsWeaponOwnerOBTarget();// 0x2fa5d6c
bool IsWeaponLogicComponentTickRoleEnabled(byte Role);// 0x2fa5cdc
bool IsWeaponLogicComponentTickEnabled();// 0x2fa5ca4
bool IsLocalOrSpectorPlayer();// 0x2fa5c6c
FString GetWeaponDetailInfo();// 0x2fa5bc8
byte GetOwnerPawnRole();// 0x2fa5b94
--------------------------------
Class: WeaponComponentItemData
PickUpGlobalDataTableRow PickUpGlobalDataTableRow;//[Offset: 0x0 , Size: 400]
WeaponComponentDataTableRow WeaponComponentDataTableRow;//[Offset: 0x190 ,
Size: 32]
--------------------------------
Class: PickUpGlobalDataTableRow.SurviveTableRowBase.TableRowBase
byte SurvivePickUpGlobalCategory;//[Offset: 0x10 , Size: 1]
SlateBrush SmallProfileImage;//[Offset: 0x18 , Size: 168]
SlateBrush LargerProfileImage;//[Offset: 0xc0 , Size: 168]
FString Name;//[Offset: 0x168 , Size: 16]
FString Description;//[Offset: 0x178 , Size: 16]
int DisplayPriority;//[Offset: 0x188 , Size: 4]
--------------------------------
Class: SurviveTableRowBase.TableRowBase
int ID;//[Offset: 0x8 , Size: 4]
int PickUpSoundID;//[Offset: 0xc , Size: 4]
--------------------------------
Class: WeaponComponentDataTableRow.SurviveTableRowBase.TableRowBase
int WeaponComponentID;//[Offset: 0x10 , Size: 4]
byte Type;//[Offset: 0x14 , Size: 1]
StaticMesh* ShowMesh;//[Offset: 0x18 , Size: 8]
--------------------------------
Class: WeaponReconnectReplicateData
STExtraPlayerController* OwnerPlayerController;//[Offset: 0x0 , Size: 8]
Actor* WeaponOwner;//[Offset: 0x8 , Size: 8]
bool UseNewReconnect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x10 , Size: 1]
FString OwnerPlayerName;//[Offset: 0x18 , Size: 16]
FName WeaponInventoryLogicSocket;//[Offset: 0x28 , Size: 8]
BulletInClip WeaponBulletInClip;//[Offset: 0x30 , Size: 24]
uint32 WeaponShootID;//[Offset: 0x48 , Size: 4]
uint32 WeaponClipID;//[Offset: 0x4c , Size: 4]
byte CurWeaponState;//[Offset: 0x50 , Size: 1]
byte CurShootType;//[Offset: 0x51 , Size: 1]
int CurShootTotalType;//[Offset: 0x54 , Size: 4]
ItemDefineID DefineID;//[Offset: 0x58 , Size: 24]
int BackpackPistolListIndex;//[Offset: 0x70 , Size: 4]
bool bIsCurrentWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x74 , Size: 1]
int OperationIndex;//[Offset: 0x78 , Size: 4]
--------------------------------
Class: BulletInClip
int CurBulletNumInClip;//[Offset: 0x0 , Size: 4]
BulletInWeapon[] CurBulletIDList;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: BulletInWeapon
int BulletID;//[Offset: 0x0 , Size: 4]
int Count;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: GrenadePredictLine.Actor.Object
Vector HighThrowOffset;//[Offset: 0x398 , Size: 12]
Vector LowThrowOffset;//[Offset: 0x3a4 , Size: 12]
byte ThrowMode;//[Offset: 0x3b0 , Size: 1]
float PredictLineVelocityScale;//[Offset: 0x3b4 , Size: 4]
float MaxSimTime;//[Offset: 0x3b8 , Size: 4]
GrenadePredictResult GrenadePredictResult;//[Offset: 0x3c0 , Size: 48]
float GrenadeRadius;//[Offset: 0x3f0 , Size: 4]
Vector PredictLineStartLocation;//[Offset: 0x3f4 , Size: 12]
Vector PredictLineStartVelocity;//[Offset: 0x400 , Size: 12]
Vector LauncheVelocity;//[Offset: 0x40c , Size: 12]
--------------------------------
Class: GrenadePredictResult
Vector[] SplinePoints;//[Offset: 0x0 , Size: 16]
bool IsHitActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 ,
Size: 1]
Vector HitActorLocation;//[Offset: 0x14 , Size: 12]
Rotator HitActorRotation;//[Offset: 0x20 , Size: 12]
--------------------------------
Class:
STExtraPlayerCharacter.STExtraBaseCharacter.STExtraCharacter.UAECharacter.Character
.Pawn.Actor.Object
class UserWidget* SettleAccountUI;//[Offset: 0x2a70 , Size: 40]
delegate OnHasPickupPropsAvailableChanged;//[Offset: 0x2a98 , Size: 16]
delegate OnHasTombBoxesAvailableChanged;//[Offset: 0x2aa8 , Size: 16]
delegate OnSkillFinishedDelegate;//[Offset: 0x2ab8 , Size: 16]
delegate OnPlayerInteractiveStateChange;//[Offset: 0x2ac8 , Size: 16]
delegate OnScopeOutDelegate;//[Offset: 0x2ad8 , Size: 16]
delegate OnScopeInDelegate;//[Offset: 0x2ae8 , Size: 16]
delegate OnGetOnVehicleDelegate;//[Offset: 0x2af8 , Size: 16]
delegate OnRepParachuteStateDelegate;//[Offset: 0x2b08 , Size: 16]
WeaponAutoAimingComponent* AutoAimComp;//[Offset: 0x2b18 , Size: 8]
STScreenAppearanceComponent* ScreenAppearaceComp;//[Offset: 0x2b20 , Size: 8]
BoxComponent* BoxEar;//[Offset: 0x2b28 , Size: 8]
NightVisionComponent* NightVisionComponent;//[Offset: 0x2b30 , Size: 8]
class NightVisionComponent* NightVisionComponentClass;//[Offset: 0x2b38 ,
Size: 8]
float IndoorCheckDistance;//[Offset: 0x2b40 , Size: 4]
float IndoorCheckTime;//[Offset: 0x2b44 , Size: 4]
float BodyIndoorUpdateCheckTime;//[Offset: 0x2b48 , Size: 4]
float IndoorLowerCameraHeight;//[Offset: 0x2b4c , Size: 4]
bool IsIndoorBodyAreaCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2b50 , Size: 1]
float IndoorBodyAreaDistance;//[Offset: 0x2b54 , Size: 4]
float fTickDuration;//[Offset: 0x2b58 , Size: 4]
SoftClassPath PlayerGunCollisionComponentClassPath;//[Offset: 0x2b60 , Size:
24]
bool ShouldVaultOnBaseMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2b78 , Size: 1]
byte ParachuteState;//[Offset: 0x2b88 , Size: 1]
byte LastParachuteState;//[Offset: 0x2b8a , Size: 1]
float HaveToOpenHeightToGround;//[Offset: 0x2b8c , Size: 4]
bool IsPlaneJumpParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2b90 , Size: 1]
float SwimZDir;//[Offset: 0x2b94 , Size: 4]
bool Indoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b98 ,
Size: 1]
bool IsBodyIndoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2b99 , Size: 1]
float SwimRotateX_Ex;//[Offset: 0x2b9c , Size: 4]
CustomParticleSystemComponent* PS_CloudFast;//[Offset: 0x2ba0 , Size: 8]
CustomParticleSystemComponent* PS_CloudSlow;//[Offset: 0x2ba8 , Size: 8]
ParticleSystem* PS_CloudFastAsset;//[Offset: 0x2bb0 , Size: 8]
ParticleSystem* PS_CloudSlowAsset;//[Offset: 0x2bb8 , Size: 8]
AkAudioEvent* AK_StartFallingLocal;//[Offset: 0x2bc0 , Size: 8]
AkAudioEvent* AK_ParachuteLocal;//[Offset: 0x2bc8 , Size: 8]
AkAudioEvent* AK_ParachuteRemote;//[Offset: 0x2bd0 , Size: 8]
AkAudioEvent* AK_LandingLocal;//[Offset: 0x2bd8 , Size: 8]
AkAudioEvent* AK_LandingRemotel;//[Offset: 0x2be0 , Size: 8]
SpringArmParams FreeFallSpringArmParam;//[Offset: 0x2be8 , Size: 80]
SpringArmParams OpeningSpringArmParam;//[Offset: 0x2c38 , Size: 80]
SpringArmParams TPPSpringArmParam;//[Offset: 0x2c88 , Size: 80]
class CameraShake* FreeFallCamShake;//[Offset: 0x2cf0 , Size: 8]
bool bDisableSimulateCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2cf8 , Size: 1]
bool bEnableParachuteFalloff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2cf9 , Size: 1]
float VehicleForwardInputRate;//[Offset: 0x2cfc , Size: 4]
float VehicleRightInputRate;//[Offset: 0x2d00 , Size: 4]
bool bDrawBoxEarBulletOverlapRay;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x2d04 , Size: 1]
STExtraPlayerController* STPlayerController;//[Offset: 0x2d18 , Size: 8]
AirAttackLocatorComponent* AirAttackLocatorComponent;//[Offset: 0x2d28 ,
Size: 8]
bool EnableGoldenSuitCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2d3b , Size: 1]
bool IsGoldenSuitStatus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2d3c , Size: 1]
float GoldenSuitCheckAccDelta;//[Offset: 0x2d40 , Size: 4]
bool EnableGoldenSuitATK;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2d44 , Size: 1]
enum GoldenSuitSlot;//[Offset: 0x2d45 , Size: 1]
int GoldenSuitReplaceSkillId;//[Offset: 0x2d48 , Size: 4]
float GoldenSuitCheckDelta;//[Offset: 0x2d4c , Size: 4]
float GoldenSuitTestFistDamage;//[Offset: 0x2d50 , Size: 4]
FanPickerConfigData FistFanPickerData;//[Offset: 0x2d58 , Size: 80]
FName FeatureActorName;//[Offset: 0x2e10 , Size: 8]
bool bSprintUseConsumableNotStop;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x2e18 , Size: 1]
bool bLockUpdateAroundAfterRespawn;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x2e19 , Size: 1]
bool bIsLockingUpdateAround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2e1a , Size: 1]
float LockUpdateAroundPickupTime;//[Offset: 0x2e1c , Size: 4]
ActivityAnimationRepData ActivityAnimationRepData;//[Offset: 0x2e28 , Size:
8]
ActivityActorBase*[] ActivityActorList;//[Offset: 0x2e38 , Size: 16]
bool IsLocalActuallyAngledSight;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x2e48 , Size: 1]
bool IsLocalActuallyScopeIn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2e49 , Size: 1]
AngledSightRepData AngledSightRepData;//[Offset: 0x2e4a , Size: 2]
float SpecifiedItemLastConsumeTime;//[Offset: 0x2e4c , Size: 4]
int TrySightCorrectionTime;//[Offset: 0x2e58 , Size: 4]
float SightCorrectionDelay;//[Offset: 0x2e5c , Size: 4]
bool IsStartObserverMainSightCorrection;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x2e60 , Size: 1]
bool IsStartObserverAngleSightCorrection;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x2e61 , Size: 1]
int CurrentSightCorrectionTimes;//[Offset: 0x2e64 , Size: 4]
bool bRecommendSignalRecovery;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2e71 , Size: 1]
bool CheckForActivityRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2e78 , Size: 1]
ActicityDisallowedData[] PreConfiguredActivityDisallowedData;//[Offset:
0x2e80 , Size: 16]
int CurrentActivityID;//[Offset: 0x2e90 , Size: 4]
int CurrentActivityIndex;//[Offset: 0x2e94 , Size: 4]
WarteringAreaCPP* MiniTreeRef;//[Offset: 0x2e98 , Size: 8]
bool bEnableSecurity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2ea0 , Size: 1]
PlayerRoleCacheFrameData WeaponManagerUsedPlayerRoleCacheFrameData;//[Offset:
0x2ea8 , Size: 16]
int[] InjuryFreeData;//[Offset: 0x2eb8 , Size: 16]
void UpdateParachuteState(out const Rotator Rotation, float FallingSpeed);//
0x2e791c8
void UpdateParachuteFallingCameraDistance(float Alpha);// 0x2e7914c
void UpdateIndoorState(bool IsInDoor);// 0x2e79088
void UpdateEnableGoldenSuitCheck();// 0x2e7906c
void UpdateBodyIndoorState(bool BodyIndoor);// 0x2e78fa8
void TriggerZombieBornSkills();// 0x2e78f94
void TouchCancelSkillLock();// 0x2e78f80
void SyncLatestPlayerStatus(byte LatestParachuteState);// 0x2e78ed0
void SyncDeadTombBoxToController(PlayerTombBox* _DeadTombBox);// 0x2e78e4c
void SwitchSightAngledServer(byte InAngledSightType, bool IsOnlyTurn);//
0x2e78d48
void SwitchSightAngledLocal(byte Type, bool IsOnlyTurn);// 0x2e78c80
void SwitchSightAngled(byte Type, bool IsOnlyTurn);// 0x2e78bc0
void SwitchCameraToParachuteOpening();// 0x2e78ba4
void SwitchCameraToParachuteFalling();// 0x2e78b88
void SwitchCameraToNormal();// 0x2e78b6c
void SwitchCameraFromParachuteOpeningToTPPUpdate(float Alpha);// 0x2e78af0
void SwitchCameraFromParachuteOpeningToTPPStop();// 0x37db6c4
void SwitchCameraFromParachuteOpeningToTPPFinish();// 0x2e78adc
void SwitchCameraFromParachuteOpeningToTPPBeginPlay();// 0x37db6c4
void StopCamShake();// 0x2e78ac0
void StartUpdatingParachuteFallingCameraDistance(int nearPlaneDistance);//
0x2e78a44
void StartSwitchColdDown(float SwitchColdDownTime);// 0x2e789c8
void StartCamShake();// 0x2e789ac
void ShowNightVisionFrame();// 0x2e78990
void ShowConfirmDialogOfMisKill();// 0x2e78974
bool ShouldTriggerEntryEvent(enum EntryEvent);// 0x2e788e4
bool ShouldDropBagItem(out const ItemDefineID SkillItemID);// 0x2e78840
void SetSwimRotateX_Ex(float NewSwimRotateX);// 0x2e787c4
void SetSpecifiedItemConsumed(int ItemID);// 0x37db6c4
void SetSelfAndVehicleShadow(bool IsShow);// 0x2e78740
void SetRainyEffectParam(byte EffectType, float InRainyEffectParam);//
0x2e78688
void SetRainyEffectEnable(byte EffectType, bool InEnable, float
InRainyEffectParam);// 0x2e78584
void SetPitchViewAngle(float MinPitch, float MaxPitch);// 0x2e784c8
void SetParachuteState(byte State);// 0x2e78444
void SetInjuryFreeRateData(out const int[] InInjuryFreeData);// 0x2e7838c
void SetFPPDeafultFov(float InFov);// 0x2e78310
void SetBodyIndoor(bool IsInDoor);// 0x2e7828c
void ServerUpdateParachuteState(const Rotator Rotation, float
FallingSpeed);// 0x2e781a0
void ServerSetBulletFlySoundData(STExtraPlayerCharacter* PlayerCharacter,
STExtraShootWeapon* InstigateWeapon, Vector FlySoundPos);// 0x2e78074
void ServerOnApplicationactivated(bool bActive);// 0x2e77fb0
void RPC_Server_OnMiniGameEnd(int Score, int Duration, ActivityActorBase*
ActiveActor);// 0x2e77e88
void ResetCharacter();// 0x2e77e6c
void RequestLoadParachuteAnim();// 0x2e77e50
void ReqSetShoulderCameraMode(bool bShoulderMode);// 0x2e77d8c
void RemoveParachuteAnim();// 0x2e77d78
void ReleaseTrigger(enum Hand);// 0x2e77cf4
void PushTrigger(enum Hand);// 0x2e77c70
void ProneWithTerrain(Rotator CharacterRotation, bool isMoving, float Offset,
float deap);// 0x2e77b34
void ParachutePlaySound(AkAudioEvent* LocalAkEvent, AkAudioEvent*
RemoteAkEvent);// 0x37db6c4
void OnSkillFinishedDelegate__DelegateSignature(enum StopReason, int SkillID,
bool HasThrownGrenade);// 0x37db6c4
void OnScopeOutDelegate__DelegateSignature(bool bIsBegin);// 0x37db6c4
void OnScopeInDelegate__DelegateSignature(bool bIsBegin);// 0x37db6c4
void OnRepParachuteStateDelegate__DelegateSignature();// 0x37db6c4
void OnRep_STPlayerController();// 0x2e77b20
void OnRep_ParachuteState(byte State);// 0x2e77a9c
void OnRep_InjuryFreeData();// 0x2e77a88
void OnRep_CurrentActivityID();// 0x2e77a74
void OnRep_AngleSightStateChanged();// 0x2e77a60
void OnRep_ActivityAnimationRepData();// 0x2e77a4c
void OnRank(int Kills, int Rank);// 0x2e77998
void OnPlayerInteractiveStateChange__DelegateSignature(STExtraBaseCharacter*
BaseCharacter, ActivityActorBase* ActivityActor, enum Status);// 0x37db6c4
void OnPlayerCurrentWeaponChange(byte CurSlot);// 0x2e7791c
void OnPlayerControllerStateChanged(enum TargetStateType);// 0x2e77898
void OnMiniTreeTriggerServerLogicCPP();// 0x2e7787c
void OnLockUpdateAroundPickupEnd();// 0x2e77868
void OnLoadParachuteAnimCompleted();// 0x2e77854
void OnHasTombBoxesAvailableChanged__DelegateSignature(bool bIsAvailable);//
0x37db6c4
void OnHasPickupPropsAvailableChanged__DelegateSignature(bool
bIsAvailable);// 0x37db6c4
void OnBPStateCheckIn();// 0x37db6c4
void OnAvatarEquippedSucc(enum SlotType, bool IsEquipped, int InItemID);//
0x2e77750
void OnAllAvatarEquippedSucc();// 0x2e7773c
void MulticastSetShoulderCameraMode(bool bShoulderMode);// 0x2e776b0
void MiniTreeTriggerServerLogic();// 0x2e77650
bool IsSwitchCoolingDownFinish();// 0x2e7762c
bool IsSpecifiedItemInCD(int ItemID);// 0x2e77594
bool IsInLaunchSeat();// 0x2e77554
bool IsGrenadeEmpty();// 0x2e7751c
bool IsBodyIndoorFuc();// 0x2e774fc
bool IsBodyIndoorCheck();// 0x2e774c4
bool IsAllowSyncControllerRotationInActived();// 0x2e7748c
bool IsAllowPickupActor();// 0x2e77454
void InitAirAttackLocatorComponent();// 0x2e77440
void HideNightVisionFrame();// 0x2e77424
bool HasParachuteAnimLoaded();// 0x2e773ec
void HandleParachuteStateChanged(byte NewState);// 0x2e77368
void HandleParachuteAnimChanged(enum TargetStateType, bool
bIsReconnecting);// 0x2e772a8
void HandleBulletOverlap(Actor* BulletActor, out const HitResult HitResult,
out const HitResult[] HitResults);// 0x2e77144
void HandleAIInstigateBulletOverlap(STExtraBaseCharacter*
InstigatorCharacter, out const HitResult HitResult, out const HitResult[]
HitResults);// 0x2e76fe0
SpringArmComponent* GetThirdPersonSpringArm();// 0x37db6c4
CameraComponent* GetThirdPersonCamera();// 0x37db6c4
float GetSwimRotateX_Ex();// 0x2e76fac
int GetSkillIndexByActivityID();// 0x37db6c4
SpringArmComponent* GetScopeSpringArm();// 0x37db6c4
CameraComponent* GetScopeCamera();// 0x37db6c4
bool GetPlayerVisibile();// 0x2e76f74
AnimationAsset* GetPlayerParachuteAnimByAnimType(byte AnimType);// 0x2e76ee8
STExtraPlayerController* GetPlayerControllerSafety();// 0x2e76eac
void GetOnVehicleDelegate__DelegateSignature();// 0x37db6c4
SceneComponent* GetMoveableComp();// 0x2e76e78
bool GetIsInDoor();// 0x2e76e38
bool GetIsGunADS();// 0x2e76df8
float GetInjuryFreeRate(int BodyPart);// 0x2e76d64
SpringArmComponent* GetFPPSpringArm();// 0x37db6c4
float GetFPPDeafultFov();// 0x2e76d30
CameraComponent* GetFPPCamera();// 0x37db6c4
SpringArmComponent* GetFirstPersonSpringArm();// 0x37db6c4
CameraComponent* GetFirstPersonCamera();// 0x37db6c4
enum[] GetDisallowedStates(int ActivityID);// 0x37db6c4
Vector GetBonePos(FName BoneName);// 0x2e76ca0
void FreeFallShakeCam();// 0x2e76c8c
void FinishUpdatingParachuteFallingCameraDistance(int nearPlaneDistance);//
0x2e76c10
void EnablePet(bool Enable);// 0x2e76b84
void DynamicCreateComponents();// 0x2e76b70
void DumpCharacterAnimBPVars();// 0x2e76b5c
void DelayRemoveParachuteAnim();// 0x2e76b48
void ClientPlayEarSound(STExtraShootWeapon* InstigateWeapon, Vector
FlySoundPos);// 0x2e76a54
void ClientInitParachuteLaunchStatus(Vector Vel);// 0x2e769d0
void ClearHPUI();// 0x2e769b4
bool CanAnimInstanceCacheParachuteAnim(STExtraAnimInstance*
MyAnimInstance);// 0x2e76924
void CallRefreshBPStateCheckIn();// 0x2e76910
void AsyncLoadGunCollisionFinish(SoftClassPath GunCollisionPath);// 0x2e767d4
void AnimInstanceCacheParachuteAnimVars();// 0x2e767c0
bool AllowTriggerActivities(bool bCheckCanReceive);// 0x2e76728
--------------------------------
Class: WeaponAutoAimingComponent.ActorComponent.Object
AutoAimEnemyInfo SelectEnemyInfo;//[Offset: 0x130 , Size: 24]
AutoAimEnemyInfo LastSelectInfo;//[Offset: 0x148 , Size: 24]
Vector2D AimTargetScreenPos;//[Offset: 0x160 , Size: 8]
bool LastAimSuccess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x168 , Size: 1]
PlayerController* PlayerController;//[Offset: 0x170 , Size: 8]
STExtraBaseCharacter* PlayerPawn;//[Offset: 0x178 , Size: 8]
float AIM_CD_WHEN_OPERATE_CAMERA_WHEN_JUMP;//[Offset: 0x190 , Size: 4]
float AIM_HOLD_WHEN_OPEN_FIRE;//[Offset: 0x194 , Size: 4]
float DEFAULT_CD_TIME;//[Offset: 0x198 , Size: 4]
FName[] Bones;//[Offset: 0x1b8 , Size: 16]
bool bShowDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1c8 , Size: 1]
bool bEquipWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1c9 , Size: 1]
bool bInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ca ,
Size: 1]
STExtraPlayerController* extraPlayerController;//[Offset: 0x1d0 , Size: 8]
void OnUnEquipWeapon();// 0x2f9edfc
void OnShoot(STExtraWeapon* Weapon);// 0x2f9ed80
void OnEquipWeapon();// 0x2f9ed6c
bool IsCurrentWeaponSupportAutoAim();// 0x2f9ed34
void Init(Controller* Controller);// 0x2f9ecb8
bool CheckSmoke(Vector StartPoint, STExtraPlayerCharacter* Pawn);// 0x2f9ebe4
bool CheckInAngle(STExtraBaseCharacter* MyPawn, STExtraBaseCharacter*
EnemyPawn, float MaxAngle);// 0x2f9ead8
bool CheckBuffStun();// 0x2f9eaa0
bool CanEnemeyRaycastReach(Vector StartPoint, STExtraPlayerCharacter*
Pawn);// 0x2f9e9cc
--------------------------------
Class: AutoAimEnemyInfo
STExtraPlayerCharacter* EnemyPawn;//[Offset: 0x0 , Size: 8]
--------------------------------
Class: STScreenAppearanceComponent.ActorComponent.Object
StaticMesh* AppearanceMeshTemplate;//[Offset: 0x110 , Size: 8]
AppearanceMatData[] AppearancePresentList;//[Offset: 0x118 , Size: 16]
StaticMeshComponent* OwnerAppearanceMesh;//[Offset: 0x128 , Size: 8]
AppearanceMeshData[] AppearanceMeshDataList;//[Offset: 0x130 , Size: 16]
ScreenParticleEffectData[] ScreenParticleEffectList;//[Offset: 0x140 , Size:
16]
FName ScreenPlane;//[Offset: 0x150 , Size: 8]
MltAppearanceMatData[] MultiAppearancePresentList;//[Offset: 0x158 , Size:
16]
AppearanceMatData[] CurAppearanceList;//[Offset: 0x168 , Size: 16]
CameraComponent* CurActiveCameraCache;//[Offset: 0x178 , Size: 8]
MultiAppearanceMeshData[] MultiAppearanceMeshData;//[Offset: 0x190 , Size:
16]
void UpdateMultiAppearancePresentList(float DeltaTime);// 0x2eef6b4
void StopScreenParticleEffect(byte EffectType);// 0x2eef638
void StopScreenAppearance(FString AppearanceName, bool StopFromPlayFunc);//
0x2eef548
void StopAllScreenParticleEffect();// 0x2eef534
void StopAllScreenAppearance();// 0x2eef520
void SetTextureParameterValue(FString AppearanceName, FName ParamName,
Texture* Tex);// 0x2eef400
void SetScreenParticleParam(byte EffectType, float InEffectValue);//
0x2eef348
bool SetScalarParam(FString AppearanceName, FName ParamName, float
ParamValue);// 0x2eef210
void SetAppearanceActive(out const FName AppearanceName, bool bNewActive,
bool bReset);// 0x2eef0f0
void SetAllAppearancesActive(bool bNewActive, bool bReset);// 0x2eef020
void SetAllAppearanceMeshHiddenInGame(bool bNewHid);// 0x2eeef9c
void PlayScreenParticleEffect(byte EffectType, float InEffectValue);//
0x2eeeee4
MaterialInstanceDynamic* PlayPresentScreenAppearance(FString
AppearanceName);// 0x2eeeda8
void PlayGraduallyShowOut(FString AppearanceKey, float Frag, float
DelayTime);// 0x2eeec00
void PlayGraduallyShowIn(FString AppearanceKey, float Frag, float DelayTime,
float BeginAlpha);// 0x2eeea1c
MaterialInstanceDynamic* PlayCustomScreenAppearance(FString AppearanceName,
MaterialInterface* MatToPlay, float LifeSpan, bool HideUI, FName
InMatInstParamName, CurveFloat* InParamCurve);// 0x2eee830
void OnAsyncLoadingFinished(int AppearancePresentIndex);// 0x2eee7b4
bool IsScreenAppearancePlaying(FString AppearanceName);// 0x2eee6f8
void HandleEffectLoadFinish(byte EffectType);// 0x2eee67c
bool GetScalarParam(FString AppearanceName, FName ParamName, out float
ParamValue);// 0x2eee534
--------------------------------
Class: AppearanceMatData
FString AppearanceKey;//[Offset: 0x0 , Size: 16]
float LifeSpan;//[Offset: 0x10 , Size: 4]
bool IgnoreIndoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14
, Size: 1]
bool HideUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x15 ,
Size: 1]
MaterialInterface* ParentMaterial;//[Offset: 0x18 , Size: 40]
MaterialInstanceDynamic* AppearanceMat;//[Offset: 0x40 , Size: 8]
StaticMeshComponent* AppearanceMeshComp;//[Offset: 0x48 , Size: 8]
Transform AppearanceMeshRelativeTransform;//[Offset: 0x60 , Size: 48]
FName MatInstParamName;//[Offset: 0x90 , Size: 8]
CurveFloat* ParamCurve;//[Offset: 0x98 , Size: 8]
--------------------------------
Class: AppearanceMeshData
StaticMeshComponent* AppearanceMeshComp;//[Offset: 0x0 , Size: 8]
--------------------------------
Class: ScreenParticleEffectData
byte EffectType;//[Offset: 0x0 , Size: 1]
ParticleSystem* ParticleEffect;//[Offset: 0x8 , Size: 40]
FName ParticleParamName;//[Offset: 0x30 , Size: 8]
FString[] ExtraScreenAppearanceList;//[Offset: 0x38 , Size: 16]
ParticleSystemComponent* EffectComponent;//[Offset: 0x48 , Size: 8]
bool KeepWorldRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x50 , Size: 1]
bool IsShowing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x51 ,
Size: 1]
float CurrentParamValue;//[Offset: 0x54 , Size: 4]
byte DisableDeviceLevel;//[Offset: 0x58 , Size: 1]
--------------------------------
Class: MltAppearanceMatData
FString AppearanceKey;//[Offset: 0x0 , Size: 16]
FName AppearanceTag;//[Offset: 0x10 , Size: 8]
Transform AppearanceMeshRelativeTransform;//[Offset: 0x20 , Size: 48]
MaterialInterface* ParentMaterial;//[Offset: 0x50 , Size: 8]
float MatialAlpha;//[Offset: 0x58 , Size: 4]
MaterialInstanceDynamic* AppearanceMat;//[Offset: 0x60 , Size: 8]
StaticMeshComponent* OwnerAppearanceMesh;//[Offset: 0x68 , Size: 8]
bool IsLogicShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x70 , Size: 1]
bool IsShowOut;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x71 ,
Size: 1]
bool IsShowIn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x72 ,
Size: 1]
float GradualFrag;//[Offset: 0x74 , Size: 4]
float DelayTime;//[Offset: 0x78 , Size: 4]
--------------------------------
Class: MultiAppearanceMeshData
StaticMeshComponent* MultiAppearanceMesh;//[Offset: 0x0 , Size: 8]
--------------------------------
Class:
NightVisionComponent.StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneComp
onent.ActorComponent.Object
Transform TPPRelativeTransform;//[Offset: 0x790 , Size: 48]
Transform FPPRelativeTransform;//[Offset: 0x7c0 , Size: 48]
Transform ScopeRelativeTransform;//[Offset: 0x7f0 , Size: 48]
void SetActivate(bool _IsActivate);// 0x2d45390
--------------------------------
Class:
CustomParticleSystemComponent.ParticleSystemComponent.PrimitiveComponent.SceneCompo
nent.ActorComponent.Object
Actor*[] CollisionIgnoreActors;//[Offset: 0x8b8 , Size: 16]
bool bShowImpactInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x8c8 , Size: 1]
void AddCollisionIgnoreActor(Actor* IgnoreActor);// 0x2c6069c
--------------------------------
Class: SpringArmParams
CameraParams CameraParam;//[Offset: 0x0 , Size: 8]
SceneComponent* ParentComp;//[Offset: 0x8 , Size: 8]
FName ParentSocketName;//[Offset: 0x10 , Size: 8]
float TargetArmALength;//[Offset: 0x18 , Size: 4]
Vector SocketOffset;//[Offset: 0x1c , Size: 12]
Vector TargetOffset;//[Offset: 0x28 , Size: 12]
Vector RelativeLocation;//[Offset: 0x34 , Size: 12]
float ProbeSize;//[Offset: 0x40 , Size: 4]
byte ProbeChannel;//[Offset: 0x44 , Size: 1]
bool bDoCollisionTest;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x45 , Size: 1]
bool bUsePawnControlRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x46 , Size: 1]
bool bEnableCameraLag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x47 , Size: 1]
float CameraLagSpeed;//[Offset: 0x48 , Size: 4]
bool bEnableCustomSpringArm;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4c , Size: 1]
--------------------------------
Class: CameraParams
float FieldOfView;//[Offset: 0x0 , Size: 4]
bool bLocktoHmd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 ,
Size: 1]
--------------------------------
Class: AirAttackLocatorComponent.ActorComponent.Object
float AALOpenMotionSensibility;//[Offset: 0x110 , Size: 4]
float AALOpenSensibility;//[Offset: 0x114 , Size: 4]
float OpenAALFOV;//[Offset: 0x118 , Size: 4]
int MaxDist;//[Offset: 0x11c , Size: 4]
int minDist;//[Offset: 0x120 , Size: 4]
int DangerDist;//[Offset: 0x124 , Size: 4]
ParticleSystem* FreeArrowParticle;//[Offset: 0x128 , Size: 40]
class AirAttackLocatorCalledActor* AirAttackActorTemplate;//[Offset: 0x150 ,
Size: 40]
AirAttackLocatorCalledActor* AirAttackLocatorCalledActor;//[Offset: 0x178 ,
Size: 8]
ParticleSystemComponent* FreeArrowComp;//[Offset: 0x180 , Size: 8]
ParticleSystemComponent* FixedArrowComp;//[Offset: 0x188 , Size: 8]
float FixArrowScaleDistance;//[Offset: 0x194 , Size: 4]
float ArrowScaleFactor1;//[Offset: 0x198 , Size: 4]
float ArrowScalePlus1;//[Offset: 0x19c , Size: 4]
float ArrowScaleFactor2;//[Offset: 0x1a0 , Size: 4]
float ArrowScalePlus2;//[Offset: 0x1a4 , Size: 4]
float ShortDis;//[Offset: 0x1a8 , Size: 4]
byte ChannelType;//[Offset: 0x1ac , Size: 1]
Vector TargetLocation;//[Offset: 0x1b0 , Size: 12]
void SetItemExsist(bool bExsist);// 0x2ba2d90
void SetFinalLocation();// 0x2ba2d7c
void SetAALFov(bool bOpen);// 0x2ba2cf8
void ServerSetAirAttackLocation(Vector BeginLocation, Vector EndLocation);//
0x2ba2c00
void OnFreeArrowLoadFinsh();// 0x2ba2bec
void OnCalledActorLoadFinsh(Vector Location);// 0x2ba2b70
float GetTargetDistance();// 0x2ba2b3c
bool GetAALAvaliable();// 0x2ba2b04
--------------------------------
Class: AirAttackLocatorCalledActor.Pawn.Actor.Object
float DestoryTime;//[Offset: 0x3f8 , Size: 4]
float AirAttackDelayTime;//[Offset: 0x3fc , Size: 4]
int SkillID;//[Offset: 0x400 , Size: 4]
int IconID;//[Offset: 0x404 , Size: 4]
float AttackAreaRadius;//[Offset: 0x408 , Size: 4]
--------------------------------
Class: FanPickerConfigData
float Radius;//[Offset: 0x0 , Size: 4]
float Angle;//[Offset: 0x4 , Size: 4]
float CapsuleRadius;//[Offset: 0x8 , Size: 4]
Vector Offset;//[Offset: 0xc , Size: 12]
bool Random;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18 ,
Size: 1]
bool IsCheckHeadshot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x19 , Size: 1]
bool IsShowDebugFan;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1a , Size: 1]
bool IsHeadJudgeWithoutOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1b , Size: 1]
bool bPickUpMonsters;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1c , Size: 1]
bool bIgnoreAimCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1d , Size: 1]
class Actor[] IgnoredActors;//[Offset: 0x20 , Size: 16]
bool bForwardHitAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x30 , Size: 1]
enum PickerType;//[Offset: 0x31 , Size: 1]
enum PickerTargetType;//[Offset: 0x32 , Size: 1]
int PickerMaxCount;//[Offset: 0x34 , Size: 4]
bool bIncludeOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x38 , Size: 1]
bool bOnlyHero;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39 ,
Size: 1]
bool bEnableTrace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a
, Size: 1]
bool bIsUsingViewRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3b , Size: 1]
bool bUseNewOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3c , Size: 1]
Actor*[] IgnoreTargets;//[Offset: 0x40 , Size: 16]
--------------------------------
Class: ActivityAnimationRepData
AnimMontage* AnimMontage;//[Offset: 0x0 , Size: 8]
--------------------------------
Class: AngledSightRepData
byte AngledSightType;//[Offset: 0x0 , Size: 1]
bool IsOnlyTurn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1 ,
Size: 1]
--------------------------------
Class: ActicityDisallowedData
enum[] DisallowedStates;//[Offset: 0x0 , Size: 16]
int ActivityID;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: WarteringAreaCPP.UAERegionActor.Actor.Object
delegate OnPlayerBeforeAttachedToThisDelegate;//[Offset: 0x418 , Size: 16]
delegate OnPlayerAttachedToThisDelegate;//[Offset: 0x428 , Size: 16]
delegate OnPlayerDettachedFromThisDelegate;//[Offset: 0x438 , Size: 16]
bool bModifyCharacterMeshTrans;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x448 , Size: 1]
bool bForceSkipCharacterMeshRotCheckWhenHasThisMiniTree;//(ByteOffset: 0,
ByteMask: 1, FieldMask: 255)[Offset: 0x449 , Size: 1]
bool bCanEnterVehicleWhenAttached;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x44a , Size: 1]
bool bCanPickUpWhenAttached;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x44b , Size: 1]
BunnyDanceSyncData DanceTimeStamp;//[Offset: 0x44c , Size: 12]
float CurrentScale;//[Offset: 0x458 , Size: 4]
int CurActTime;//[Offset: 0x45c , Size: 4]
PlayerController*[] PlayerCDTable;//[Offset: 0x460 , Size: 16]
bool bIsInMasterCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x470 , Size: 1]
FName SocketBaseTags;//[Offset: 0x478 , Size: 8]
float CurrentCarouselRotationAccel;//[Offset: 0x480 , Size: 4]
float CurrentCarouselRotation;//[Offset: 0x484 , Size: 4]
int CurrentInteractingPlayerCount;//[Offset: 0x488 , Size: 4]
int PlayerNumberForTriggerEvent;//[Offset: 0x48c , Size: 4]
SocketAttachmentInternalData[] OccupiedSockets;//[Offset: 0x490 , Size: 16]
SocketAttachmentNameTable[] SocketNames;//[Offset: 0x4a0 , Size: 16]
int AttachedNumber;//[Offset: 0x4b4 , Size: 4]
<SceneComponent*,int> SkeletalMeshAttachCounter;//[Offset: 0x4b8 , Size: 80]
SkeletalAnimationSyncData[] SkeletalAnimationSyncData;//[Offset: 0x508 ,
Size: 16]
Vector[] DropOffLocations;//[Offset: 0x528 , Size: 16]
enum DropOffLocationType;//[Offset: 0x538 , Size: 1]
bool bDropOffRelativeUseLocationOffset;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x539 , Size: 1]
int AssociatedSkillIndex;//[Offset: 0x53c , Size: 4]
STExtraBaseCharacter*[] AttachedPlayers;//[Offset: 0x540 , Size: 16]
byte IsDayTime;//[Offset: 0x550 , Size: 1]
bool ShowRabbitAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x551 , Size: 1]
Pawn*[] PawnDoneList;//[Offset: 0x558 , Size: 16]
bool bUseFixedDropPosition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x568 , Size: 1]
enum FixedDropOffLocationType;//[Offset: 0x569 , Size: 1]
Vector[] FixedRelativeDropPositions;//[Offset: 0x570 , Size: 16]
bool bCanBePicked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x580 , Size: 1]
bool UseDropFixedPosition();// 0x2f9938c
void StopDancing_Multicast(const Actor*[] Players);// 0x2f992b0
void StartDancing_Multicast(int MontageIndex, const Actor*[] Players);//
0x2f99190
void SpawnTreeParticleCPP_Multicast(PlayerController* PlayerController);//
0x2f990e0
static void SetupMinimapDisplay(UAEPlayerController* PController, out const
LoveTreeData[] treeData);// 0x2f98ff0
void SetCDFlagByPC(PlayerController* PlayerController);// 0x2f98f74
void ServerDoWaterLogic(PlayerController* PlayerController, FString ExMsg);//
0x37db6c4
void ResetPCByTime(PlayerController* PlayerController, float cdTime);//
0x2f98ebc
void OnTimeStampRep(out const BunnyDanceSyncData SyncData);// 0x2f98e1c
void OnStopDancing(out const Actor*[] Players);// 0x2f98d5c
void OnStartDancing(int MontageIndex, out const Actor*[] Players);//
0x2f98c5c
void OnSpawnTreeParticleCPP(PlayerController* PlayerController);// 0x2f98bd8
void OnSkeletalAnimationSyncData(out const SkeletalAnimationSyncData
InSkeletalAnimationSyncData);// 0x37db6c4
void OnSkeletalAnimationStateChanged(SceneComponent* AttachedComponent, bool
bShouldStartAnimation);// 0x37db6c4
void OnRep_TimeStamp(out const BunnyDanceSyncData SyncData);// 0x2f98b40
void OnRep_SkeletalAnimationSyncData();// 0x2f98b2c
void OnRep_ShowRabbitAnim();// 0x2f98b10
void OnRep_PawnDoneList();// 0x2f98af4
void OnRep_IsDayTime();// 0x2f98ad8
void OnRep_CurrentScaleCPP();// 0x2f98ac4
void OnRep_CurrentScaleBP();// 0x37db6c4
void OnRep_CurrentInteractingPlayerCount();// 0x2f98a60
void OnRep_CurActTimeCPP();// 0x2f989fc
void OnRep_CurActTimeBP();// 0x37db6c4
void OnRep_AttachedNumber();// 0x2f98998
void OnPlayersDance(out const Actor*[] Players, int MontageIndex, float
JoinTime);// 0x2f98850
void OnPlayerNumberChanged(int Number);// 0x37db6c4
void OnPlayerDetached(Actor* AttachedPlayer, SceneComponent*
AttachedComponent);// 0x37db6c4
void OnPlayerAttached(Actor* AttachedPlayer, SceneComponent*
AttachedComponent);// 0x37db6c4
void OnPCCDCleared(PlayerController* PlayerController);// 0x37db6c4
void OnClientCurrentInteractingPlayerCountChanged();// 0x37db6c4
bool IsDropFixedRelativePositionSetUp();// 0x2f98810
bool GetIsPCInCD(PlayerController* PlayerController);// 0x2f98780
Vector GetDropFixedRelativePosition(Actor* DropOwner);// 0x2f986e8
void DispatchPlayerDance_Multicast(const Actor*[] Players, int MontageIndex,
float JoinTime);// 0x2f98588
bool CanTriggertEvent(Pawn* CurPawn);// 0x37db6c4
int CacheAssociatedSkillIndex();// 0x37db6c4
--------------------------------
Class: UAERegionActor.Actor.Object
bool bStatic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a0 ,
Size: 1]
enum RegionSize;//[Offset: 0x3a1 , Size: 1]
bool bNeedUpdateNetworkInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3a2 , Size: 1]
--------------------------------
Class: BunnyDanceSyncData
int CurrentIndex;//[Offset: 0x0 , Size: 4]
bool bIsDancing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 ,
Size: 1]
float TimeStamp;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: SocketAttachmentInternalData
FName SocketName;//[Offset: 0x0 , Size: 8]
SceneComponent* SocketBase;//[Offset: 0x8 , Size: 8]
Actor* AttachedPlayer;//[Offset: 0x10 , Size: 8]
Vector OffsetLoc;//[Offset: 0x18 , Size: 12]
Rotator OffsetRot;//[Offset: 0x24 , Size: 12]
AnimMontage* AnimMontage;//[Offset: 0x30 , Size: 8]
--------------------------------
Class: SocketAttachmentNameTable
FName SocketName;//[Offset: 0x0 , Size: 8]
Vector OffsetLoc;//[Offset: 0x8 , Size: 12]
Rotator OffsetRot;//[Offset: 0x14 , Size: 12]
AnimMontage* AnimMontage;//[Offset: 0x20 , Size: 8]
--------------------------------
Class: SkeletalAnimationSyncData
SceneComponent* SocketBase;//[Offset: 0x0 , Size: 8]
bool Status;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8 ,
Size: 1]
--------------------------------
Class: LoveTreeData
int ID;//[Offset: 0x0 , Size: 4]
Vector Loc;//[Offset: 0x4 , Size: 12]
float minRate;//[Offset: 0x10 , Size: 4]
float maxRate;//[Offset: 0x14 , Size: 4]
--------------------------------
Class: PlayerRoleCacheFrameData
--------------------------------
Class: PlayerTombBox.Actor.Object
delegate OnPickUpListWrapperDataEmptyDelegate;//[Offset: 0x3a0 , Size: 16]
FName TombName;//[Offset: 0x3b0 , Size: 8]
bool bFixBoxName;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b8
, Size: 1]
STExtraBaseCharacter* TargetPlayer;//[Offset: 0x3c0 , Size: 8]
STExtraBaseCharacter* DamageCauser;//[Offset: 0x3c8 , Size: 8]
ItemDefineID KillByItemDefineID;//[Offset: 0x3d0 , Size: 24]
int DeadTime;//[Offset: 0x3e8 , Size: 4]
int BoxLifeSpan;//[Offset: 0x3ec , Size: 4]
bool bDisableCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3f0 , Size: 1]
Vector AttachedRelLoc;//[Offset: 0x3f4 , Size: 12]
byte AttackRules;//[Offset: 0x400 , Size: 1]
Actor* AttachedActor;//[Offset: 0x408 , Size: 8]
bool bIsLastDiedInTeam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x410 , Size: 1]
enum BoxType;//[Offset: 0x411 , Size: 1]
uint32 OwnerUniqueID;//[Offset: 0x414 , Size: 4]
int TargetPlayerKey;//[Offset: 0x418 , Size: 4]
bool bAutoShowItems;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x41c , Size: 1]
float AirDropBoxNetCullDistanceSquaredRate;//[Offset: 0x420 , Size: 4]
bool bBoxVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x424 , Size: 1]
bool bDropEffectVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x425 , Size: 1]
PickUpListWrapperActor* BoxPickupWrapperActor;//[Offset: 0x428 , Size: 8]
PickUpListWrapperActor* PickupListWrapper;//[Offset: 0x430 , Size: 8]
void SwitchToDeadTombBox();// 0x2d6d1a4
void SetVisible(bool IsVisible);// 0x2d6d124
void RegisterToPlayerPickUpList();// 0x2d6d110
void OnRep_VisibilityChange();// 0x2d6d0fc
void OnRep_BoxLifeSpan();// 0x2d6d0e8
void OnRep_AttachmentReplication();// 0x2d6d0cc
void OnRep_AttachedActor();// 0x2d6d0b8
void HideDeadTombApparence();// 0x2d6d09c
int GetUniqueInstanceID();// 0x2d6d068
int GetTombboxLifespan();// 0x2d6d034
PickUpListWrapperActor* GetPickupWrapperActor();// 0x2d6d018
void GetDropItemListFromPlayer(out PickUpItemData[] ItemDataList);//
0x2d6cf74
PickUpListWrapperActor* GetBoxPickupWrapperActor();// 0x2d6cf3c
void GenerateTreasureBoxWrappers(out const
AirDropBoxGenerateWrapperItemData[] DataList, FName AirBoxName);// 0x2d6ce30
void GeneratePlayerBackpackWrappers();// 0x2d6ce1c
PickUpListWrapperActor* GenerateBoxWrappersInner(class Object WrapperClass,
out const PickUpItemData[] DataList, FName BoxName, bool AttachToBox);// 0x2d6cca4
void GenerateBoxWrappersByPickUpItemDataList(out const PickUpItemData[]
DataList, FName BoxName);// 0x2d6cbac
void GenerateBoxWrappersByItemDataList(out const PickUpItemData[] DataList,
FName BoxName);// 0x2d6cabc
void GenerateAirDropBoxWrappers(out const AirDropBoxGenerateWrapperItemData[]
DataList, FName AirBoxName, int AirDropBoxID);// 0x2d6c974
--------------------------------
Class: PickUpListWrapperActor.PickUpWrapperActor.UAENetActor.Actor.Object
PickUpItemData[] PickUpDataList;//[Offset: 0x578 , Size: 16]
enum BoxType;//[Offset: 0x588 , Size: 1]
void RPC_Broadcast_NotifyAllClientsModifyCount(int ItemInstanceID, int
RetCount);// 0x2d592f0
void RPC_Broadcast_ForceSyncAllData(const PickUpItemData[] DataList);//
0x2d59228
void OnWrapperEmptyDelegate__DelegateSignature();// 0x37db6c4
void OnSomeonePickItemDelegate__DelegateSignature(uint32 PlayerKey);//
0x37db6c4
void OnRep_PickUpDataList();// 0x2d59214
void OnBoxEmptyDelegate__DelegateSignature(int boxId);// 0x37db6c4
PickUpItemData[] GetDataList();// 0x2d591a8
void FinishPickedUp(Actor* OwnerTarget, int AdditionalParam, int pickCount,
int BattleItemClientPickupType);// 0x2d59074
--------------------------------
Class: PickUpWrapperActor.UAENetActor.Actor.Object
float NetCullDistanceSquaredRate;//[Offset: 0x3cc , Size: 4]
bool DestroyStaticMesh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3d0 , Size: 1]
ItemDefineID DefineID;//[Offset: 0x3d8 , Size: 24]
int Count;//[Offset: 0x3f0 , Size: 4]
bool bCanBePickUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3f4 , Size: 1]
bool bHasBeenPickedUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3f5 , Size: 1]
bool bIsInBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3f6 ,
Size: 1]
FString[] ForbitPickPlayerNameList;//[Offset: 0x3f8 , Size: 16]
bool bIsInAirDropBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x408 , Size: 1]
bool bDropedByPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x409 , Size: 1]
FName OwnerName;//[Offset: 0x410 , Size: 8]
uint32 OwnerUniqueID;//[Offset: 0x418 , Size: 4]
Vector AttachedRelLoc;//[Offset: 0x41c , Size: 12]
Actor* AttachedActor;//[Offset: 0x428 , Size: 8]
BattleItemAdditionalData[] SavedAdditionalDataList;//[Offset: 0x430 , Size:
16]
bool bIsTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x440 , Size: 1]
float TrainingModePickUpColdCD;//[Offset: 0x444 , Size: 4]
float PickUpColdCountDown;//[Offset: 0x448 , Size: 4]
float TrainingModeDropLifeTime;//[Offset: 0x470 , Size: 4]
bool IsTrainModeSingleCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x474 , Size: 1]
float SingleTrainingModePickUpColdCD;//[Offset: 0x478 , Size: 4]
ItemSpotSceneComponent* ItemSpotSceneComponent;//[Offset: 0x480 , Size: 8]
FString ItemValue;//[Offset: 0x488 , Size: 16]
FString ItemCategory;//[Offset: 0x498 , Size: 16]
bool bRepeatGenerateItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4a8 , Size: 1]
bool bForceNotRespawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4a9 , Size: 1]
delegate OnWrapperPickedUp;//[Offset: 0x4b0 , Size: 16]
StaticMeshComponent* PickupMesh;//[Offset: 0x4c8 , Size: 8]
STExtraBaseCharacter* TargetPlayer;//[Offset: 0x4d0 , Size: 8]
int ObjectPoolSize;//[Offset: 0x4d8 , Size: 4]
bool ObjectPoolEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4dc , Size: 1]
bool bShowDropEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4dd , Size: 1]
int InBoxEffectDurationTime;//[Offset: 0x4e0 , Size: 4]
FString EffectPath;//[Offset: 0x4e8 , Size: 16]
FString DurationTime;//[Offset: 0x4f8 , Size: 16]
int ItemID;//[Offset: 0x508 , Size: 4]
Color DefaultColor;//[Offset: 0x50c , Size: 4]
ParticleSystemComponent* EffectComponent;//[Offset: 0x538 , Size: 8]
SoftObjectPath PickUpEffectPath;//[Offset: 0x540 , Size: 24]
UAENetDriver* NetDriver;//[Offset: 0x558 , Size: 8]
int SpotDataIndex;//[Offset: 0x564 , Size: 4]
void UpdateAdditionalDataListOnServerAfterSpawn(BattleItemAdditionalData[]
DataList);// 0x2d5cfac
FString ToDetailString();// 0x2d5cf00
void ShowMesh(bool bShow);// 0x2d5ce7c
void ShowActor();// 0x2d5ce68
void SetDefineIDWhenDroped(out const ItemDefineID DID);// 0x2d5cdd8
void SetDefineID(out const ItemDefineID DID);// 0x2d5cd48
void SetCountOnServerAfterSpawn(int _Count);// 0x2d5cccc
void SetActorToGround(Actor* IgnoreActor);// 0x2d5cc1c
void ServerResetShowActor();// 0x2d5cc08
void RPC_Broadcast_NotifyAllClientsModifySavedAdditionalDataList(const
BattleItemAdditionalData[] DataList);// 0x2d5cacc
void RPC_Broadcast_NotifyAllClientsHideActorForSomeTime(float Time);//
0x2d5ca1c
void OnRep_PickUpColdCountDown();// 0x2d5ca08
void OnRep_AttachmentReplication();// 0x2d5c9ec
void OnRep_AttachedActor();// 0x2d5c9d8
void ModifyData(int _Count);// 0x2d5c95c
void MarkPlayerPlayerInfoByDropped(STExtraBaseCharacter* InDroppedPlayer);//
0x2d5c8e0
void MarkIsDropedByPlayerOnServer(bool Ret, Actor* AttachTarget);// 0x2d5c818
bool IsCanPickup(out const ItemDefineID InItemID, STExtraBaseCharacter*
InFirstPlayer);// 0x2d5c72c
void InitData(ItemSpotSceneComponent* Component, int ItemCount, FString
Value, FString Category, bool RepeatGenerateItem);// 0x2d5c440
bool HasWrapperContainsAttachment(int AttachmentID);// 0x2d5c3a8
StaticMeshComponent* GetPickupMesh();// 0x2d5c374
int GetNetGUIDOffsetValue();// 0x2d5c340
PickUpItemData[] GetDataList();// 0x2d5c2d4
void ForceNetUpdate();// 0x2d5c2b8
void FinishPickedUp(Actor* OwnerTarget, int AdditionalParam, int pickCount,
int BattleItemClientPickupType);// 0x2d5c184
void ColdTimeCountDown();// 0x2d5c170
void ClientResetShowActor();// 0x2d5c15c
bool CheckPickUpDataIsWeapon();// 0x2d5c124
void BroadcastResetShowActor();// 0x2d5c0c4
void BroadcastDataToAllClients(int Count_New);// 0x2d5c014
void AsyncLoadPickUpEffectDone(bool bFirstCreate);// 0x2d5bf90
void AddAdditionalDataListOnServerAfterSpawn(BattleItemAdditionalData[]
DataList);// 0x2d5bdbc
--------------------------------
Class: UAENetActor.Actor.Object
int iRegionActor;//[Offset: 0x3a0 , Size: 4]
--------------------------------
Class: PickUpItemData
ItemDefineID ID;//[Offset: 0x0 , Size: 24]
int Count;//[Offset: 0x18 , Size: 4]
BattleItemAdditionalData[] AdditionalDataList;//[Offset: 0x20 , Size: 16]
int InstanceID;//[Offset: 0x30 , Size: 4]
--------------------------------
Class:
ItemSpotSceneComponent.SpotSceneComponent.ItemSceneComponent.SceneComponent.ActorCo
mponent.Object
int AIGroupID;//[Offset: 0x2e0 , Size: 4]
bool bForceSpawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e4
, Size: 1]
byte SpotGroupType;//[Offset: 0x2e6 , Size: 1]
float RepeatGenerateItemCD;//[Offset: 0x2e8 , Size: 4]
ItemGeneratorComponent* ItemGenerator;//[Offset: 0x2f0 , Size: 8]
ItemGenerateSpawnClass[] AllItems;//[Offset: 0x2f8 , Size: 16]
GroupSpotSceneComponent* GroupSpotSceneComponent;//[Offset: 0x308 , Size: 8]
<FString,int> CacheItemValeCategory;//[Offset: 0x310 , Size: 80]
Actor*[] CacheItems;//[Offset: 0x360 , Size: 16]
void SetSpotProperty(int CompositionID, byte GroupType,
ItemGeneratorComponent* Generator, out const SpotTypeProperty Property,
GroupSpotSceneComponent* Component, bool RepeatGenerateItem);// 0x33d6d8c
void RepeatSpotProperty(out const SpotTypeProperty Property);// 0x33d6ce0
bool GenerateSpot();// 0x33d6ca0
void GenerateItems(out ItemGenerateSpawnClass[] AllItemClass);// 0x33d6b9c
void DoPickUp(FString ItemValue, FString ItemCategory);// 0x33d698c
int CountCacheItemValeCategory();// 0x33d6958
void ClearCacheItems();// 0x33d6944
--------------------------------
Class: SpotSceneComponent.ItemSceneComponent.SceneComponent.ActorComponent.Object
byte SpotType;//[Offset: 0x2c9 , Size: 1]
int WorldCompositionID;//[Offset: 0x2cc , Size: 4]
float HalfHeight;//[Offset: 0x2d0 , Size: 4]
int SpotProbability;//[Offset: 0x2d4 , Size: 4]
float LineOffsetZ;//[Offset: 0x2d8 , Size: 4]
bool bRepeatGenerateItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2dc , Size: 1]
bool bIsSpotValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2dd , Size: 1]
void SetSpotValid(bool Valid);// 0x33e8288
bool LineTraceSingle(Object* WorldContextObject, const Vector Start, const
Vector End, bool bTraceComplex, out const Actor*[] ActorsToIgnore, out HitResult
OutHit, bool bIgnoreSelf);// 0x33e7ff8
bool IsSpotValid();// 0x33e7fb8
FString GetRandomCategory(out const SpotWeight[] SpotWeights);// 0x33e7e2c
bool GenerateSpot();// 0x33e7dec
Actor* GenerateActor(class Object ActorClass, out Vector ActorLocation, out
Rotator ActorRotator, enum SpawnActorCollisionHandlingMethod);// 0x33e7c7c
--------------------------------
Class: ItemSceneComponent.SceneComponent.ActorComponent.Object
--------------------------------
Class:
ItemGeneratorComponent.BaseGeneratorComponent.ItemActorComponent.ActorComponent.Obj
ect
Vector ItemGenerateOffset;//[Offset: 0x1f8 , Size: 12]
byte BornIslandGroupType;//[Offset: 0x204 , Size: 1]
bool bStatisticsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x205 , Size: 1]
ItemGenerateStatisticsData ItemStatisticsData;//[Offset: 0x208 , Size: 272]
<FString> IgnoreItemClassPathSet;//[Offset: 0x318 , Size: 80]
SpotGroupProperty[] SpotGroupPropertys;//[Offset: 0x368 , Size: 16]
bool UseSpotGroupPropertysEx;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x378 , Size: 1]
bool UseAreaID;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x379 ,
Size: 1]
FString[] AreaIDList;//[Offset: 0x380 , Size: 16]
SpotGroupProperty[] SpotGroupPropertysEx;//[Offset: 0x390 , Size: 16]
<byte,SpotGroupProperty> SpotGroupPropertysDic;//[Offset: 0x3a0 , Size: 80]
SpotGroupProperty DefaultSpotGroupProperty;//[Offset: 0x3f0 , Size: 40]
CurveFloat* SpotRateCurve;//[Offset: 0x418 , Size: 8]
CurveFloat* ItemRateCurve;//[Offset: 0x420 , Size: 8]
<FString,float> CategoryRates;//[Offset: 0x428 , Size: 80]
<FString,ItemGenerateSpawnDataArray> ItemGenerateSpawnDatas;//[Offset:
0x478 , Size: 80]
Actor*[] BornIslandItems;//[Offset: 0x4c8 , Size: 16]
ItemGroupSpotSceneComponent*[] AllValidGroups;//[Offset: 0x4d8 , Size: 16]
bool bIsGenerateBornIslandItems;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x4e8 , Size: 1]
bool bIsGenerateMainlandItems;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4e9 , Size: 1]
bool bIsGenerateWorldTileItems;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4ea , Size: 1]
DateTime GenerateBornIslandTime;//[Offset: 0x4f0 , Size: 8]
DateTime GenerateMainlandTime;//[Offset: 0x4f8 , Size: 8]
bool bUseLocalSpotFile;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x500 , Size: 1]
RepeatItemSpotData[] AllRepeatItemSpotData;//[Offset: 0x558 , Size: 16]
ItemGenerateSpawnClass[] AllItemSpotDataToTick;//[Offset: 0x578 , Size: 16]
FString CookedBandFilePath;//[Offset: 0x5d8 , Size: 16]
bool bIsAreaItemLimit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x638 , Size: 1]
AreaItemsLimitEdit[] AreaItemsLimit;//[Offset: 0x640 , Size: 16]
<RegionID,AreaItemsLimit> AreaItemsLimitMaps;//[Offset: 0x650 , Size: 80]
void WriteItemSpotStatisticsDatas();// 0x33d4e9c
void WriteItemClassStatisticsDatas_V15();// 0x33d4e88
void WriteItemClassStatisticsDatas();// 0x33d4e74
void WriteGroupStatisticsDatas();// 0x33d4e60
void WriteBuildingStatisticsDatas();// 0x33d4e4c
void WriteAreaItemStatisticsDatas();// 0x33d4e38
void WriteAllStatisticsDatasToLog();// 0x33d4e1c
void WriteAllStatisticsDatas();// 0x33d4e00
void SetCatetoryRate(<FString,float> Rates);// 0x33d4ca8
void RegisterItemGenerateSpawnData(ItemGenerateSpawnData Data);// 0x33d4be0
void RegisterBornIslandItem(Actor* Item);// 0x33d4b5c
ItemGroupSpotSceneComponent* RandomSingleGroup(out GroupSpotSceneComponent*[]
Groups, out const SpotGroupProperty GroupProperty);// 0x33d49cc
ItemGenerateSpawnData RandomItemGenerateSpawnData(out ItemGenerateSpawnData[]
Items);// 0x33d47bc
void RandomGroupsByType(out const SpotGroupProperty GroupProperty);//
0x33d46ac
void RandomGroups();// 0x33d4690
void RandomBornIslandGroups();// 0x33d4674
void LoadItemGenerateTable();// 0x33d4658
bool IsCatetoryEnabled();// 0x33d4620
void InitCatetorys();// 0x33d460c
void InitCategoryEx();// 0x33d45f8
SpotGroupProperty GetSpotGroupPropertyByGroupType(byte SpotGroupType);//
0x33d44ac
bool GetRandomItemClassArray(out FString Value, out FString Category, out
ItemGenerateSpawnClass[] Results, bool RepeatGenerateItem, ItemSpotSceneComponent*
SpotComponent);// 0x33d4214
int GetItemDefineID(class Object PickUpClass);// 0x37db6c4
float GetCatetoryRate(FString Catetory);// 0x33d415c
void GenerateSpotOnTick(float DeltaTime);// 0x33d40d8
Vector FindASpawnLoc(World* InWorld, const Vector TraceStart);// 0x33d400c
void DeleteValidGroups();// 0x33d3ff8
void DeleteBornIslandItems();// 0x33d3fe4
bool CheckShouldGenerateItem(int ItemID);// 0x33d3f4c
void CheckRecoverItems();// 0x33d3f38
void AddIgnoreItemClassPath(out const FString[] IgnoreItemClassList);//
0x33d3e24
--------------------------------
Class: BaseGeneratorComponent.ItemActorComponent.ActorComponent.Object
bool bWorldTileGenerator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x110 , Size: 1]
bool bModeStateControl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x111 , Size: 1]
int GenerateSpotCountPerTick;//[Offset: 0x114 , Size: 4]
FString ItemTableName;//[Offset: 0x118 , Size: 16]
UAEDataTable* ItemTable;//[Offset: 0x128 , Size: 8]
bool IsWriteStatisticsToLog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x130 , Size: 1]
<byte,GroupSpotComponentArray> AllGroupSpots;//[Offset: 0x138 , Size: 80]
SpotSceneComponent*[] AllSpotsToTick;//[Offset: 0x188 , Size: 16]
<int,WorldTileSpotArray> WorldTileSpots;//[Offset: 0x198 , Size: 80]
FString CookedFilePath;//[Offset: 0x1e8 , Size: 16]
void RegisterWorldTileSpot(SpotSceneComponent* Spot);// 0x33af000
void RegisterSpotComponentToTick(SpotSceneComponent* SpotComponent);//
0x33aef7c
void RegisterGroupSpotComponent(GroupSpotSceneComponent*
GroupSpotComponent);// 0x33aeef8
FString GetRandomCategory(out const SpotWeight[] SpotWeights);// 0x33aed6c
void GeneratorWorldTileSpots(out WorldTileSpotArray SpotArray);// 0x33aecb0
void GenerateSpots();// 0x33aec94
void GenerateSpotOnTick(float DeltaTime);// 0x33aec10
Actor* GeneratePickupActor(class Object ActorClass, out Vector ActorLocation,
out Rotator ActorRotator, enum SpawnActorCollisionHandlingMethod,
ItemGenerateSpawnClass ItemData);// 0x33ae9dc
void CheckTileLevelsVisible();// 0x33ae9c8
--------------------------------
Class: ItemActorComponent.ActorComponent.Object
--------------------------------
Class: ItemGenerateStatisticsData
int AllGroupSpotCount;//[Offset: 0x0 , Size: 4]
int AllValidGroupSpotCount;//[Offset: 0x4 , Size: 4]
int AllSpotCount;//[Offset: 0x8 , Size: 4]
int AllValidSpotCount;//[Offset: 0xc , Size: 4]
<byte,ItemGroupStatisticsData> GroupStatisticsData;//[Offset: 0x10 , Size:
80]
<FString,BuildingStatisticsData> BuildingStatisticsData;//[Offset: 0x60 ,
Size: 80]
<FString,ItemClassStatisticsData> ItemStatisticsData;//[Offset: 0xb0 , Size:
80]
AreaItemStatisticsData[] AreaItemStatisticsData;//[Offset: 0x100 , Size: 16]
--------------------------------
Class: ItemGroupStatisticsData.TableRowBase
byte SpotGroupType;//[Offset: 0x8 , Size: 1]
int AllGroupSpotCount;//[Offset: 0xc , Size: 4]
int AllValidGroupSpotCount;//[Offset: 0x10 , Size: 4]
int AllSpotCount;//[Offset: 0x14 , Size: 4]
int AllValidSpotCount;//[Offset: 0x18 , Size: 4]
--------------------------------
Class: BuildingStatisticsData.TableRowBase
FString BuildingName;//[Offset: 0x8 , Size: 16]
float BuildingLocationX;//[Offset: 0x18 , Size: 4]
float BuildingLocationY;//[Offset: 0x1c , Size: 4]
int AllGroupSpotCount;//[Offset: 0x20 , Size: 4]
int AllValidGroupSpotCount;//[Offset: 0x24 , Size: 4]
int AllSpotCount;//[Offset: 0x28 , Size: 4]
int AllValidSpotCount;//[Offset: 0x2c , Size: 4]
<byte,ItemSpotStatisticsData> SpotStatisticsData;//[Offset: 0x30 , Size: 80]
--------------------------------
Class: ItemSpotStatisticsData.TableRowBase
byte SpotType;//[Offset: 0x8 , Size: 1]
int AllSpotCount;//[Offset: 0xc , Size: 4]
int AllValidSpotCount;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: ItemClassStatisticsData.TableRowBase
FString ItemPath;//[Offset: 0x8 , Size: 16]
bool bValidPath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18 ,
Size: 1]
int ItemCount;//[Offset: 0x1c , Size: 4]
FString ItemTogetherPath;//[Offset: 0x20 , Size: 16]
int ItemTogetherCount;//[Offset: 0x30 , Size: 4]
bool bValidTogetherPath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x34 , Size: 1]
--------------------------------
Class: AreaItemStatisticsData.TableRowBase
FString ItemName;//[Offset: 0x8 , Size: 16]
int UId;//[Offset: 0x18 , Size: 4]
int ItemID;//[Offset: 0x1c , Size: 4]
int GroupType;//[Offset: 0x20 , Size: 4]
int SpotType;//[Offset: 0x24 , Size: 4]
FString AreaName;//[Offset: 0x28 , Size: 16]
Vector Location;//[Offset: 0x38 , Size: 12]
float X;//[Offset: 0x44 , Size: 4]
float Y;//[Offset: 0x48 , Size: 4]
int GameTime;//[Offset: 0x4c , Size: 4]
--------------------------------
Class: SpotGroupProperty
byte SpotGroupType;//[Offset: 0x0 , Size: 1]
int SpotGroupPercent;//[Offset: 0x4 , Size: 4]
SpotTypeProperty[] SpotTypeProperties;//[Offset: 0x8 , Size: 16]
bool bRepeatGenerateItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x18 , Size: 1]
float RepeatGenerateItemCDMin;//[Offset: 0x1c , Size: 4]
float RepeatGenerateItemCDMax;//[Offset: 0x20 , Size: 4]
--------------------------------
Class: SpotTypeProperty
byte SpotType;//[Offset: 0x0 , Size: 1]
int SpotPercentMin;//[Offset: 0x4 , Size: 4]
int SpotPercentMax;//[Offset: 0x8 , Size: 4]
int SpotPercentDot;//[Offset: 0xc , Size: 4]
int ItemPerSpotMin;//[Offset: 0x10 , Size: 4]
int ItemPerSpotMax;//[Offset: 0x14 , Size: 4]
SpotWeight[] WeightsPerValue;//[Offset: 0x18 , Size: 16]
SpotWeight[] WeightsPerCategory;//[Offset: 0x28 , Size: 16]
--------------------------------
Class: SpotWeight
FString Name;//[Offset: 0x0 , Size: 16]
int Weight;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: UAEDataTable.DataTable.Object
<FString,Property*> NameToProperty;//[Offset: 0x90 , Size: 80]
--------------------------------
Class: GroupSpotComponentArray
byte GroupType;//[Offset: 0x0 , Size: 1]
GroupSpotSceneComponent*[] AllGroupComponents;//[Offset: 0x8 , Size: 16]
--------------------------------
Class:
GroupSpotSceneComponent.ItemSceneComponent.SceneComponent.ActorComponent.Object
byte GroupType;//[Offset: 0x2c9 , Size: 1]
bool bNearItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2ca ,
Size: 1]
int WorldCompositionID;//[Offset: 0x2cc , Size: 4]
float LastGenerateItemTime;//[Offset: 0x2d0 , Size: 4]
float GenerateItemTimeCD;//[Offset: 0x2d4 , Size: 4]
bool bPickup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d8 ,
Size: 1]
bool bRepeatGenerateItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2d9 , Size: 1]
bool bIsValidGroup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2da , Size: 1]
void SetGroupValid(bool Valid);// 0x33d17e8
bool IsValidGroup();// 0x33d17a8
int FindWorldCompositionID();// 0x33d1774
void DoPickUp();// 0x33d1760
--------------------------------
Class: ItemGenerateSpawnDataArray
FString ValueCatetory;//[Offset: 0x0 , Size: 16]
ItemGenerateSpawnData[] AllGenerateSpawnDatas;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: ItemGenerateSpawnData
int KeyID;//[Offset: 0x0 , Size: 4]
FString ItemValue;//[Offset: 0x8 , Size: 16]
FString ItemCategory;//[Offset: 0x18 , Size: 16]
int ItemWeight;//[Offset: 0x28 , Size: 4]
FString ItemPath;//[Offset: 0x30 , Size: 16]
int ItemStackCount;//[Offset: 0x40 , Size: 4]
FString ItemTogetherPath;//[Offset: 0x48 , Size: 16]
int ItemTogetherStackCount;//[Offset: 0x58 , Size: 4]
int ItemTogetherCountMin;//[Offset: 0x5c , Size: 4]
int ItemTogetherCountMax;//[Offset: 0x60 , Size: 4]
--------------------------------
Class:
ItemGroupSpotSceneComponent.GroupSpotSceneComponent.ItemSceneComponent.SceneCompone
nt.ActorComponent.Object
ItemGeneratorComponent* ItemGenerator;//[Offset: 0x2e0 , Size: 8]
ItemSpotSceneComponent*[] SpotsCacheCur;//[Offset: 0x2e8 , Size: 16]
ItemSpotSceneComponent*[] SpotsCacheAll;//[Offset: 0x2f8 , Size: 16]
void SetGroupProperty(ItemGeneratorComponent* Generator, out const
SpotGroupProperty Property);// 0x33d6400
void RepeatSpots();// 0x33d63ec
void RepeatSingleSpot(ItemSpotSceneComponent* Spot);// 0x33d6370
void RandomSpotByType(byte SpotType, out ItemSpotSceneComponent*[] AllSpots,
out const SpotTypeProperty Property);// 0x33d6200
void RandomSingleSpot(out ItemSpotSceneComponent*[] Spots, out const
SpotTypeProperty Property);// 0x33d60d4
float RandomRepeatGenerateItemCD(out const SpotGroupProperty
GroupProperty);// 0x33d5fbc
--------------------------------
Class: RepeatItemSpotData
float RepeatGenerateCD;//[Offset: 0xb8 , Size: 4]
int64 LastGenerateItemTime;//[Offset: 0xc0 , Size: 8]
<FString,int> CacheItemValeCategory;//[Offset: 0xc8 , Size: 80]
--------------------------------
Class: ItemGenerateSpawnClass
int ID;//[Offset: 0x0 , Size: 4]
class Object* ItemClass;//[Offset: 0x8 , Size: 8]
int ItemCount;//[Offset: 0x10 , Size: 4]
FString MetaData;//[Offset: 0x18 , Size: 16]
FString ItemValue;//[Offset: 0x28 , Size: 16]
FString ItemCategory;//[Offset: 0x38 , Size: 16]
bool bRepeatGenerateItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x48 , Size: 1]
Actor* HostActor;//[Offset: 0x88 , Size: 8]
Actor* AttachedActor;//[Offset: 0x90 , Size: 8]
--------------------------------
Class: AreaItemsLimitEdit
int AreaX;//[Offset: 0x0 , Size: 4]
int AreaY;//[Offset: 0x4 , Size: 4]
GenerateItemLimit[] ItemsMaxLimitEdit;//[Offset: 0x8 , Size: 16]
GenerateItemLimit[] ItemsMinLimitEdit;//[Offset: 0x18 , Size: 16]
--------------------------------
Class: GenerateItemLimit
int ItemID;//[Offset: 0x0 , Size: 4]
int ItemNum;//[Offset: 0x4 , Size: 4]
FString WrapperPath;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: AreaItemsLimit
RegionID RegionID;//[Offset: 0x0 , Size: 12]
bool IsBeginGenerateItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xc , Size: 1]
bool IsCheckRecoverItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xd , Size: 1]
Vector[] AvailablePosi;//[Offset: 0x10 , Size: 16]
<int,AreaItemsNum> ItemsMaxLimit;//[Offset: 0x20 , Size: 80]
<int,AreaItemsNum> ItemsMinLimit;//[Offset: 0x70 , Size: 80]
--------------------------------
Class: AreaItemsNum
int LimitNum;//[Offset: 0x0 , Size: 4]
int CurNum;//[Offset: 0x4 , Size: 4]
FString WrapperPath;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: WorldTileSpotArray
int WorldCompositionID;//[Offset: 0x0 , Size: 4]
SpotSceneComponent*[] AllSpotComponents;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: UAENetDriver.IpNetDriver.NetDriver.Object
float NetCullChangeTime;//[Offset: 0x674 , Size: 4]
bool bEnableCollectNetStats;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x678 , Size: 1]
bool bEnableResetNetStats;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x679 , Size: 1]
--------------------------------
Class: IpNetDriver.NetDriver.Object
bool LogPortUnreach;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x5e8 , Size: 1]
bool AllowPlayerPortUnreach;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x5e8 , Size: 1]
uint32 MaxPortCountToTry;//[Offset: 0x5ec , Size: 4]
uint32 ServerDesiredSocketReceiveBufferBytes;//[Offset: 0x608 , Size: 4]
uint32 ServerDesiredSocketSendBufferBytes;//[Offset: 0x60c , Size: 4]
uint32 ClientDesiredSocketReceiveBufferBytes;//[Offset: 0x610 , Size: 4]
uint32 ClientDesiredSocketSendBufferBytes;//[Offset: 0x614 , Size: 4]
bool bResolveRemoteHostOnRecreateSocket;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x670 , Size: 1]
bool bContinueProcessWhenReceiveEmptyPackets;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x671 , Size: 1]
--------------------------------
Class: AirDropBoxGenerateWrapperItemData
class Actor* WrapperClass;//[Offset: 0x0 , Size: 8]
int Count;//[Offset: 0x8 , Size: 4]
--------------------------------
Class:
STExtraAnimInstance.STExtraAnimInstanceBase.STPawnAnimInstanceBase.AnimInstance.Obj
ect
STExtraAnimInstanceProxy Proxy;//[Offset: 0x690 , Size: 1264]
bool CanDumpThisAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xb80 , Size: 1]
Rotator OwnerAimRotation;//[Offset: 0xb84 , Size: 12]
Rotator C_SightAngledRotOffset;//[Offset: 0xb90 , Size: 12]
bool C_bIsAngledOpticalSight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xb9c , Size: 1]
bool C_MovingOnGround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xb9d , Size: 1]
bool C_MovingOnGroundAndMovbale;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xb9e , Size: 1]
bool C_IsSwimUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xb9f , Size: 1]
bool C_ReloadProne;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xba0 , Size: 1]
bool C_IsObstructed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xba1 , Size: 1]
bool C_IsGrenadeModeHigh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xba2 , Size: 1]
bool C_IsWeaponBolting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xba3 , Size: 1]
Rotator SwimRotate;//[Offset: 0xba4 , Size: 12]
bool C_ShouldPauseAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xbb0 , Size: 1]
bool C_IsHealing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbb1
, Size: 1]
float C_SwimSpeed;//[Offset: 0xbb4 , Size: 4]
float C_ProneHandleAlpha;//[Offset: 0xbb8 , Size: 4]
bool C_IsLeanOutVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xbbc , Size: 1]
float LeftHandShouldNotIKAlpha;//[Offset: 0xbc0 , Size: 4]
bool C_SkipOpenParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xbc4 , Size: 1]
byte C_SeatSpecialType;//[Offset: 0xbc5 , Size: 1]
int WeaponReloadSlotIndex;//[Offset: 0xbc8 , Size: 4]
bool C_IsDoingPickUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xbcc , Size: 1]
bool C_IsDoingReaload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xbcd , Size: 1]
float NeckTurnUILeftAngle;//[Offset: 0xbd0 , Size: 4]
float NeckTurnUIRightAngle;//[Offset: 0xbd4 , Size: 4]
float NeckTurnUIUPAngle;//[Offset: 0xbd8 , Size: 4]
float NeckTurnUIDownAngle;//[Offset: 0xbdc , Size: 4]
float NeckNotTurnAngle;//[Offset: 0xbe0 , Size: 4]
float NeckMapAngleDefault_Horizon;//[Offset: 0xbe4 , Size: 4]
float NeckMapAngleDefault_Portrait;//[Offset: 0xbe8 , Size: 4]
float NeckMapAngleLeft;//[Offset: 0xbec , Size: 4]
float NeckMapAngleRight;//[Offset: 0xbf0 , Size: 4]
float NeckMapAngleUp;//[Offset: 0xbf4 , Size: 4]
float NeckMapAngleDown;//[Offset: 0xbf8 , Size: 4]
float NeckMapCrouchAngleDefault_Horizon;//[Offset: 0xbfc , Size: 4]
float NeckMapCrouchAngleDefault_Portrait;//[Offset: 0xc00 , Size: 4]
float NeckMapCrouchAngleLeft;//[Offset: 0xc04 , Size: 4]
float NeckMapCrouchAngleRight;//[Offset: 0xc08 , Size: 4]
float NeckMapCrouchAngleUp;//[Offset: 0xc0c , Size: 4]
float NeckMapCrouchAngleDown;//[Offset: 0xc10 , Size: 4]
float NeckTurnSpeed;//[Offset: 0xc14 , Size: 4]
byte C_ParachuteState;//[Offset: 0xc18 , Size: 1]
Rotator C_HeadRotOffset;//[Offset: 0xc1c , Size: 12]
Rotator DeltaViewOffset;//[Offset: 0xc28 , Size: 12]
bool C_UseFlareGun;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xc34 , Size: 1]
bool C_ShouldAdditiveFlare;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xc35 , Size: 1]
bool C_ShouldAdditiveForegripObstructed;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xc36 , Size: 1]
bool C_ShouldPlayObstructedAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xc37 , Size: 1]
bool C_IsFPPMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc38
, Size: 1]
float C_HoldingShieldAlpha;//[Offset: 0xc3c , Size: 4]
float C_HoldingShieldAdditive;//[Offset: 0xc40 , Size: 4]
BlendSpace* C_ObstructedAnim;//[Offset: 0xc48 , Size: 8]
AnimSequence* C_ShieldAddtive;//[Offset: 0xc50 , Size: 8]
AnimMontage* C_RevivalMontage;//[Offset: 0xc58 , Size: 8]
BlendSpace* C_BSFreeFalling;//[Offset: 0xc60 , Size: 8]
BlendSpace* C_BSFreeFalling_Turn;//[Offset: 0xc68 , Size: 8]
AnimSequence* C_FreeFalling_Shake;//[Offset: 0xc70 , Size: 8]
BlendSpace* C_BSParachute;//[Offset: 0xc78 , Size: 8]
AnimSequence* C_ParachuteEnter;//[Offset: 0xc80 , Size: 8]
AnimSequence* C_ParachuteLand;//[Offset: 0xc88 , Size: 8]
AnimMontage* C_FreeFallingStartMontage;//[Offset: 0xc90 , Size: 8]
bool bIsHelicoptorDirver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xc99 , Size: 1]
Vector C_MoveDirExt;//[Offset: 0xc9c , Size: 12]
Rotator r_C_OwnerAimRotation_SUB_C_OwnerRotation;//[Offset: 0xca8 , Size: 12]
Rotator r_C_OwnerAimRotation_SUB_C_OwnerRotation_Yaw;//[Offset: 0xcb4 , Size:
12]
Rotator r_C_ComponentRotationRelToControlRotation;//[Offset: 0xcc0 , Size:
12]
bool b_C_IsOnVehicle_AND_C_IsCastingGenerate;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xccc , Size: 1]
bool b_C_PoseType_EQ_Prone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xccd , Size: 1]
bool b_C_Move_OR_C_IsOnVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xcce , Size: 1]
bool b_OnVehicle_LeanOut_NarrowSeat_Reload;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xccf , Size: 1]
bool b_OnVehicle_LeanOut_SwitchWeapon;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xcd0 , Size: 1]
bool b_C_ParachuteState_EQ_FreeFall;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xcd1 , Size: 1]
bool b_C_ParachuteState_NEQ_FreeFall;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xcd2 , Size: 1]
bool b_C_ParachuteState_EQ_Landing;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xcd3 , Size: 1]
bool b_C_ParachuteState_FreeFallShake;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xcd4 , Size: 1]
bool b_UnarmedFallingToRifleFallLandingHard;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xcd5 , Size: 1]
bool b_UnarmedFallingToRifleCombatFallLanding;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xcd6 , Size: 1]
bool b_C_LastMovementMode_EQ_Falling;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xcd7 , Size: 1]
bool b_C_LastMovementMode_NEQ_Falling;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xcd8 , Size: 1]
bool b_C_LastMovementMode_NEQ_Falling_OR_HoldGrenade;//(ByteOffset: 0,
ByteMask: 1, FieldMask: 255)[Offset: 0xcd9 , Size: 1]
float f_C_MoveVelocity_Div_SwimSpeed_X;//[Offset: 0xcdc , Size: 4]
float f_C_MoveVelocity_Div_SwimSpeed_Y;//[Offset: 0xce0 , Size: 4]
bool b_C_NotUseGeneralHeadAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xce4 , Size: 1]
bool b_C_MoveVelocity_Turning_NotScoping;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xce5 , Size: 1]
bool b_C_MoveVelocity_SightSlow_High;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xce6 , Size: 1]
bool b_C_MoveVelocity_SightSlow_Low;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xce7 , Size: 1]
bool b_C_DoingPickup_Or_DoingReload;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xce8 , Size: 1]
enum[] DisallowedEyeRotationWithHeadList;//[Offset: 0xcf0 , Size: 16]
float C_LeanOut_AimAngle;//[Offset: 0xd00 , Size: 4]
float LeanOutL_AimAngle;//[Offset: 0xd08 , Size: 4]
float LeanOutR_AimAngle;//[Offset: 0xd0c , Size: 4]
bool bIsLandingHard;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xd10 , Size: 1]
bool bForcePlayMontage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xd38 , Size: 1]
bool bEnableStanbyAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xd3a , Size: 1]
bool bEnableArmedStandbyAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xd3b , Size: 1]
float EnableArmedStandbyAnimPitchMin;//[Offset: 0xd3c , Size: 4]
float EnableArmedStandbyAnimPitchMax;//[Offset: 0xd40 , Size: 4]
float StandbyAnimTimeInterval;//[Offset: 0xd44 , Size: 4]
enum[] StandbyAnimPawnStateExclusion;//[Offset: 0xd48 , Size: 16]
int[] ColdGameModeIDList;//[Offset: 0xd58 , Size: 16]
enum[] StandbyGameModeType;//[Offset: 0xd68 , Size: 16]
bool bIsPlayRandomAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xd78 , Size: 1]
void TryToFireFlareGun();// 0x2dff940
void TryPlayStandbyAnim();// 0x2dff92c
bool ShouldDestoryParachuteAnimAsset();// 0x2dff8f4
void SetVelocityZFactor(float NewFactor);// 0x2dff878
void SetC_ViewRotation(Rotator NewRotator, float DeltaTime);// 0x2dff7b8
void PostCacheParamList(float DeltaSeconds);// 0x37db6c4
void PendingKillParachuteAnim(Object* InObject);// 0x2dff73c
void OnEmoteAnimFinished(int EmoteIndex, int StopReason);// 0x2dff688
void InterrupteStandbyAnim(STExtraBaseCharacter* SelfRef);// 0x2dff60c
void DumpAllProperties();// 0x2dff5f8
void DumpAllAnimInstancesInThisWorld();// 0x2dff5e4
void ClearStandbyAnimState();// 0x2dff5d0
void ClearParachuteAnimVars();// 0x2dff5bc
AnimParamList CacheParamList(float DeltaSeconds);// 0x2dff480
void CacheParachuteAnimVars(bool bForceRefresh);// 0x2dff3fc
Object* CacheParachuteAnimVar_Internal(int ParachuteAnimType, class Object
TargetClass);// 0x2dff334
PlayerAnimList CacheAnimVarList();// 0x2dff244
void AsyncAnimStandbyCallback(AnimationAsset* retAsset);// 0x2dff1c8
--------------------------------
Class: STExtraAnimInstanceBase.STPawnAnimInstanceBase.AnimInstance.Object
bool C_Move;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c1 ,
Size: 1]
bool C_MovementChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3c2 , Size: 1]
bool C_IsTurning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c3
, Size: 1]
bool C_Scoping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c4 ,
Size: 1]
bool C_IsJumping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c5
, Size: 1]
bool C_SightSlow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c6
, Size: 1]
bool C_ShouldPlayTurnAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3c7 , Size: 1]
bool C_ShouldSlowMoveAnimX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3c8 , Size: 1]
bool C_ShouldSlowMoveAnimY;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3c9 , Size: 1]
bool C_IdleAddtiveValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3ca , Size: 1]
bool C_IsHoldGrenade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3cb , Size: 1]
bool C_IsGrenadeTypeHigh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3cc , Size: 1]
bool C_IsCastingGenerate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3cd , Size: 1]
bool C_Hurting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ce ,
Size: 1]
bool C_IsPeeking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3cf
, Size: 1]
bool C_IsPistolPeekAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3d0 , Size: 1]
bool b_WalkToUnarmedFalling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3d1 , Size: 1]
bool b_WalkToRifleJumpStationStart;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x3d2 , Size: 1]
bool b_C_IsFallingReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3d3 , Size: 1]
bool b_Move_PistolOrRifleGun;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3d4 , Size: 1]
bool b_C_PeekFrameRate_NEQ;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3d5 , Size: 1]
bool b_C_PeekFrameRate_NEQ_0_OR_C_IsPeeking;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x3d6 , Size: 1]
bool b_C_PeekFrameRateNEQ0_AND_C_IsPistolPeekAim;//(ByteOffset: 0, ByteMask:
1, FieldMask: 255)[Offset: 0x3d7 , Size: 1]
bool C_IsNearDeathStatus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3d8 , Size: 1]
bool b_WeaponState_EQ_SwitchWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x3d9 , Size: 1]
bool b_WeaponState_NEQ_SwitchWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x3da , Size: 1]
bool b_Crouch_SwitchWeapon_Move;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x3db , Size: 1]
bool C_ForegripAnimValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3dc , Size: 1]
bool C_EnableForegripAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3dd , Size: 1]
bool b_P_AimOffsetActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3de , Size: 1]
bool b_C_PoseType_NEQ_Prone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3df , Size: 1]
bool b_C_LODLevel_Bigger;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3e0 , Size: 1]
bool b_C_LODLevel_Bigger;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3e1 , Size: 1]
bool C_ShouldAdditiveForegrip;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3e2 , Size: 1]
bool C_NoAimOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3e3 , Size: 1]
bool C_ShouldIK;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3e4 , Size: 1]
bool C_IsEnteringNearDeathAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3e5 , Size: 1]
bool C_UseHairAnimDynamics;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3e6 , Size: 1]
bool bWalkToJumpStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3e7 , Size: 1]
bool bJumpStartToWalk;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3e8 , Size: 1]
bool bFallingToLand;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3e9 , Size: 1]
byte C_LODLevel;//[Offset: 0x3ea , Size: 1]
float f_C_MoveVelocityLengthSquard;//[Offset: 0x3ec , Size: 4]
float C_SightSlowBlendStandBaseAlpha;//[Offset: 0x3f0 , Size: 4]
bool b_C_MoveVelocityLengthSquard_Bigger;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x3f4 , Size: 1]
Vector C_MoveVelocityInWorldSpaceReverse;//[Offset: 0x3f8 , Size: 12]
float MoveVelocityLength2D;//[Offset: 0x404 , Size: 4]
byte C_PoseType;//[Offset: 0x408 , Size: 1]
byte C_LastMovementMode;//[Offset: 0x409 , Size: 1]
byte C_WeaponType;//[Offset: 0x40a , Size: 1]
byte C_WeaponHoldType;//[Offset: 0x40b , Size: 1]
byte C_WeaponState;//[Offset: 0x40c , Size: 1]
bool b_C_WeaponState_EQ_Reload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x40d , Size: 1]
float f_C_WeaponState_EQ_Reload;//[Offset: 0x410 , Size: 4]
bool b_C_WeaponState_NEQ_Reload;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x414 , Size: 1]
bool b_C_WeaponState_EQ_PreFire;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x415 , Size: 1]
bool C_IsReloadAnimAdditive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x416 , Size: 1]
bool C_IsOnVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x417 , Size: 1]
float C_IsReloadAnimAdditive_Alpha;//[Offset: 0x418 , Size: 4]
float C_CharacterYawRotateRate;//[Offset: 0x41c , Size: 4]
float C_CharacterYawRotateRate_Reverse;//[Offset: 0x420 , Size: 4]
float C_MaxFallingSpeed;//[Offset: 0x424 , Size: 4]
float C_FireAlpha;//[Offset: 0x428 , Size: 4]
float b_WalkAdditiveAlpha;//[Offset: 0x42c , Size: 4]
float f_FallingVelocityZFactor;//[Offset: 0x430 , Size: 4]
float f_C_MoveVelocity_X_FallingZFactor;//[Offset: 0x434 , Size: 4]
float PeekFrameRate;//[Offset: 0x438 , Size: 4]
float PeekSpeed;//[Offset: 0x43c , Size: 4]
float f_C_ViewRotation_IN_C_Scoping;//[Offset: 0x440 , Size: 4]
float C_ForegripAnimParam;//[Offset: 0x444 , Size: 4]
float C_HandleFolderFactor;//[Offset: 0x448 , Size: 4]
float MoveDirParachuteLerpSpeed;//[Offset: 0x44c , Size: 4]
float MoveDirNormalLerpSpeed;//[Offset: 0x450 , Size: 4]
float ScopeVelocityInterpSpeed;//[Offset: 0x454 , Size: 4]
Vector C_MoveVelocity;//[Offset: 0x45c , Size: 12]
Vector C_MoveInputVelocity;//[Offset: 0x468 , Size: 12]
Vector C_MoveInputVelocityUnit;//[Offset: 0x474 , Size: 12]
Vector C_MoveDir;//[Offset: 0x480 , Size: 12]
Vector C_HurtDir;//[Offset: 0x48c , Size: 12]
Vector C_FirstAnimSpine_StandAndCrouch;//[Offset: 0x498 , Size: 12]
Vector C_FirstAnimSpine_Prone;//[Offset: 0x4a4 , Size: 12]
Vector C_FPPStandOffsetLocation;//[Offset: 0x4b0 , Size: 12]
Vector ScopeAimSpine03TranslationModify;//[Offset: 0x4bc , Size: 12]
Rotator ScopeAimSpine03RotationModifiy;//[Offset: 0x4c8 , Size: 12]
Rotator r_C_FPPStandOffsetRotation_half;//[Offset: 0x4d4 , Size: 12]
Rotator r_C_FPPCrouchOffsetRotation_half;//[Offset: 0x4e0 , Size: 12]
Rotator r_C_FPPProneOffsetRotation_half;//[Offset: 0x4ec , Size: 12]
Rotator C_OwnerRotation;//[Offset: 0x4f8 , Size: 12]
Rotator C_ControlRotation;//[Offset: 0x504 , Size: 12]
Rotator C_LastControlRotation;//[Offset: 0x510 , Size: 12]
Rotator C_ViewRotation;//[Offset: 0x51c , Size: 12]
Rotator C_FPPStandOffsetRotation;//[Offset: 0x528 , Size: 12]
Rotator C_FPPCrouchOffsetRotation;//[Offset: 0x534 , Size: 12]
Rotator C_FPPProneOffsetRotation;//[Offset: 0x540 , Size: 12]
Rotator RecoilADSRotation_CP;//[Offset: 0x54c , Size: 12]
Vector C_MoveVelocityInWorldSpace;//[Offset: 0x558 , Size: 12]
Vector C_FPPCrouchOffsetLocation;//[Offset: 0x564 , Size: 12]
Vector C_FPPProneOffsetLocation;//[Offset: 0x570 , Size: 12]
Rotator C_ScopeAimOffsetStand;//[Offset: 0x57c , Size: 12]
CurveFloat* C_FallingIKCurve;//[Offset: 0x588 , Size: 8]
Rotator OwnerRotation;//[Offset: 0x590 , Size: 12]
bool Shoveling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x59c ,
Size: 1]
Rotator ShovelingRotation;//[Offset: 0x5a0 , Size: 12]
float ShovelingRotationoffset;//[Offset: 0x5ac , Size: 4]
Rotator UpShovelingRotationAdd;//[Offset: 0x5b0 , Size: 12]
Rotator FloorRotation;//[Offset: 0x5bc , Size: 12]
byte Role;//[Offset: 0x5c8 , Size: 1]
bool AutonomousProxy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x5c9 , Size: 1]
bool ShovelingToCrouch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x5ca , Size: 1]
bool ShovelMelee;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5cb
, Size: 1]
bool ShovelGenade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x5cc , Size: 1]
AimOffsetBlendSpace* C_AimBlendSpace;//[Offset: 0x5d0 , Size: 8]
BlendSpace* C_MovementBSCache;//[Offset: 0x5d8 , Size: 8]
BlendSpace* C_MovementBSCache_Dest;//[Offset: 0x5e0 , Size: 8]
AnimSequence* C_IdleAddtive;//[Offset: 0x5e8 , Size: 8]
BlendSpace1D* C_FallingBS;//[Offset: 0x5f0 , Size: 8]
AnimSequence* C_JumpStart;//[Offset: 0x5f8 , Size: 8]
AnimSequence* C_LandLight;//[Offset: 0x600 , Size: 8]
AnimSequence* C_LandHeavy;//[Offset: 0x608 , Size: 8]
BlendSpace1D* MovementUpBodyOverride;//[Offset: 0x610 , Size: 8]
AnimSequence* C_TurnAnim;//[Offset: 0x618 , Size: 8]
BlendSpace* C_HitBlendSpace;//[Offset: 0x620 , Size: 8]
BlendSpace1D* C_PeekAnim;//[Offset: 0x628 , Size: 8]
BlendSpace1D* C_ForegripAnim;//[Offset: 0x630 , Size: 8]
AimOffsetBlendSpace* C_PeekAnimLeftRight;//[Offset: 0x638 , Size: 8]
AnimMontage* C_MontageRescue;//[Offset: 0x640 , Size: 8]
AnimMontage* C_MontageDead;//[Offset: 0x648 , Size: 8]
AnimMontage* C_MontageDead_Stand;//[Offset: 0x650 , Size: 8]
AnimMontage* C_MontageDead_Crouch;//[Offset: 0x658 , Size: 8]
AnimMontage* C_MontageDead_Prone;//[Offset: 0x660 , Size: 8]
enum AnimInstanceType;//[Offset: 0x668 , Size: 1]
bool MovementUpBodyOverrideIsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x669 , Size: 1]
float MovementUpBodyBlentWeight;//[Offset: 0x66c , Size: 4]
byte LastPoseTypeCache;//[Offset: 0x670 , Size: 1]
int ForceLODLevel;//[Offset: 0x680 , Size: 4]
void RefreshPeekState();// 0x2e03e28
void PlaySwitchWeaponAnimation(bool bWantsEquip);// 0x2e03da4
void PlayPostReloadWeaponAnimation();// 0x2e03d90
void PlayPostFillGasWeaponAnimation();// 0x2e03d7c
void PlayPlayerDeadAnimation();// 0x2e03d68
void PlayAnimationByEventType(byte Type);// 0x2e03cec
void HandlePlayerWeaponStateChanged(byte NewState);// 0x2e03c68
void HandlePlayerPoseChange(byte LastPose, byte NewPose);// 0x2e03ba8
void HandlePlayerPickUp();// 0x2e03b8c
void HandlePlayerEnterRescueState(bool bBeginRescueing);// 0x2e03b00
void HandlePlayerEnterCallingForRevivalState(bool bBeginCalling);// 0x37db6c4
void HandlePlayerAnimMontagePlayDelegate(AnimMontage* MontageToPlay, bool
bWantsPlay, float PlayRate, FName StartSection, float StartPos);// 0x2e0397c
void HandleOwnerAnimEvent(FName EventMsg);// 0x2e038f8
void HandleAnimPlaySlotAnimDelegate(AnimSequenceBase* AnimSequence, bool
bWantsPlay, FName SlotName, float PlayRate, float blendTime);// 0x2e03778
byte GetRole();// 0x2e03744
void EnableAnimFlag(enum PlayFlag);// 0x2e036c8
void DisableAnimFlag(enum PlayFlag);// 0x2e0364c
--------------------------------
Class: STPawnAnimInstanceBase.AnimInstance.Object
STExtraBaseCharacter* C_OwnerCharacter;//[Offset: 0x3b8 , Size: 8]
void HandlePlayerAnimMontagePlayDelegate(AnimMontage* MontageToPlay, bool
bWantsPlay, float PlayRate, FName StartSection, float StartPos);// 0x2eed31c
void HandleOwnerAnimEvent(FName EventMsg);// 0x2eed298
void HandleAnimPlaySlotAnimDelegate(AnimSequenceBase* AnimSequence, bool
bWantsPlay, FName SlotName, float PlayRate, float blendTime);// 0x2eed118
--------------------------------
Class: STExtraAnimInstanceProxy.AnimInstanceProxy
STExtraBaseCharacter* OwnerPawn;//[Offset: 0x4c8 , Size: 8]
STExtraAnimInstanceBase* ParentAnimInst;//[Offset: 0x4d0 , Size: 8]
--------------------------------
Class: AnimInstanceProxy
--------------------------------
Class: AnimParamList
int FrameCounter;//[Offset: 0x0 , Size: 4]
Vector Velocity;//[Offset: 0x4 , Size: 12]
Vector movedir;//[Offset: 0x10 , Size: 12]
byte MovementMode;//[Offset: 0x1c , Size: 1]
byte PoseType;//[Offset: 0x1d , Size: 1]
Rotator ViewRotation;//[Offset: 0x20 , Size: 12]
Rotator ControlRotation;//[Offset: 0x2c , Size: 12]
byte WeaponType;//[Offset: 0x38 , Size: 1]
byte WeaponHoldType;//[Offset: 0x39 , Size: 1]
byte WeaponState;//[Offset: 0x3a , Size: 1]
byte WeaponReloadMethod;//[Offset: 0x3b , Size: 1]
bool bScopeInBoltActionEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3c , Size: 1]
byte SightType;//[Offset: 0x3d , Size: 1]
float RecoilKickADS;//[Offset: 0x40 , Size: 4]
float ForegripParam;//[Offset: 0x44 , Size: 4]
Vector OffsetFPPLocation;//[Offset: 0x4c , Size: 12]
Rotator OffsetFPPRotation;//[Offset: 0x58 , Size: 12]
Vector OffsetFPPCrouchLocation;//[Offset: 0x64 , Size: 12]
Rotator OffsetFPPCrouchRotation;//[Offset: 0x70 , Size: 12]
Vector OffsetFPPProneLocation;//[Offset: 0x7c , Size: 12]
Rotator OffsetFPPProneRotation;//[Offset: 0x88 , Size: 12]
Vector OffsetAngledFPPLocation;//[Offset: 0x94 , Size: 12]
Rotator OffsetAngledFPPRotation;//[Offset: 0xa0 , Size: 12]
Vector OffsetAngledFPPCrouchLocation;//[Offset: 0xac , Size: 12]
Rotator OffsetAngledFPPCrouchRotation;//[Offset: 0xb8 , Size: 12]
Vector OffsetAngledFPPProneLocation;//[Offset: 0xc4 , Size: 12]
Rotator OffsetAngledFPPProneRotation;//[Offset: 0xd0 , Size: 12]
bool bIsAngledOpticalSight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xdc , Size: 1]
bool IsHurting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdd ,
Size: 1]
bool IsNearDeathStatus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xde , Size: 1]
bool IsRescueing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xdf , Size: 1]
bool IsSprinting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xe0 , Size: 1]
bool IsCastingGenerate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xe1 , Size: 1]
Vector HurtDir;//[Offset: 0xe4 , Size: 12]
bool IsDying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf0 ,
Size: 1]
bool IsJumping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf1 ,
Size: 1]
byte JumpType;//[Offset: 0xf2 , Size: 1]
byte ParachuteState;//[Offset: 0xf3 , Size: 1]
bool bIsParachuteLanding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xf4 , Size: 1]
bool bFreeFallingShake;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xf5 , Size: 1]
bool IsTurning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf6 ,
Size: 1]
bool IsOnVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xf7 , Size: 1]
bool IsDisableAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf8
, Size: 1]
float HandleFolderFactor;//[Offset: 0xfc , Size: 4]
float CharacterYawRotateRate;//[Offset: 0x100 , Size: 4]
bool ShouldPauseAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x104 , Size: 1]
--------------------------------
Class: PlayerAnimList
int FrameCounter;//[Offset: 0x0 , Size: 4]
PlayerAnimData MovementAnim;//[Offset: 0x8 , Size: 16]
PlayerAnimData AimAnim;//[Offset: 0x18 , Size: 16]
PlayerAnimData ReloadAnim;//[Offset: 0x28 , Size: 16]
PlayerAnimData FillGasAnim;//[Offset: 0x38 , Size: 16]
PlayerAnimData EquipWeaponAnim;//[Offset: 0x48 , Size: 16]
PlayerAnimData ChangePoseAnim;//[Offset: 0x58 , Size: 16]
PlayerAnimData PickUpAnim;//[Offset: 0x68 , Size: 16]
PlayerAnimData FireAnim;//[Offset: 0x78 , Size: 16]
PlayerAnimData HurtAnim;//[Offset: 0x88 , Size: 16]
PlayerAnimData TurnAnim;//[Offset: 0x98 , Size: 16]
PlayerAnimData PullingPlugAnim;//[Offset: 0xa8 , Size: 16]
PlayerAnimData PutDownWeaponAnim;//[Offset: 0xb8 , Size: 16]
PlayerAnimData WeaponIdle;//[Offset: 0xc8 , Size: 16]
PlayerAnimData ForegripAnim;//[Offset: 0xd8 , Size: 16]
PlayerAnimData[] JumpAnimList;//[Offset: 0xe8 , Size: 16]
PlayerAnimData[] ExtraAnimList;//[Offset: 0xf8 , Size: 16]
--------------------------------
Class: PlayerAnimData
AnimationAsset* Animation;//[Offset: 0x0 , Size: 8]
float Rate;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: WeaponSyncData
uint32 ShootID;//[Offset: 0x0 , Size: 4]
uint32 ClipID;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: CrossHairComponent.WeaponLogicBaseComponent.ActorComponent.Object
<FName,FString> CrossHairNameAndTextureMap;//[Offset: 0x130 , Size: 80]
WeaponCrossHairPerformData[] CrossHairData;//[Offset: 0x180 , Size: 16]
float PistolCenterDownDis;//[Offset: 0x190 , Size: 4]
bool bDrawDebugCrossHairCircleArea;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x194 , Size: 1]
float DrawDebugCrossHairCircleAreaSteps;//[Offset: 0x198 , Size: 4]
bool bDrawDebugSpreadCircleArea;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x19c , Size: 1]
float DrawDebugSpreadCircleAreaSteps;//[Offset: 0x1a0 , Size: 4]
float RotateAngle;//[Offset: 0x1a4 , Size: 4]
STExtraPlayerController* PlayerController;//[Offset: 0x1a8 , Size: 8]
ShootWeaponEntity* ShootWeaponEntity;//[Offset: 0x1b0 , Size: 8]
STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x1b8 , Size: 8]
BulletTrackComponent* BulletTrackComp;//[Offset: 0x1c0 , Size: 8]
Texture2D* CrossHairTextureNormal;//[Offset: 0x1c8 , Size: 8]
Texture2D* CrossHairEmptyHand;//[Offset: 0x1d0 , Size: 8]
Texture2D* CrossHairPistolEdge;//[Offset: 0x1d8 , Size: 8]
Texture2D* CrossHairPistolCenter;//[Offset: 0x1e0 , Size: 8]
Texture2D* CrossHairShotGun;//[Offset: 0x1e8 , Size: 8]
void UpdateComponentTick();// 0x2c5811c
void DrawWeaponCrosshairInner(HUDWidgetBase* WeaponHudWidget, float
DeltaTime);// 0x2c5805c
void DrawSpreadEnd();// 0x2c58048
void DrawDebugPointEnd();// 0x2c58034
--------------------------------
Class: WeaponCrossHairPerformData
WeaponCrossHairIconData[] Crosshair;//[Offset: 0x0 , Size: 16]
enum SpreadType;//[Offset: 0x10 , Size: 1]
--------------------------------
Class: WeaponCrossHairIconData
CanvasIcon2D Icon;//[Offset: 0x0 , Size: 24]
float Offset;//[Offset: 0x18 , Size: 4]
Vector2D IconOffset;//[Offset: 0x1c , Size: 8]
float Alpha;//[Offset: 0x24 , Size: 4]
float Scale;//[Offset: 0x28 , Size: 4]
float IconRotate;//[Offset: 0x2c , Size: 4]
float LogicRotate;//[Offset: 0x30 , Size: 4]
bool IsSpreadEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x34 , Size: 1]
float BlendInOutRatePerSec;//[Offset: 0x38 , Size: 4]
--------------------------------
Class: CanvasIcon2D
Texture2D* Texture;//[Offset: 0x0 , Size: 8]
float U;//[Offset: 0x8 , Size: 4]
float V;//[Offset: 0xc , Size: 4]
float UL;//[Offset: 0x10 , Size: 4]
float VL;//[Offset: 0x14 , Size: 4]
--------------------------------
Class:
ShootWeaponEntity.WeaponEntity.WeaponLogicBaseComponent.ActorComponent.Object
class STExtraShootWeaponBulletBase* BulletTemplate;//[Offset: 0x488 , Size:
8]
float BulletFireSpeed;//[Offset: 0x490 , Size: 4]
bool bAddOwnerOffsetVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x494 , Size: 1]
float MaxVelocityOffsetAddRate;//[Offset: 0x498 , Size: 4]
int MaxBulletNumInOneClip;//[Offset: 0x49c , Size: 4]
int MaxBulletNumInBarrel;//[Offset: 0x4a0 , Size: 4]
int ExtendMaxBulletNumInOneClip;//[Offset: 0x4a4 , Size: 4]
ExtendBulletNumAttachment[] ReplaceExtendMaxBulletNumList;//[Offset: 0x4a8 ,
Size: 16]
float ShootInterval;//[Offset: 0x4b8 , Size: 4]
bool bHasSingleFireMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4bc , Size: 1]
bool bHasAutoFireMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4bd , Size: 1]
bool bHasBurstFireMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4be , Size: 1]
bool bScopeInBoltActionEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4bf , Size: 1]
int BurstShootBulletsNum;//[Offset: 0x4c0 , Size: 4]
bool bHasVolleyFireMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4c4 , Size: 1]
int VolleyShootBulletsNum;//[Offset: 0x4c8 , Size: 4]
float VolleyBulletSpreadFactor;//[Offset: 0x4cc , Size: 4]
FName[] VolleyMuzzleSocketNameList;//[Offset: 0x4d0 , Size: 16]
float BurstShootInterval;//[Offset: 0x4e0 , Size: 4]
float BurstShootCD;//[Offset: 0x4e4 , Size: 4]
int BulletNumSingleShot;//[Offset: 0x4e8 , Size: 4]
FName MuzzleSocketName;//[Offset: 0x4f0 , Size: 8]
FName DefaultMuzzleSocketName;//[Offset: 0x4f8 , Size: 8]
FName SilencerSocketName;//[Offset: 0x500 , Size: 8]
FName FiringSuppressorSocketName;//[Offset: 0x508 , Size: 8]
FName ShellDropSocketName;//[Offset: 0x510 , Size: 8]
FName ScopeAimCameraSocketName;//[Offset: 0x518 , Size: 8]
float ImpactEffectSkipDistance;//[Offset: 0x520 , Size: 4]
float MaxImpactEffectSkipTime;//[Offset: 0x524 , Size: 4]
byte shootType;//[Offset: 0x528 , Size: 1]
int ShootTotalType;//[Offset: 0x52c , Size: 4]
bool ADSManualStop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x530 , Size: 1]
float WeaponWarnUpTime;//[Offset: 0x534 , Size: 4]
WeaponHitPartCoff WeaponHitPartCoff;//[Offset: 0x538 , Size: 20]
WeaponHitPartCoff WeaponHitPartCoffZombie;//[Offset: 0x54c , Size: 20]
float BaseImpactDamage;//[Offset: 0x560 , Size: 4]
float BulletMomentum;//[Offset: 0x564 , Size: 4]
float BulletRange;//[Offset: 0x568 , Size: 4]
class STEShootWeaponBulletImpactEffect* ImpactActorTemplate;//[Offset:
0x570 , Size: 8]
byte ImpactDirType;//[Offset: 0x578 , Size: 1]
SRangeAttenuateConfig[] RangeAttenuate;//[Offset: 0x580 , Size: 16]
float RangeModifier;//[Offset: 0x590 , Size: 4]
float ReferenceDistance;//[Offset: 0x594 , Size: 4]
float IgnoreRangeAttenuatDis;//[Offset: 0x598 , Size: 4]
class DamageType* DamageType;//[Offset: 0x5a0 , Size: 8]
ItemDefineID BulletType;//[Offset: 0x5a8 , Size: 24]
ItemDefineID ReplaceBulletType;//[Offset: 0x5c0 , Size: 24]
bool bHasInfiniteClips;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x5d8 , Size: 1]
bool bClipHasInfiniteBullets;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x5d9 , Size: 1]
int InitBulletInClip;//[Offset: 0x5dc , Size: 4]
bool bAutoReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5e0
, Size: 1]
float TraceDistance;//[Offset: 0x5e4 , Size: 4]
float MaxValidHitTime;//[Offset: 0x5e8 , Size: 4]
<byte,float> BreakThroughDampRateConfig;//[Offset: 0x5f0 , Size: 80]
float MaxDamageRate;//[Offset: 0x640 , Size: 4]
bool bHasOBBulletTrack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x644 , Size: 1]
CurveFloat* OBBulletSpeedScaleCurve;//[Offset: 0x648 , Size: 8]
WeaponVisualBulletClientModeConfig VisualBulletTrackConfig;//[Offset: 0x650 ,
Size: 112]
Vector2D LocalOBBulletLaunchRangeFromMuzzle;//[Offset: 0x6c0 , Size: 8]
float DamageImpulse;//[Offset: 0x6c8 , Size: 4]
byte ReloadType;//[Offset: 0x6cc , Size: 1]
float PreFireTime;//[Offset: 0x6d0 , Size: 4]
float PostFireTime;//[Offset: 0x6d4 , Size: 4]
float PostReloadTime;//[Offset: 0x6d8 , Size: 4]
float ReloadDurationStart;//[Offset: 0x6dc , Size: 4]
float ReloadDurationStartTacticalOffset;//[Offset: 0x6e0 , Size: 4]
float ReloadDurationLoop;//[Offset: 0x6e4 , Size: 4]
float ReloadTime;//[Offset: 0x6e8 , Size: 4]
float ReloadTimeTactical;//[Offset: 0x6ec , Size: 4]
float ReloadTimeMagOut;//[Offset: 0x6f0 , Size: 4]
float ReloadTimeMagIn;//[Offset: 0x6f4 , Size: 4]
FName ReloadAllTIDName;//[Offset: 0x6f8 , Size: 8]
FName ReloadTacticalTIDName;//[Offset: 0x700 , Size: 8]
bool bUseSpecificBulletNumOnReload;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x708 , Size: 1]
int ReloadSpecificBulletNum;//[Offset: 0x70c , Size: 4]
bool ReloadWithNoCost;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x710 , Size: 1]
bool InitAutoReloadLock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x711 , Size: 1]
AutoAimingConfig AutoAimingConfig;//[Offset: 0x714 , Size: 152]
AutoAimingConfigByGameMode[] AdjustAutoAimingConfigByModeList;//[Offset:
0x7b0 , Size: 16]
bool IsSupportAutoAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x7c0 , Size: 1]
SRecoilInfo RecoilInfo;//[Offset: 0x7c8 , Size: 112]
float AccessoriesVRecoilFactor;//[Offset: 0x838 , Size: 4]
float AccessoriesHRecoilFactor;//[Offset: 0x83c , Size: 4]
float AccessoriesRecoveryFactor;//[Offset: 0x840 , Size: 4]
SDeviation DeviationInfo;//[Offset: 0x844 , Size: 64]
float ShotGunCenterPerc;//[Offset: 0x884 , Size: 4]
float ShotGunVerticalSpread;//[Offset: 0x888 , Size: 4]
float ShotGunHorizontalSpread;//[Offset: 0x88c , Size: 4]
float GameDeviationFactor;//[Offset: 0x890 , Size: 4]
float GameDeviationAccuracy;//[Offset: 0x894 , Size: 4]
float AccessoriesDeviationFactor;//[Offset: 0x898 , Size: 4]
byte CrossHairType;//[Offset: 0x89c , Size: 1]
float CrossHairInitialSize;//[Offset: 0x8a0 , Size: 4]
float CrossHairBurstSpeed;//[Offset: 0x8a4 , Size: 4]
float CrossHairBurstIncreaseSpeed;//[Offset: 0x8a8 , Size: 4]
float VehicleWeaponDeviationAngle;//[Offset: 0x8ac , Size: 4]
bool bDrawCrosshairWhenScope;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x8b0 , Size: 1]
FName DefaultScopeSocket;//[Offset: 0x8b8 , Size: 8]
FName DefaultGripSocket;//[Offset: 0x8c0 , Size: 8]
FName DefaultGunStockSocket;//[Offset: 0x8c8 , Size: 8]
FName DefaultMagSocket;//[Offset: 0x8d0 , Size: 8]
float WeaponBodyLength;//[Offset: 0x8d8 , Size: 4]
FName[] OpticalSightAttachmentSocketNameList;//[Offset: 0x8e0 , Size: 16]
float WeaponAimFOV;//[Offset: 0x8f4 , Size: 4]
float WeaponAimInTime;//[Offset: 0x8f8 , Size: 4]
float WeaponAimPitchRate;//[Offset: 0x8fc , Size: 4]
float WeaponAimYawRate;//[Offset: 0x900 , Size: 4]
float GameMotionYawRate;//[Offset: 0x904 , Size: 4]
float GameMotionPitchRate;//[Offset: 0x908 , Size: 4]
float ForegripParam;//[Offset: 0x90c , Size: 4]
float MagParam;//[Offset: 0x910 , Size: 4]
bool SimulateMagParam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x914 , Size: 1]
float SensitiveFireYawRate;//[Offset: 0x918 , Size: 4]
byte SightType;//[Offset: 0x91c , Size: 1]
float SensitiveFirePitchRate;//[Offset: 0x920 , Size: 4]
byte SightVisionType;//[Offset: 0x924 , Size: 1]
ItemDefineID DefaultScopeID;//[Offset: 0x928 , Size: 24]
float MaxBulletImpactFXClampDistance;//[Offset: 0x940 , Size: 4]
int MaxBulletImpactFXSpawnNum;//[Offset: 0x944 , Size: 4]
float RecoilKickADS;//[Offset: 0x948 , Size: 4]
float ExtraHitPerformScale;//[Offset: 0x94c , Size: 4]
float HUDAlphaDecreaseSpeedScale;//[Offset: 0x950 , Size: 4]
bool bAutoExitScopeAfterFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x954 , Size: 1]
enum ReleaseFireType;//[Offset: 0x955 , Size: 1]
bool bEnableScopeIn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x956 , Size: 1]
bool bLock90DirWhenPitchAbove75;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x957 , Size: 1]
float LockAnimPitchDegree;//[Offset: 0x958 , Size: 4]
float LockAnimPitchDegreeCrouch;//[Offset: 0x95c , Size: 4]
float AnimationKick;//[Offset: 0x960 , Size: 4]
int ReloadAnimSlot;//[Offset: 0x964 , Size: 4]
bool ReloadAnimAdditive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x968 , Size: 1]
bool bEnableNightVersionWhenScope;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x969 , Size: 1]
bool bShowBarrelBulletNumUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x96a , Size: 1]
bool bRecordHitDetail;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x96b , Size: 1]
int ConstantWeaponDurability;//[Offset: 0x96c , Size: 4]
int ShootReduceDurabilityAmount;//[Offset: 0x970 , Size: 4]
byte[] CoronaEffectCfg;//[Offset: 0x978 , Size: 16]
ItemDefineID GetBulletType();// 0x2db1ea0
--------------------------------
Class: STExtraShootWeaponBulletBase.Actor.Object
BulletMovementComponent* PMComp;//[Offset: 0x3b0 , Size: 8]
bool bLaunchWithGravity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3b8 , Size: 1]
int MaxNoGravityRange;//[Offset: 0x3bc , Size: 4]
float LaunchGravityScale;//[Offset: 0x3c0 , Size: 4]
int PunctureTimes;//[Offset: 0x3c4 , Size: 4]
class STEShootWeaponBulletImpactEffect* ImpactActorTemplate;//[Offset:
0x3c8 , Size: 8]
class DamageType* DamageType;//[Offset: 0x3d0 , Size: 8]
ParticleSystem* NormalTailFX;//[Offset: 0x3d8 , Size: 8]
bool bShowNormalTailFXImpactInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x3e0 , Size: 1]
bool bDrawImpactNormal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3e1 , Size: 1]
ParticleSystem* BeamTailFX;//[Offset: 0x3e8 , Size: 8]
Vector RootScale;//[Offset: 0x3f0 , Size: 12]
bool bUseOffsetVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3fc , Size: 1]
bool bHasFlyPastEarSound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3fd , Size: 1]
Vector ShootDir;//[Offset: 0x400 , Size: 12]
bool bIgnoreCahracterRootCompImpact;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x40c , Size: 1]
STExtraShootWeapon* OwningShootWeapon;//[Offset: 0x500 , Size: 8]
delegate OnResetBullet;//[Offset: 0x508 , Size: 16]
delegate OnBulletImpact;//[Offset: 0x518 , Size: 16]
delegate OnLaunchBullet;//[Offset: 0x528 , Size: 16]
delegate OnRecycleBullet;//[Offset: 0x538 , Size: 16]
ParticleSystemComponent* BeamTailFXComp;//[Offset: 0x548 , Size: 8]
Actor* WeaponOwnerPawn;//[Offset: 0x550 , Size: 8]
float WeaponFloorHeight;//[Offset: 0x5c4 , Size: 4]
Vector WeaponOwnerPos;//[Offset: 0x5c8 , Size: 12]
byte CachedOwnerRole;//[Offset: 0x5d4 , Size: 1]
uint32 OwnerPlayerKey;//[Offset: 0x5d8 , Size: 4]
bool bEnableClientBlockVerify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x5dc , Size: 1]
bool bEnableUpdateBulletTrans;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x5dd , Size: 1]
int MaxTraceTimes;//[Offset: 0x5e0 , Size: 4]
bool bEnableFillSPCShootData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x5e4 , Size: 1]
bool IngoreSameGroupBulletCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x5e5 , Size: 1]
void ResetBulletDelegate__DelegateSignature();// 0x37db6c4
void ReloadNoEncodeAttr();// 0x2ec3420
void OnRecycleBulletDelegate__DelegateSignature();// 0x37db6c4
void OnImpactEnd(out const HitResult _ImpactResult);// 0x2ec3378
void OnImpactDelegate__DelegateSignature(HitResult HitInfo);// 0x37db6c4
void OnImpact(out const HitResult _ImpactResult);// 0x2ec32d0
bool NeedCheckBulletFlySound();// 0x2ec3290
void LaunchBulletDelegate__DelegateSignature();// 0x37db6c4
float GetMaxBulletFlySpeed();// 0x2ec3254
Controller* GetInstigatorControllerSafe();// 0x2ec3220
bool ClientVerifyBlock(out Vector MuzzlePos, out Vector ImpactPoint, Actor*
Weapon, Actor* ImpactActor);// 0x2ec30b8
--------------------------------
Class:
BulletMovementComponent.ProjectileMovementComponent.MovementComponent.ActorComponen
t.Object
bool bIgnoreBounceReflectOnce;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1ba , Size: 1]
bool bEnableTickDelayForOneFrame;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x1bb , Size: 1]
bool bNeedStopWhenImpact;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1bc , Size: 1]
bool bCheckBodyInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1bd , Size: 1]
SceneComponent* LastUpdateComponentBeforeStop;//[Offset: 0x1c0 , Size: 8]
void ResumeMoveAfterImpactWithNoLost();// 0x2c3a7e4
void ResetTickDelay();// 0x2c3a7cc
void IgnoreBounceReflectOnce();// 0x2c3a7b0
void ForceStop();// 0x2c3a79c
--------------------------------
Class: STEShootWeaponBulletImpactEffect.Actor.Object
<Vector2D,HitEffectItemDataList> HitEffectDirectionOverrideDataMap;//[Offset:
0x3a0 , Size: 80]
ParticleSystem* DefaultFX;//[Offset: 0x3f0 , Size: 8]
ParticleSystem* ConcreteFX;//[Offset: 0x3f8 , Size: 8]
ParticleSystem* DirtFX;//[Offset: 0x400 , Size: 8]
ParticleSystem* WaterFX;//[Offset: 0x408 , Size: 8]
ParticleSystem* MetalFX;//[Offset: 0x410 , Size: 8]
ParticleSystem* WoodFX;//[Offset: 0x418 , Size: 8]
ParticleSystem* GlassFX;//[Offset: 0x420 , Size: 8]
ParticleSystem* GrassFX;//[Offset: 0x428 , Size: 8]
ParticleSystem* FleshFX;//[Offset: 0x430 , Size: 8]
ParticleSystem* SteelFX;//[Offset: 0x438 , Size: 8]
ParticleSystem* SandbagFX;//[Offset: 0x440 , Size: 8]
ParticleSystem* SandFX;//[Offset: 0x448 , Size: 8]
ParticleSystem* ClothFX;//[Offset: 0x450 , Size: 8]
ParticleSystem* PlasticFX;//[Offset: 0x458 , Size: 8]
ParticleSystem* LeatherFX;//[Offset: 0x460 , Size: 8]
ParticleSystem* CeramicsFX;//[Offset: 0x468 , Size: 8]
ParticleSystem* PaperFX;//[Offset: 0x470 , Size: 8]
ParticleSystem* StoneFX;//[Offset: 0x478 , Size: 8]
ParticleSystem* SnowFX;//[Offset: 0x480 , Size: 8]
ParticleSystem* PopCanFX;//[Offset: 0x488 , Size: 8]
ParticleSystem* PyreflyFX;//[Offset: 0x490 , Size: 8]
ParticleSystem* LeafFX;//[Offset: 0x498 , Size: 8]
ParticleSystem* CarFX;//[Offset: 0x4a0 , Size: 8]
ParticleSystem* AsphaltFX;//[Offset: 0x4a8 , Size: 8]
ParticleSystem* IceFX;//[Offset: 0x4b0 , Size: 8]
bool bForceDefaultFX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4b8 , Size: 1]
AkAudioEvent* DefaultSound;//[Offset: 0x4c0 , Size: 8]
AkAudioEvent* ConcreteSound;//[Offset: 0x4c8 , Size: 8]
AkAudioEvent* DirtSound;//[Offset: 0x4d0 , Size: 8]
AkAudioEvent* WaterSound;//[Offset: 0x4d8 , Size: 8]
AkAudioEvent* MetalSound;//[Offset: 0x4e0 , Size: 8]
AkAudioEvent* WoodSound;//[Offset: 0x4e8 , Size: 8]
AkAudioEvent* GlassSound;//[Offset: 0x4f0 , Size: 8]
AkAudioEvent* GrassSound;//[Offset: 0x4f8 , Size: 8]
AkAudioEvent* FleshSound;//[Offset: 0x500 , Size: 8]
AkAudioEvent* SteelSound;//[Offset: 0x508 , Size: 8]
AkAudioEvent* SandbagSound;//[Offset: 0x510 , Size: 8]
AkAudioEvent* SandSound;//[Offset: 0x518 , Size: 8]
AkAudioEvent* ClothSound;//[Offset: 0x520 , Size: 8]
AkAudioEvent* PlasticSound;//[Offset: 0x528 , Size: 8]
AkAudioEvent* LeatherSound;//[Offset: 0x530 , Size: 8]
AkAudioEvent* CeramicsSound;//[Offset: 0x538 , Size: 8]
AkAudioEvent* PaperSound;//[Offset: 0x540 , Size: 8]
AkAudioEvent* StoneSound;//[Offset: 0x548 , Size: 8]
AkAudioEvent* SnowSound;//[Offset: 0x550 , Size: 8]
AkAudioEvent* PopCanSound;//[Offset: 0x558 , Size: 8]
AkAudioEvent* PyreflySound;//[Offset: 0x560 , Size: 8]
AkAudioEvent* LeafSound;//[Offset: 0x568 , Size: 8]
AkAudioEvent* CarSound;//[Offset: 0x570 , Size: 8]
AkAudioEvent* AsphaltSound;//[Offset: 0x578 , Size: 8]
AkAudioEvent* IceSound;//[Offset: 0x580 , Size: 8]
AkAudioEvent* ShootFeedbackSound;//[Offset: 0x588 , Size: 8]
AkAudioEvent* ShootShieldFeedbackSound;//[Offset: 0x590 , Size: 8]
DecalData DefaultDecal;//[Offset: 0x598 , Size: 32]
DecalData ConcreteDecal;//[Offset: 0x5b8 , Size: 32]
DecalData DirtDecal;//[Offset: 0x5d8 , Size: 32]
DecalData WaterDecal;//[Offset: 0x5f8 , Size: 32]
DecalData MetalDecal;//[Offset: 0x618 , Size: 32]
DecalData WoodDecal;//[Offset: 0x638 , Size: 32]
DecalData GrassDecal;//[Offset: 0x658 , Size: 32]
DecalData GlassDecal;//[Offset: 0x678 , Size: 32]
DecalData FleshDecal;//[Offset: 0x698 , Size: 32]
DecalData SteelDecal;//[Offset: 0x6b8 , Size: 32]
DecalData SandbagDecal;//[Offset: 0x6d8 , Size: 32]
DecalData SandDecal;//[Offset: 0x6f8 , Size: 32]
DecalData ClothDecal;//[Offset: 0x718 , Size: 32]
DecalData PlasticDecal;//[Offset: 0x738 , Size: 32]
DecalData LeatherDecal;//[Offset: 0x758 , Size: 32]
DecalData CeramicsDecal;//[Offset: 0x778 , Size: 32]
DecalData PaperDecal;//[Offset: 0x798 , Size: 32]
DecalData StoneDecal;//[Offset: 0x7b8 , Size: 32]
DecalData SnowDecal;//[Offset: 0x7d8 , Size: 32]
DecalData PopCanDecal;//[Offset: 0x7f8 , Size: 32]
DecalData PyreflyDecal;//[Offset: 0x818 , Size: 32]
DecalData LeafDecal;//[Offset: 0x838 , Size: 32]
DecalData CarDecal;//[Offset: 0x858 , Size: 32]
DecalData AsphaltDecal;//[Offset: 0x878 , Size: 32]
DecalData IceDecal;//[Offset: 0x898 , Size: 32]
BulletHitInfoUploadData SurfaceHit;//[Offset: 0x8c0 , Size: 224]
bool bAudioOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x9a0 , Size: 1]
bool bAttachToTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x9a1 , Size: 1]
DecalComponent* ImpactDecalComp;//[Offset: 0x9a8 , Size: 8]
ParticleSystemComponent* ImpactParticleComp;//[Offset: 0x9b0 , Size: 8]
SceneComponent* TargetImpactComp;//[Offset: 0x9d8 , Size: 8]
ParticleSystem* GreenBloodFleshFX;//[Offset: 0xa30 , Size: 8]
<int,ParticleSystem*> WeaponAvatarSpecialFleshFX;//[Offset: 0xa38 , Size: 80]
bool LoadNewImpactFxAysnc;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xa8c , Size: 1]
bool UseNewImpactFxAysnc;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xa8d , Size: 1]
void TimerHideDecal();// 0x2dfc620
void OnLoadImpactFxAsyncCallBack(SoftObjectPath ImpactFxPath, float
DistanceScaler, byte HitSurfaceType);// 0x2dfc46c
void OnHandleImpactFx(ParticleSystem* ImpactFX, float DistanceScaler, byte
HitSurfaceType);// 0x2dfc378
bool GetDirectionImpactFXAsync(byte SurfaceType, float NormalDegree, float
DistanceScaler, byte HitSurfaceType);// 0x2dfc230
--------------------------------
Class: HitEffectItemDataList
<byte,ParticleSystem*> ItemDataListMap;//[Offset: 0x0 , Size: 80]
--------------------------------
Class: DecalData
float DecalSize;//[Offset: 0x0 , Size: 4]
float LifeSpan;//[Offset: 0x4 , Size: 4]
Material* DecalMaterial;//[Offset: 0x8 , Size: 8]
float ImpactEffectStartScaleDistance;//[Offset: 0x10 , Size: 4]
float ImpactEffectEndScaleDistance;//[Offset: 0x14 , Size: 4]
float ImpactEffectStartScaleValue;//[Offset: 0x18 , Size: 4]
float ImpactEffectEndScaleValue;//[Offset: 0x1c , Size: 4]
--------------------------------
Class: BulletHitInfoUploadData
Vector ImpactPoint;//[Offset: 0x0 , Size: 12]
Vector_NetQuantize RelativeImpactPoint;//[Offset: 0xc , Size: 12]
Vector_NetQuantizeNormal ImpactNormal;//[Offset: 0x18 , Size: 12]
Vector VictimLocation;//[Offset: 0x24 , Size: 12]
Vector BulletPos;//[Offset: 0x30 , Size: 12]
Vector ShootMomentMuzzlePos;//[Offset: 0x3c , Size: 12]
Vector2D ShootDir2D;//[Offset: 0x48 , Size: 8]
byte SurfaceType;//[Offset: 0x50 , Size: 1]
uint32 ShootID;//[Offset: 0x54 , Size: 4]
int BulletTypeSpecialID;//[Offset: 0x58 , Size: 4]
uint16 CompensationTime;//[Offset: 0x5c , Size: 2]
Actor* Actor;//[Offset: 0x60 , Size: 8]
PrimitiveComponent* Component;//[Offset: 0x68 , Size: 8]
int TimeStamp;//[Offset: 0x70 , Size: 4]
int ClientShootTime;//[Offset: 0x74 , Size: 4]
byte HitBodyType;//[Offset: 0x78 , Size: 1]
uint32 CharacterImpactOffsetSquared;//[Offset: 0x7c , Size: 4]
float MuzzleFloorHeight;//[Offset: 0x80 , Size: 4]
Vector WeaponOwnerHeadPos;//[Offset: 0x84 , Size: 12]
float DamageRate;//[Offset: 0x90 , Size: 4]
bool bIsFirstImpact;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x94 , Size: 1]
Vector GunTailPos;//[Offset: 0x98 , Size: 12]
FName BoneName;//[Offset: 0xa8 , Size: 8]
Transform BoneTrans;//[Offset: 0xb0 , Size: 48]
--------------------------------
Class: ExtendBulletNumAttachment
int TypeSpecificID;//[Offset: 0x0 , Size: 4]
int ExtendMaxBulletNumInOneClip;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: WeaponHitPartCoff
float Head;//[Offset: 0x0 , Size: 4]
float Body;//[Offset: 0x4 , Size: 4]
float Limbs;//[Offset: 0x8 , Size: 4]
float Hand;//[Offset: 0xc , Size: 4]
float Foot;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: SRangeAttenuateConfig
int rangeStart;//[Offset: 0x0 , Size: 4]
int rangeEnd;//[Offset: 0x4 , Size: 4]
float rangeAttenuateFactor;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: WeaponVisualBulletClientModeConfig
WeaponVisualBulletCameraModeConfig AutonomousClientSetting;//[Offset: 0x0 ,
Size: 48]
WeaponVisualBulletCameraModeConfig OBPawnPerspectiveClientSetting;//[Offset:
0x30 , Size: 48]
WeaponVisualBulletItemConfig DefaultSetting;//[Offset: 0x60 , Size: 16]
--------------------------------
Class: WeaponVisualBulletCameraModeConfig
WeaponVisualBulletItemConfig FPPSetting;//[Offset: 0x0 , Size: 16]
WeaponVisualBulletItemConfig TPPSetting;//[Offset: 0x10 , Size: 16]
WeaponVisualBulletItemConfig GunADSSetting;//[Offset: 0x20 , Size: 16]
--------------------------------
Class: WeaponVisualBulletItemConfig
bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 ,
Size: 1]
ParticleSystem* VisualBulletTrackFX;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: AutoAimingConfig
AutoAimingRangeConfig OuterRange;//[Offset: 0x0 , Size: 72]
AutoAimingRangeConfig InnerRange;//[Offset: 0x48 , Size: 72]
float followTimeMax;//[Offset: 0x90 , Size: 4]
float MaxAngle;//[Offset: 0x94 , Size: 4]
--------------------------------
Class: AutoAimingRangeConfig
float Speed;//[Offset: 0x0 , Size: 4]
float RangeRate;//[Offset: 0x4 , Size: 4]
float SpeedRate;//[Offset: 0x8 , Size: 4]
float RangeRateSight;//[Offset: 0xc , Size: 4]
float SpeedRateSight;//[Offset: 0x10 , Size: 4]
float CrouchRate;//[Offset: 0x14 , Size: 4]
float ProneRate;//[Offset: 0x18 , Size: 4]
float DyingRate;//[Offset: 0x1c , Size: 4]
float DriveVehicleRate;//[Offset: 0x20 , Size: 4]
float InVehicleRate;//[Offset: 0x24 , Size: 4]
float FreeFallRate;//[Offset: 0x28 , Size: 4]
float OpeningRate;//[Offset: 0x2c , Size: 4]
float LandingRate;//[Offset: 0x30 , Size: 4]
float adsorbMaxRange;//[Offset: 0x34 , Size: 4]
float adsorbMinRange;//[Offset: 0x38 , Size: 4]
float adsorbMinAttenuationDis;//[Offset: 0x3c , Size: 4]
float adsorbMaxAttenuationDis;//[Offset: 0x40 , Size: 4]
float adsorbActiveMinRange;//[Offset: 0x44 , Size: 4]
--------------------------------
Class: AutoAimingConfigByGameMode
class GameStateBase* GameStateClass;//[Offset: 0x0 , Size: 8]
AutoAimingConfig AutoAimingConfig;//[Offset: 0x8 , Size: 152]
--------------------------------
Class: SRecoilInfo
float VerticalRecoilMin;//[Offset: 0x0 , Size: 4]
float VerticalRecoilMax;//[Offset: 0x4 , Size: 4]
float VerticalRecoilVariation;//[Offset: 0x8 , Size: 4]
float VerticalRecoveryModifier;//[Offset: 0xc , Size: 4]
float VerticalRecoveryClamp;//[Offset: 0x10 , Size: 4]
float VerticalRecoveryMax;//[Offset: 0x14 , Size: 4]
float LeftMax;//[Offset: 0x18 , Size: 4]
float RightMax;//[Offset: 0x1c , Size: 4]
float HorizontalTendency;//[Offset: 0x20 , Size: 4]
CurveVector* RecoilCurve;//[Offset: 0x28 , Size: 8]
int BulletPerSwitch;//[Offset: 0x30 , Size: 4]
float TimePerSwitch;//[Offset: 0x34 , Size: 4]
bool SwitchOnTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38
, Size: 1]
float RecoilSpeedVertical;//[Offset: 0x3c , Size: 4]
float RecoilSpeedHorizontal;//[Offset: 0x40 , Size: 4]
float RecovertySpeedVertical;//[Offset: 0x44 , Size: 4]
float RecoilValueClimb;//[Offset: 0x48 , Size: 4]
float RecoilValueFail;//[Offset: 0x4c , Size: 4]
float RecoilModifierStand;//[Offset: 0x50 , Size: 4]
float RecoilModifierCrouch;//[Offset: 0x54 , Size: 4]
float RecoilModifierProne;//[Offset: 0x58 , Size: 4]
float RecoilHorizontalMinScalar;//[Offset: 0x5c , Size: 4]
float BurstEmptyDelay;//[Offset: 0x60 , Size: 4]
bool ShootSightReturn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x64 , Size: 1]
float ShootSightReturnSpeed;//[Offset: 0x68 , Size: 4]
--------------------------------
Class: SDeviation
float DeviationBase;//[Offset: 0x0 , Size: 4]
float DeviationBaseAim;//[Offset: 0x4 , Size: 4]
float DeviationBaseADS;//[Offset: 0x8 , Size: 4]
float DeviationRecoilGain;//[Offset: 0xc , Size: 4]
float DeviationRecoilGainAim;//[Offset: 0x10 , Size: 4]
float DeviationRecoilGainADS;//[Offset: 0x14 , Size: 4]
float DeviationMax;//[Offset: 0x18 , Size: 4]
float DeviationMinMove;//[Offset: 0x1c , Size: 4]
float DeviationMaxMove;//[Offset: 0x20 , Size: 4]
float DeviationMoveMultiplier;//[Offset: 0x24 , Size: 4]
float DeviationMoveMinRefrence;//[Offset: 0x28 , Size: 4]
float DeviationMoveMaxRefrence;//[Offset: 0x2c , Size: 4]
float DeviationStanceStand;//[Offset: 0x30 , Size: 4]
float DeviationStanceCrouch;//[Offset: 0x34 , Size: 4]
float DeviationStanceProne;//[Offset: 0x38 , Size: 4]
float DeviationStanceJump;//[Offset: 0x3c , Size: 4]
--------------------------------
Class: BulletTrackComponent.WeaponLogicBaseComponent.ActorComponent.Object
STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x130 , Size: 8]
STExtraBaseCharacter* OwnerCharacter;//[Offset: 0x138 , Size: 8]
STExtraPlayerController* OwnerPlayerController;//[Offset: 0x140 , Size: 8]
int UseTss;//[Offset: 0x1a8 , Size: 4]
bool IsAutonomousOrSpectorWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x1b0 , Size: 1]
SRecoilInfo RecoilInfo_NoTss;//[Offset: 0x1b8 , Size: 112]
void OnWeaponStopFire();// 0x2c3b00c
void OnWeaponStartFire();// 0x2c3aff8
void OnWeaponShoot();// 0x2c3afe4
void GetDataFromWeaponEntity();// 0x2c3afd0
Vector GetCurRecoilInfo();// 0x2c3af98
float GetCurDeviation();// 0x2c3af64
void CheckComponentTick();// 0x2c3af50
--------------------------------
Class: HUDWidgetBase.Object
float DesignedResolution;//[Offset: 0x28 , Size: 4]
Vector2D Position;//[Offset: 0x2c , Size: 8]
Vector2D Size;//[Offset: 0x34 , Size: 8]
Vector2D Origin;//[Offset: 0x3c , Size: 8]
Vector2D ScreenPosition;//[Offset: 0x44 , Size: 8]
bool bScaleByDesignedResolution;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x4c , Size: 1]
bool bMaintainAspectRatio;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x4c , Size: 1]
float Opacity;//[Offset: 0x50 , Size: 4]
bool bIgnoreHUDBaseColor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x54 , Size: 1]
SurviveHUD* HUDOwner;//[Offset: 0x58 , Size: 8]
STExtraPlayerController* ExtraPlayerOwner;//[Offset: 0x60 , Size: 8]
Pawn* CharacterOwner;//[Offset: 0x68 , Size: 8]
bool bHidden;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x71 ,
Size: 1]
float LastRenderTime;//[Offset: 0x74 , Size: 4]
Vector2D RenderPosition;//[Offset: 0x78 , Size: 8]
Vector2D RenderSize;//[Offset: 0x80 , Size: 8]
float RenderScale;//[Offset: 0x88 , Size: 4]
Vector2D CanvasCenter;//[Offset: 0x8c , Size: 8]
Canvas* Canvas;//[Offset: 0x98 , Size: 8]
float AspectScale;//[Offset: 0xa0 , Size: 4]
Vector2D CanvasClip;//[Offset: 0xa4 , Size: 8]
StructProperty*[] RenderObjectList;//[Offset: 0xb0 , Size: 16]
bool ShouldDraw(bool bShowScores);// 0x2cf2b6c
void SetHidden(bool bIsHidden);// 0x2cf2ae0
void RenderObj_TextureAt(out HUDRenderObject_Texture TextureObject, float X,
float Y, float Width, float Height);// 0x2cf28d4
void RenderObj_Texture(out HUDRenderObject_Texture TextureObject, Vector2D
DrawOffset);// 0x2cf2778
Vector2D RenderObj_TextAt(out HUDRenderObject_Text TextObject, float X, float
Y);// 0x2cf263c
Vector2D RenderObj_Text(out HUDRenderObject_Text TextObject, Vector2D
DrawOffset);// 0x2cf253c
void DrawTexture(Texture* Texture, float X, float Y, float Width, float
Height, float MaterialU, float MaterialV, float MaterialUL, float MaterialVL, float
DrawOpacity, LinearColor DrawColor, Vector2D RenderOffset, float Rotation, Vector2D
RotPivot, bool bApplyHUDRenderPos);// 0x2cf2168
Vector2D DrawText(FText Text, float X, float Y, Font* Font, bool bDrawShadow,
Vector2D ShadowDirection, LinearColor ShadowColor, bool bDrawOutline, LinearColor
OutlineColor, float TextScale, float DrawOpacity, LinearColor DrawColor, byte
TextHorzAlignment, byte TextVertAlignment, out const FontRenderInfo RenderInfo);//
0x2cf1ba8
void DrawMaterial(MaterialInterface* Material, float X, float Y, float Width,
float Height, float MaterialU, float MaterialV, float MaterialUWidth, float
MaterialVHeight, float DrawOpacity, LinearColor DrawColor, Vector2D RenderOffset,
float Rotation, Vector2D RotPivot);// 0x2cf1818
void DrawAllRenderObjects(float DeltaTime, Vector2D DrawOffset);// 0x2cf175c
void Draw(float DeltaTime);// 0x2cf16d8
LinearColor ApplyHUDColor(LinearColor DrawColor);// 0x2cf1640
--------------------------------
Class: SurviveHUD.HUD.Actor.Object
bool bIsWorldMapVisible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x480 , Size: 1]
Vector MarkerPosition;//[Offset: 0x484 , Size: 12]
bool bShowCrosshair;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x490 , Size: 1]
bool bDrawCrosshair;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x491 , Size: 1]
bool ShowHitPerform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x492 , Size: 1]
bool OBShowHitPerform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x493 , Size: 1]
HitPerformData HitPerform;//[Offset: 0x498 , Size: 136]
Texture2D* HUDMainTexture;//[Offset: 0x520 , Size: 8]
Texture2D* CrossHairDisableTexture;//[Offset: 0x528 , Size: 8]
Texture2D* CrossHairDisablePaintingTexture;//[Offset: 0x530 , Size: 8]
bool PlayHudHitSound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x538 , Size: 1]
class HUDWidgetBase[] HUDWidgetClassList;//[Offset: 0x540 , Size: 16]
HUDWidgetBase*[] HudWidgets;//[Offset: 0x550 , Size: 16]
Texture2D* HUDPlayerTexture;//[Offset: 0x570 , Size: 8]
CanvasIcon Crosshair;//[Offset: 0x578 , Size: 24]
CanvasIcon ProgreesBar;//[Offset: 0x5f0 , Size: 24]
CanvasIcon BKProgreesBar;//[Offset: 0x608 , Size: 24]
CanvasIcon ProgressBarPlayer;//[Offset: 0x620 , Size: 24]
CanvasIcon Marker;//[Offset: 0x650 , Size: 24]
Texture2D* HUDWorldMapTexture;//[Offset: 0x668 , Size: 8]
CanvasIcon WORLDMAP;//[Offset: 0x670 , Size: 24]
Texture2D* AimCrosshairTextrue;//[Offset: 0x688 , Size: 8]
void SetShowDebugInfo(bool bNewDebugShow);// 0x2ef54b0
void OnAsyncLoadingFinished();// 0x2ef549c
void EnableCrosshair(bool bEnable);// 0x2ef541c
--------------------------------
Class: HitPerformData
WeaponCrossHairIconData[] IconList;//[Offset: 0x0 , Size: 16]
float DefaultSpread;//[Offset: 0x10 , Size: 4]
float SpreadMax;//[Offset: 0x14 , Size: 4]
float AddSpreadScale;//[Offset: 0x18 , Size: 4]
float SpreadDecreaseSpeed;//[Offset: 0x1c , Size: 4]
float DefaultOffset;//[Offset: 0x20 , Size: 4]
float DefaultAlpha;//[Offset: 0x24 , Size: 4]
float AlphaDecreaseSpeed;//[Offset: 0x28 , Size: 4]
bool IsHeadShot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c ,
Size: 1]
LinearColor HitBodyDrawColor;//[Offset: 0x30 , Size: 16]
LinearColor HitHeadDrawColor;//[Offset: 0x40 , Size: 16]
LinearColor HitToDeathDrawColor;//[Offset: 0x50 , Size: 16]
AkAudioEvent* HeadShotSound;//[Offset: 0x60 , Size: 8]
AkAudioEvent* BodyShotSound;//[Offset: 0x68 , Size: 8]
AkAudioEvent* DeadlyShotSound;//[Offset: 0x70 , Size: 8]
float CurCrosshairSpread;//[Offset: 0x78 , Size: 4]
--------------------------------
Class: CanvasIcon
Texture* Texture;//[Offset: 0x0 , Size: 8]
float U;//[Offset: 0x8 , Size: 4]
float V;//[Offset: 0xc , Size: 4]
float UL;//[Offset: 0x10 , Size: 4]
float VL;//[Offset: 0x14 , Size: 4]
--------------------------------
Class: HUDRenderObject_Texture.HUDRenderObject
Texture* Atlas;//[Offset: 0x38 , Size: 8]
TextureUVs UVs;//[Offset: 0x40 , Size: 16]
bool bUseTeamColors;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x50 , Size: 1]
LinearColor[] TeamColorOverrides;//[Offset: 0x58 , Size: 16]
bool bIsBorderElement;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x68 , Size: 1]
bool bIsSlateElement;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x69 , Size: 1]
Vector2D RenderOffset;//[Offset: 0x6c , Size: 8]
float Rotation;//[Offset: 0x74 , Size: 4]
Vector2D RotPivot;//[Offset: 0x78 , Size: 8]
--------------------------------
Class: HUDRenderObject
bool bHidden;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8 ,
Size: 1]
float RenderPriority;//[Offset: 0xc , Size: 4]
Vector2D Position;//[Offset: 0x10 , Size: 8]
Vector2D Size;//[Offset: 0x18 , Size: 8]
LinearColor RenderColor;//[Offset: 0x20 , Size: 16]
float RenderOpacity;//[Offset: 0x30 , Size: 4]
--------------------------------
Class: TextureUVs
float U;//[Offset: 0x0 , Size: 4]
float V;//[Offset: 0x4 , Size: 4]
float UL;//[Offset: 0x8 , Size: 4]
float VL;//[Offset: 0xc , Size: 4]
--------------------------------
Class: HUDRenderObject_Text.HUDRenderObject
FText Text;//[Offset: 0x48 , Size: 24]
Font* Font;//[Offset: 0x60 , Size: 8]
float TextScale;//[Offset: 0x68 , Size: 4]
bool bDrawShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x6c , Size: 1]
Vector2D ShadowDirection;//[Offset: 0x70 , Size: 8]
LinearColor ShadowColor;//[Offset: 0x78 , Size: 16]
bool bDrawOutline;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x88
, Size: 1]
LinearColor OutlineColor;//[Offset: 0x8c , Size: 16]
byte HorzPosition;//[Offset: 0x9c , Size: 1]
byte VertPosition;//[Offset: 0x9d , Size: 1]
--------------------------------
Class: FontRenderInfo
bool bClipText;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 ,
Size: 1]
bool bEnableShadow;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0 ,
Size: 1]
DepthFieldGlowInfo GlowInfo;//[Offset: 0x4 , Size: 36]
--------------------------------
Class: DepthFieldGlowInfo
bool bEnableGlow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 ,
Size: 1]
LinearColor GlowColor;//[Offset: 0x4 , Size: 16]
Vector2D GlowOuterRadius;//[Offset: 0x14 , Size: 8]
Vector2D GlowInnerRadius;//[Offset: 0x1c , Size: 8]
--------------------------------
Class: BulletHitInfoUploadComponent.WeaponLogicBaseComponent.ActorComponent.Object
float UploadInterval;//[Offset: 0x130 , Size: 4]
bool bEnableTssSdkAntiData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x134 , Size: 1]
bool bEnableTssSdkAntiDataFilter;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x135 , Size: 1]
bool bEnableTssSdkAntiDataFilterNew;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x136 , Size: 1]
bool bDisableDsTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x137 , Size: 1]
bool bDisableDsAntiDataReport;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x138 , Size: 1]
bool bEnableAddSPCShootData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x139 , Size: 1]
STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x140 , Size: 8]
STExtraPlayerController* OwnerPlayerController;//[Offset: 0x1c0 , Size: 8]
bool NeedSendSimpleCharacterHitData;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x1c8 , Size: 1]
void HandleOnWeaponStopFire();// 0x2c39690
void HandleOnWeaponStartFire();// 0x2c3967c
bool CheckCloseDSTick();// 0x2c39644
void AddHitData(out const BulletHitInfoUploadData Data, out const
LocalShootHitData ShootData);// 0x2c39518
--------------------------------
Class: LocalShootHitData
uint32 ShootID;//[Offset: 0x0 , Size: 4]
Vector_NetQuantize ShootingDeviation;//[Offset: 0x4 , Size: 12]
Vector_NetQuantize BulletsBornPosition;//[Offset: 0x10 , Size: 12]
int BulletFlyDistance;//[Offset: 0x1c , Size: 4]
int BulletDown;//[Offset: 0x20 , Size: 4]
int8 CurBullet;//[Offset: 0x24 , Size: 1]
int ShootInterval;//[Offset: 0x28 , Size: 4]
int BulletFlyTime;//[Offset: 0x2c , Size: 4]
int BulletShootTime;//[Offset: 0x30 , Size: 4]
int BulletHitTime;//[Offset: 0x34 , Size: 4]
int AimFov;//[Offset: 0x38 , Size: 4]
byte bulletDamageReduceRatio;//[Offset: 0x3c , Size: 1]
Vector_NetQuantize ShootingRecoil;//[Offset: 0x40 , Size: 12]
int64 ClientStartTime;//[Offset: 0x50 , Size: 8]
int[] MrpcsFlow;//[Offset: 0x58 , Size: 16]
int AutoAimSpeed;//[Offset: 0x68 , Size: 4]
int AutoAimSpeedRateMax;//[Offset: 0x6c , Size: 4]
int AutoAimRangeMax;//[Offset: 0x70 , Size: 4]
int AutoAimRangeRateMax;//[Offset: 0x74 , Size: 4]
--------------------------------
Class: STExtraShootWeaponComponent.WeaponLogicBaseComponent.ActorComponent.Object
FName NormalBulletsTrackCompTag;//[Offset: 0x130 , Size: 8]
FName ScopeBulletsTrackCompTag;//[Offset: 0x138 , Size: 8]
bool bDrawShootLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x140 , Size: 1]
float DrawShootLineTime;//[Offset: 0x144 , Size: 4]
bool bDrawShootPointOnScreen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x148 , Size: 1]
float DrawShootPointOnScreenTime;//[Offset: 0x14c , Size: 4]
float DrawShootPointOnScreenSize;//[Offset: 0x150 , Size: 4]
float DrawShootPoint3DSize;//[Offset: 0x154 , Size: 4]
BulletTrackComponent* ShootWeaponBulletsTrackComponent;//[Offset: 0x158 ,
Size: 8]
BulletTrackComponent* ShootWeaponScopeBulletsTrackComponent;//[Offset:
0x160 , Size: 8]
ShootWeaponEntity* ShootWeaponEntityComponent;//[Offset: 0x168 , Size: 8]
bool bIsContinuousShooting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x170 , Size: 1]
int ContinuousShootingBulletsNum;//[Offset: 0x174 , Size: 4]
delegate OnShoot;//[Offset: 0x178 , Size: 16]
STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x188 , Size: 8]
VolleyShootInfoCache[] VolleyShootLocCache;//[Offset: 0x500 , Size: 16]
void VehicleShoot();// 0x2ec41fc
void UpdateVolleyShootParameters(Vector TargetLoc, out Vector StartLoc, out
Rotator BulletRot, out Vector BulletDir);// 0x2ec4090
void ShootDelegate__DelegateSignature();// 0x37db6c4
void ReInitWeaponOwnerData();// 0x2ec407c
void OnWeaponClipMaxBulletChanged();// 0x2ec4068
void OnWeaponBulletChanged();// 0x2ec4054
void OnContinuousShootStateChangedDelegate__DelegateSignature(bool
bIsContinuousShooting);// 0x37db6c4
void OnContinuousShootDelegate__DelegateSignature(int BulletsNum);//
0x37db6c4
void LocalShowDamageFloatingText(Actor* AttackWeaponOwner, Actor*
VictimeActor, float Damage, byte HitBodyType, Vector ImpactPoint);// 0x2ec3ee8
float GetDamageAfterModify(float Damage, out const DamageEvent DamageEvent,
Actor* AttackActor, Actor* VictimActor);// 0x2ec3d8c
void GetBulletPosAndVelocity(out Vector StartPos, out Vector Velocity);//
0x2ec3cb0
bool CheckShootState();// 0x2ec3c70
Vector CalcShootTargetLocByStartAndRot(Vector Start, Rotator ShootRot, out
HitResult OutHitResult);// 0x2ec3b44
--------------------------------
Class: VolleyShootInfoCache
Vector StartLoc;//[Offset: 0x0 , Size: 12]
Vector ShootDir;//[Offset: 0xc , Size: 12]
--------------------------------
Class: DamageEvent
class DamageType* DamageTypeClass;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: MultiBulletComponent.WeaponLogicBaseComponent.ActorComponent.Object
int FirstAddBulletID;//[Offset: 0x130 , Size: 4]
SupportUpBullet[] MultiBulletList;//[Offset: 0x138 , Size: 16]
ItemDefineID OriginalBulletDefineID;//[Offset: 0x148 , Size: 24]
STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x160 , Size: 8]
void SetFirstAddBullet(int BulletID);// 0x2d37e20
void SetBulletIDListInClip(out BulletInWeapon[] InCurBulletList, int Count,
out BulletInClip CurBulletInClip);// 0x2d37ca8
void SetBulletAttr(int ReloadBulletID);// 0x2d37c2c
void RemoveBulletIDListInClip(int RemoveNum, out BulletInClip
CurBulletInClip, bool IsRevert);// 0x2d37ae4
void RefreshBulletIDListInClip(int Count, out BulletInClip
CurBulletInClip);// 0x2d379ec
void PreSetBulletIDListInClip(out BulletInClip NewBulletInClip, out
BulletInClip CurBulletInClip);// 0x2d378b0
bool HasMultiBullet();// 0x2d37878
int GetShootBulletType();// 0x2d37844
int GetNextCostBulletIDFromBackpack(BackpackComponent* InBackPack);//
0x2d377b8
int GetNextBulletID();// 0x2d37784
BackpackComponent* GetBackpackComponent();// 0x2d37750
float GetAdjustBulletMomentum();// 0x2d3771c
float GetAdjustBulletDamage();// 0x2d376e8
int CostBulletFromBackpack(BackpackComponent* BackPack, int WantReloadNum,
out BulletInWeapon[] CostBulletList);// 0x2d375a4
void AddBulletIDListInClip(BulletInWeapon[] InCurBulletList, int Count, out
BulletInClip CurBulletInClip);// 0x2d373bc
--------------------------------
Class: SupportUpBullet
int UpBulletID;//[Offset: 0x0 , Size: 4]
int DefaultPriority;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: BackpackComponent.ActorComponent.Object
delegate ItemListUpdatedDelegate;//[Offset: 0x128 , Size: 16]
delegate SingleItemUpdatedDelegate;//[Offset: 0x138 , Size: 16]
delegate SingleItemDeleteDelegate;//[Offset: 0x148 , Size: 16]
delegate CapacityUpdatedDelegate;//[Offset: 0x158 , Size: 16]
delegate ItemOperationDelegate;//[Offset: 0x168 , Size: 16]
delegate ItemOperationInfoDelegate;//[Offset: 0x178 , Size: 16]
delegate AssociationOperationDelegate;//[Offset: 0x188 , Size: 16]
delegate ItemOperCountDelegate;//[Offset: 0x198 , Size: 16]
delegate ItemOperationFailedDelegate;//[Offset: 0x1a8 , Size: 16]
delegate BackPackTipsToPlayerDelegate;//[Offset: 0x1b8 , Size: 16]
delegate ItemHandleAddDelegate;//[Offset: 0x1c8 , Size: 16]
delegate ItemUpdatedDelegate;//[Offset: 0x1d8 , Size: 16]
delegate ItemRemovedDelegate;//[Offset: 0x1e8 , Size: 16]
SpecialPickInfo[] specialCountLimit;//[Offset: 0x1f8 , Size: 16]
IncNetArray ItemListNet;//[Offset: 0x218 , Size: 32]
BattleItemData[] CachItemList;//[Offset: 0x238 , Size: 16]
IncNetArray ItemListNetCache;//[Offset: 0x248 , Size: 32]
bool AutoEquipAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x268 , Size: 1]
ItemHandleBase*[] ItemHandleList;//[Offset: 0x270 , Size: 16]
<ItemDefineID,ItemHandleBase*> ItemHandleMap;//[Offset: 0x280 , Size: 80]
int CapacityThreshold;//[Offset: 0x2d0 , Size: 4]
float Capacity;//[Offset: 0x2d4 , Size: 4]
float OccupiedCapacity;//[Offset: 0x2d8 , Size: 4]
float SafetyBoxCapacity;//[Offset: 0x2dc , Size: 4]
float SafetyBoxOccupiedCapacity;//[Offset: 0x2e0 , Size: 4]
int virtualitemid;//[Offset: 0x2fc , Size: 4]
delegate ZombieModeSkillPropLevelChangedDelegate;//[Offset: 0x308 , Size: 16]
delegate ZombieModeSkillPropCDDelegate;//[Offset: 0x318 , Size: 16]
bool IsForbidAutoEquipAttachments;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x330 , Size: 1]
int[] NeedToShowTypeList;//[Offset: 0x338 , Size: 16]
bool bShowBounty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x398
, Size: 1]
FString LuaFilePath;//[Offset: 0x3a0 , Size: 16]
bool UseItem(ItemDefineID DefineID, BattleItemUseTarget Target, enum
Reason);// 0x33acef0
float UpdateCapacity();// 0x33aceb4
void UnequipItem(ItemDefineID DefineID);// 0x33ace28
void TryMergeItemHandles(ItemDefineID DefineID, enum InItemStoreArea);//
0x33acd60
int TakeItem(ItemDefineID DefineID, int Count, bool bCallHandleDrop);//
0x33acc40
bool SwapItem(ItemDefineID DefineID1, ItemDefineID DefineID2);// 0x33acb4c
void ServerSetShowBounty(bool bInShowBounty);// 0x33aca88
void ServerEnableItem(ItemDefineID DefineID, bool bUse);// 0x33ac960
int ReturnItem(ItemDefineID DefineID, int Count, bool bCallHandlePickup);//
0x33ac840
bool RemoveItemHandle(ItemDefineID DefineID);// 0x33ac798
void ReceiveItemList();// 0x33ac77c
void ReceiveCapacity();// 0x33ac760
bool PickupItemFromWrapperDetail(ItemDefineID DefineID, BattleItemPickupInfo
pickupInfo, enum Reason, enum BattleItemClientPickupType);// 0x33ac480
bool PickUpItem_Default(ItemDefineID DefineID, BattleItemPickupInfo
pickupInfo, enum Reason);// 0x33ac1dc
bool PickupItem(ItemDefineID DefineID, BattleItemPickupInfo pickupInfo, enum
Reason, enum BattleItemClientPickupType);// 0x33abefc
bool PickItem_IntoSafetyBox(ItemDefineID DefineID, BattleItemPickupInfo
pickupInfo, enum Reason);// 0x33abc58
bool PickItem_IntoBackpack(ItemDefineID DefineID, BattleItemPickupInfo
pickupInfo, enum Reason);// 0x33ab9b4
void OnRep_specialCountLimit();// 0x33ab9a0
void OnRep_ShowBounty();// 0x33ab98c
void OnRep_ItemListNet();// 0x33ab978
void OnRep_ItemList();// 0x33ab964
void OnRep_Capacity();// 0x33ab950
void NotifyItemUpdated(ItemDefineID DefineID);// 0x33ab8bc
void NotifyItemRemoved(ItemDefineID DefineID);// 0x33ab828
void NotifyItemListUpdated();// 0x33ab80c
void NotifyCapacityUpdated();// 0x33ab7f0
BattleItemHandleBase* NewItemHandle(ItemDefineID DefineID);// 0x33ab74c
void ModifyItemHandleEquippingState(ItemHandleBase* ItemHandle, bool
bEquipping);// 0x33ab68c
void ModifyItemHandleCount(ItemHandleBase* ItemHandle, int Count);//
0x33ab5d4
void ModifyAutoPickClipType(int InAutoPickClipType);// 0x33ab524
void ModifyAimNotAutoUse(bool bAdd);// 0x33ab460
BattleItemData ItemNet2Data(out const NetArrayUnit netItem);// 0x33ab2d8
bool IsNeedToShowInBackpack(int TypeDefineID);// 0x33ab248
bool IsEnableWeaponAttachmentBindToWeapon();// 0x33ab208
bool IsAutoUse(int ItemID);// 0x37db6c4
bool HasUnEquipItemByDefindIdRange(int LowValue, int HighValue);// 0x33ab140
bool HasTagSub(int ItemID, out const FName TagName);// 0x37db6c4
bool HasItemBySubType(int SubType);// 0x33ab0b0
bool HasItemByDefineID(ItemDefineID DefineID);// 0x33ab010
bool HasItemByDefindIdRange(int LowValue, int HighValue);// 0x33aaf48
void HandleDropInDisuse(out const ItemDefineID DefineID,
BattleItemHandleBase* ItemHandle, enum Reason, float
OccupiedCapacityBeforeDisuse);// 0x33aadf0
World* GetWorld_BP();// 0x33aadbc
int GetUnEquipItemNumByItemId(int ItemID);// 0x33aad30
SpecialPickInfo GetSpecialItemNow(ItemDefineID DefineID);// 0x33aac90
SpecialPickInfo GetSpecialItemBefore(int ItemResId);// 0x33aac00
BattleItemData GetLeastElectrictyBattleItemData(ItemDefineID DefineID,
FString AdditionalDataName);// 0x33aaa50
int GetItemSubType(int ItemID);// 0x37db6c4
BattleItemData[] GetItemListByDefineID(ItemDefineID DefineID);// 0x33aa8e0
<ItemDefineID,ItemHandleBase*> GetItemHandleMap();// 0x33aa8a0
ItemHandleBase*[] GetItemHandleList();// 0x33aa814
int GetItemCountByType(int InItemType);// 0x33aa788
int GetItemCountByItemSpecialID(int InItemSpecialID);// 0x33aa6fc
BattleItemData GetItemByDefineID(ItemDefineID DefineID);// 0x33aa638
float GetItemAssociateWeights(BattleItemData InItemData);// 0x33aa568
BattleItemData GetFirstItemBySubType(int SubType);// 0x33aa4b4
BattleItemData GetFirstItemByDefineIDIgnoreInstance(ItemDefineID DefineID);//
0x33aa3f0
BattleItemFeatureData GetBattleItemFeatureDataByDefineID(ItemDefineID
DefineID);// 0x33aa334
BattleItemData[] GetAllItemList(enum InItemStoreArea);// 0x33aa1d4
enum GetAIPickupType(int ItemID);// 0x33aa140
void ForceNetUpdate();// 0x33aa124
void EquipItem(ItemDefineID DefineID);// 0x33aa098
bool DropItem(ItemDefineID DefineID, int Count, enum Reason);// 0x33a9f78
bool DisuseItem(ItemDefineID DefineID, enum Reason);// 0x33a9e94
BattleItemHandleBase* CreateItemHandleInternal(ItemDefineID DefineID);//
0x33a9df0
ItemHandleBase* CreateItemHandle(ItemDefineID DefineID);// 0x33a9d4c
int ConsumeItem(ItemDefineID DefineID, int Count);// 0x33a9c74
void ClientUpdateSingleItem(const ItemDefineID DefineID);// 0x33a9bec
void ClientUpdateItemData(const BattleItemData InItemData);// 0x33a9b48
void ClientRemoveItemData(const BattleItemData InItemData);// 0x33a9aa4
void ClientBroadcastItemOperationFailedDelegate(ItemDefineID DefineID, enum
OperationType, enum FailedReason);// 0x33a9998
void ClientBroadcastItemOperationDelegate(ItemDefineID DefineID, enum
OperationType, byte Reason);// 0x33a988c
int CheckSpecialMaxCountForItem(ItemDefineID DefineID, int Count);//
0x33a97b4
bool CheckSkillPropItemCanBePickup(BackpackComponent* BackpackComp,
ItemDefineID DefineID);// 0x33a96cc
int CheckCapacityForItem(ItemDefineID DefineID, int Count, enum
InItemStoreArea);// 0x33a95b8
bool ChangeItemStoreArea(ItemDefineID DefineID, int InItemNum, enum
InItemStoreArea);// 0x33a9498
bool CanDisuseToBackpack(ItemDefineID DefineID);// 0x33a93f0
void BroadcastItemOperCountDelegate(ItemDefineID DefineID, enum
OperationType, int Count);// 0x33a92ec
void BroadcastItemOperationInfoDelegate(out const ItemOperationInfo
ItemOperationInfo);// 0x33a9250
void BroadcastItemOperationFailedDelegate(ItemDefineID DefineID, enum
OperationType, enum FailedReason);// 0x33a914c
void BroadcastItemOperationDelegate(ItemDefineID DefineID, enum
OperationType, byte Reason);// 0x33a9048
bool AddItemHandle(ItemDefineID DefineID, ItemHandleBase* ItemHandle);//
0x33a8f64
--------------------------------
Class: SpecialPickInfo
int item_id;//[Offset: 0x0 , Size: 4]
int cur_count;//[Offset: 0x4 , Size: 4]
int total_count;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: IncNetArray
NetArrayUnit[] incArray;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: NetArrayUnit
BattleItemNet Unit;//[Offset: 0x0 , Size: 72]
bool markDelete;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x48 ,
Size: 1]
--------------------------------
Class: BattleItemNet
ItemDefineID DefineID;//[Offset: 0x0 , Size: 24]
int Count;//[Offset: 0x18 , Size: 4]
bool bEquipping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c ,
Size: 1]
enum ItemStoreArea;//[Offset: 0x1d , Size: 1]
BattleItemAdditionalData[] AdditionalData;//[Offset: 0x20 , Size: 16]
ItemAssociation[] Associations;//[Offset: 0x30 , Size: 16]
int Durability;//[Offset: 0x40 , Size: 4]
--------------------------------
Class: ItemOperationInfo
ItemDefineID DefineID;//[Offset: 0x0 , Size: 24]
enum BattleItemOperationType;//[Offset: 0x18 , Size: 1]
byte Reason;//[Offset: 0x19 , Size: 1]
int Count;//[Offset: 0x1c , Size: 4]
--------------------------------
Class: GrenadeLaunchComponent.WeaponLogicBaseComponent.ActorComponent.Object
class STExtraShootWeaponBulletBase* BulletTemplate;//[Offset: 0x130 , Size:
8]
float BulletSpeed;//[Offset: 0x138 , Size: 4]
int CurBulletNum;//[Offset: 0x13c , Size: 4]
bool bUseGrenadeLaunch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x140 , Size: 1]
int MaxBulletNumInClip;//[Offset: 0x144 , Size: 4]
ItemDefineID BulletType;//[Offset: 0x148 , Size: 24]
bool CanUseGrenadeLaunch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x160 , Size: 1]
WeaponCrossHairPerformData[] CrossHairData;//[Offset: 0x168 , Size: 16]
class CameraShake* ShootCameraShake;//[Offset: 0x178 , Size: 8]
float CameraShakeInnerRadius;//[Offset: 0x180 , Size: 4]
float CameraShakeOuterRadius;//[Offset: 0x184 , Size: 4]
float CameraShakFalloff;//[Offset: 0x188 , Size: 4]
AkAudioEvent* ShootSound;//[Offset: 0x190 , Size: 8]
float ReloadTime;//[Offset: 0x198 , Size: 4]
float ReloadTimeTactical;//[Offset: 0x19c , Size: 4]
float ReloadTimeMagOut;//[Offset: 0x1a0 , Size: 4]
float ReloadTimeMagIn;//[Offset: 0x1a4 , Size: 4]
STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x1a8 , Size: 8]
BackpackComponent* OwnerBackPack;//[Offset: 0x1b0 , Size: 8]
void ShootGrenadeBullet(Vector StartLoc, Rotator StartRot, uint32 ShootID);//
0x2ce4760
void SetUseGreanadeLaunch(bool bIsUse);// 0x2ce46dc
void RemoveBullet(int RemoveNum);// 0x2ce4660
int ReloadGrenadeLaunch();// 0x2ce462c
void OnRep_UseGrenadeLaunchState();// 0x2ce4618
void OnRep_CurBulletNum();// 0x2ce4604
void OnRep_CanUseGrenadeLaunch();// 0x2ce45f0
void LaunchGrenadeBullet(Transform Trans, uint32 ShootID, int Pellet);//
0x2ce44d8
bool JudgeMustReload();// 0x2ce44a0
bool IsUseGreanadeLaunch();// 0x2ce4468
void HandleGrenadeLaunchEquip(bool bIsEquip);// 0x2ce43e4
BackpackComponent* GetBackpackComp();// 0x2ce43b0
void DoGrenadeLaunchStartReload();// 0x2ce439c
bool CheckCanReload();// 0x2ce4364
--------------------------------
Class: FillGasComponent.WeaponLogicBaseComponent.ActorComponent.Object
float UpGasSpeed;//[Offset: 0x130 , Size: 4]
float DownGasSpeed;//[Offset: 0x134 , Size: 4]
float CostGasOneShoot;//[Offset: 0x138 , Size: 4]
float MaxGas;//[Offset: 0x13c , Size: 4]
float GasAddDamageRate;//[Offset: 0x140 , Size: 4]
float MaxGasAngle;//[Offset: 0x144 , Size: 4]
float PostFillGasTime;//[Offset: 0x148 , Size: 4]
float GasUpdateInterval;//[Offset: 0x14c , Size: 4]
int CurGas;//[Offset: 0x150 , Size: 4]
STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x158 , Size: 8]
void OnRep_CurGas();// 0x2cb2770
void CostGassByShoot();// 0x2cb275c
void CheckNeedRep();// 0x2cb2748
void AddFillGass(float AddFillGasTime);// 0x2cb26cc
--------------------------------
Class:
NormalProjectileComponent.STEShootWeaponProjectComponent.STExtraShootWeaponComponen
t.WeaponLogicBaseComponent.ActorComponent.Object
float AutoRecoverShootLockInterval;//[Offset: 0x520 , Size: 4]
NormalProjectileVerifyConfig VerifyConfig;//[Offset: 0x524 , Size: 44]
delegate OnHandleShootDamageDelegate;//[Offset: 0x550 , Size: 16]
bool bNeedWaitClientBulletLaunch;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x564 , Size: 1]
float CurShootLockInterval;//[Offset: 0x568 , Size: 4]
void UpdateShootLockCD(float DeltaTime);// 0x2d46198
void
OnHandleShootDamageDelegate__DelegateSignature(NormalProjectileComponent*
NormalProjectileComponent);// 0x37db6c4
bool CheckShootState();// 0x2d46158
--------------------------------
Class:
STEShootWeaponProjectComponent.STExtraShootWeaponComponent.WeaponLogicBaseComponent
.ActorComponent.Object
Actor*[] BulletCacheList;//[Offset: 0x510 , Size: 16]
--------------------------------
Class: NormalProjectileVerifyConfig
float MaxShootPointTolerateDistanceOffset;//[Offset: 0x0 , Size: 4]
float MaxShootPointTolerateDistanceOffsetVehicle;//[Offset: 0x4 , Size: 4]
float MaxImpactPointTolerateDistanceOffset;//[Offset: 0x8 , Size: 4]
float BlockVerifyImpactNormalOffset;//[Offset: 0xc , Size: 4]
bool bVerifyBulletScDiff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x10 , Size: 1]
float MaxDiffServerClient;//[Offset: 0x14 , Size: 4]
bool bVerifyShootDir2D;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x18 , Size: 1]
float ShortDirReverseDistance;//[Offset: 0x1c , Size: 4]
float TolerateBulletDirOffsetSquared;//[Offset: 0x20 , Size: 4]
bool bVerifyWeaponFireInfoTimeForcePunish;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x24 , Size: 1]
bool bVerifyClientFlySpeed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x25 , Size: 1]
bool bVerifyLauchTimeWithServer;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x26 , Size: 1]
float ClientServerFlyTimeTorelate;//[Offset: 0x28 , Size: 4]
--------------------------------
Class:
ShootWeaponEffectComponent.WeaponEffectComponent.WeaponLogicBaseComponent.ActorComp
onent.Object
class CameraShake* CameraShakeTemplate_NormalCameraMode;//[Offset: 0x198 ,
Size: 8]
class CameraShake* CameraShakeTemplate_NearCameraMode;//[Offset: 0x1a0 ,
Size: 8]
class CameraShake* CameraShakeTemplate_AimCameraMode;//[Offset: 0x1a8 , Size:
8]
float CameraShakeInnerRadius;//[Offset: 0x1b0 , Size: 4]
float CameraShakeOuterRadius;//[Offset: 0x1b4 , Size: 4]
float CameraShakFalloff;//[Offset: 0x1b8 , Size: 4]
bool bNeedRefreshMuzzle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1bc , Size: 1]
bool bNeedOptimizeMuzzleFX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1be , Size: 1]
ParticleSystem* MuzzleFX;//[Offset: 0x1c0 , Size: 8]
Vector LocalMuzzelFXScale;//[Offset: 0x1c8 , Size: 12]
ParticleSystem* ScopeMuzzleFX;//[Offset: 0x1d8 , Size: 8]
Vector ScopeMuzzelFXScale;//[Offset: 0x1e0 , Size: 12]
ParticleSystem* RemoteMuzzleFX;//[Offset: 0x1f0 , Size: 8]
Vector RemoteMuzzelFXScale;//[Offset: 0x1f8 , Size: 12]
FXDistancaScaleStruct RemoteMuzzleFXDistanceScale;//[Offset: 0x204 , Size:
16]
ParticleSystem* LocalSilencerMuzzleFX;//[Offset: 0x218 , Size: 8]
Vector LocalSilencerMuzzelFXScale;//[Offset: 0x220 , Size: 12]
ParticleSystem* ScopeSilencerMuzzleFX;//[Offset: 0x230 , Size: 8]
Vector ScopeSilencerMuzzelFXScale;//[Offset: 0x238 , Size: 12]
ParticleSystem* RemoteSilencerMuzzleFX;//[Offset: 0x248 , Size: 8]
Vector RemoteSilencerMuzzelFXScale;//[Offset: 0x250 , Size: 12]
FXDistancaScaleStruct RemoteSilencerMuzzleFXDistanceScale;//[Offset: 0x25c ,
Size: 16]
ParticleSystem* LocalFiringSuppressorMuzzleFX;//[Offset: 0x270 , Size: 8]
Vector LocalFiringSuppressorMuzzelFXScale;//[Offset: 0x278 , Size: 12]
ParticleSystem* ScopeFiringSuppressorMuzzleFX;//[Offset: 0x288 , Size: 8]
Vector ScopeFiringSuppressorMuzzelFXScale;//[Offset: 0x290 , Size: 12]
ParticleSystem* RemoteFiringSuppressorMuzzleFX;//[Offset: 0x2a0 , Size: 8]
Vector RemoteFiringSuppressorMuzzelFXScale;//[Offset: 0x2a8 , Size: 12]
FXDistancaScaleStruct RemoteSuppressorMuzzleFXDistanceScale;//[Offset:
0x2b4 , Size: 16]
ParticleSystem* LocalCompensatorMuzzleFX;//[Offset: 0x2c8 , Size: 8]
Vector LocalCompensatorMuzzelFXScale;//[Offset: 0x2d0 , Size: 12]
ParticleSystem* ScopeCompensatorMuzzleFX;//[Offset: 0x2e0 , Size: 8]
Vector ScopeCompensatorMuzzelFXScale;//[Offset: 0x2e8 , Size: 12]
ParticleSystem* RemoteCompensatorMuzzleFX;//[Offset: 0x2f8 , Size: 8]
Vector RemoteCompensatorMuzzelFXScale;//[Offset: 0x300 , Size: 12]
bool bIsActiveShellDropFXWhenShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x30c , Size: 1]
ParticleSystem* ShellDropFX;//[Offset: 0x310 , Size: 8]
Vector ShellDropFXScale;//[Offset: 0x318 , Size: 12]
ParticleSystem* FPPShellDropFX;//[Offset: 0x328 , Size: 8]
Vector FPPShellDropFXScale;//[Offset: 0x330 , Size: 12]
float ShootLightCD;//[Offset: 0x33c , Size: 4]
float LastShootLightTime;//[Offset: 0x340 , Size: 4]
class OBEffectBullet* OBEffectBulletTemplate;//[Offset: 0x348 , Size: 8]
int MaxOBBulletTrackCompNum;//[Offset: 0x350 , Size: 4]
ParticleSystemComponent* ShellDropFXComp;//[Offset: 0x358 , Size: 8]
ParticleSystemComponent* FPPShellDropFXComp;//[Offset: 0x360 , Size: 8]
STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x368 , Size: 8]
ParticleSystemComponent* MuzzleFXComp;//[Offset: 0x370 , Size: 8]
ParticleSystemComponent*[] OBBulletTrackFXCompsArray;//[Offset: 0x378 , Size:
16]
Vector MuzzleFXOriginalScale;//[Offset: 0x388 , Size: 12]
float MuzzleFXPrevDistanceScaler;//[Offset: 0x394 , Size: 4]
OBEffectBullet*[] OBEffectBulletsCachePool;//[Offset: 0x3a8 , Size: 16]
bool bChangeShellDropRot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3b8 , Size: 1]
Rotator ShellDropRot;//[Offset: 0x3bc , Size: 12]
FName ChangeShellDropSocket;//[Offset: 0x3c8 , Size: 8]
bool ShellDropRotHasChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3d0 , Size: 1]
void ReloadAttr(int WeaponId);// 0x2db0674
void OnWeaponUnEquiped();// 0x2db0660
void OnWeaponEuiped();// 0x2db064c
void HandleWeaponAction(byte Action);// 0x2db05c8
STExtraShootWeapon* GetOwnerShootWeapon();// 0x2db0594
OBEffectBullet* GetOBEffectBullet();// 0x2db0560
int GetAvailableOBEffectBulletNum();// 0x2db052c
void CheckOptimizeMuzzleFX();// 0x2db0510
void ChangeShellDropFx();// 0x2db04fc
void ActiveShootLight();// 0x2db04e8
void ActiveLocalShellDropFX();// 0x2db04d4
--------------------------------
Class: WeaponEffectComponent.WeaponLogicBaseComponent.ActorComponent.Object
<byte,AkAudioEvent*> SoundDataMap;//[Offset: 0x130 , Size: 80]
AkAudioEvent* ShellDropSound;//[Offset: 0x180 , Size: 8]
AkAudioEvent* SilencerShootSound;//[Offset: 0x188 , Size: 8]
AkAudioEvent* DurabilityLossShootSound;//[Offset: 0x190 , Size: 8]
void HandleWeaponAction(byte Action);// 0x2fa397c
--------------------------------
Class: FXDistancaScaleStruct
float FXStartScaleDistance;//[Offset: 0x0 , Size: 4]
float FXEndScaleDistance;//[Offset: 0x4 , Size: 4]
float FXStartScaleValue;//[Offset: 0x8 , Size: 4]
float FXEndScaleValue;//[Offset: 0xc , Size: 4]
--------------------------------
Class: OBEffectBullet.Actor.Object
float MaxMovingTime;//[Offset: 0x398 , Size: 4]
delegate OnOBEffectBulletMoveEnd;//[Offset: 0x3a0 , Size: 16]
ParticleSystem* CurFXTemplate;//[Offset: 0x3b8 , Size: 8]
float CurMovingTime;//[Offset: 0x3e8 , Size: 4]
CurveFloat* SpeedCurve;//[Offset: 0x3f0 , Size: 8]
--------------------------------
Class: AttrModifyComponent.ActorComponent.Object
bool UseAttributeModifyRep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x118 , Size: 1]
delegate OnAttrModified;//[Offset: 0x120 , Size: 16]
int AttrGroup;//[Offset: 0x130 , Size: 4]
AttrModifyItem[] ConfigAttrModifyList;//[Offset: 0x138 , Size: 16]
AttrModifyGroupItem[] ConfigAttrModifyGroupList;//[Offset: 0x148 , Size: 16]
uint32 AttrModifyStateList;//[Offset: 0x250 , Size: 4]
bool[] AttrModifyGroupStateList;//[Offset: 0x258 , Size: 16]
AttrModifyItem[] DynamicModifierRepList;//[Offset: 0x268 , Size: 16]
RepAttributeModify DynamicModifierRep;//[Offset: 0x278 , Size: 24]
int AttrModifyStateListNum;//[Offset: 0x2b8 , Size: 4]
AttributeExpand[] AttributeExpands;//[Offset: 0x360 , Size: 16]
AttrDynamicModifier DynamicModifier;//[Offset: 0x370 , Size: 168]
<FString,RelateAttributeGroup> RelateAttributeGroup;//[Offset: 0x418 , Size:
80]
enum ActorAttrType;//[Offset: 0x468 , Size: 1]
ModAttrSimulateSyncItem[] ModSimulateSyncList;//[Offset: 0x578 , Size: 16]
void SetValueToAttributeSafety(FString AttrName, float Value);// 0x3057770
void SetOrignalValueToAttribute(FString AttrName, float Value);// 0x3057688
void SetAttrModifyStateValue(int Index, bool Value);// 0x30575c8
void SetAttributeMaxValue(FString AttrName, float MaxValue);// 0x30574e0
void ResponeAttrValue(FString AttrName, float FinalValue);// 0x30573c0
void RequestAttrValue(FString AttrName);// 0x30572e4
void RemoveDynamicModifyItemForLua(uint32 ModifyUID);// 0x3057268
bool RegisterModifyAbleAttr(out const AttrRegisterItem[] AttrRegists, bool
bSetAttrByOrigin);// 0x30570fc
void OnRep_ModSimulateSyncList();// 0x30570e8
void OnRep_DynamicModifierList();// 0x30570d4
void OnRep_DynamicModifier();// 0x30570c0
void OnRep_AttrModifyStateList();// 0x30570ac
void OnRep_AttrModifyGroupStateList();// 0x3057098
void OnAttrModifiedEvent__DelegateSignature(out const AttrAffected[]
AffectedAttrS);// 0x37db6c4
bool IsAttrModifyStateValidIndex(int Index);// 0x3057008
bool HasDynamicModifier(FString AttrModifyId);// 0x3056f4c
bool GetAttrModifyStateValue(int Index);// 0x3056ebc
int GetAttrModifyStateNum();// 0x3056ea0
AttrModifyItem GetAttrModifyItemByItemName(FString ItemName);// 0x3056c54
float GetAttributeValue(FString AttrName);// 0x3056b9c
float GetAttributeOrignalValue(FString AttrName);// 0x3056ae4
bool EnableAttrModifier(FString AttrModifyItemName);// 0x30569a4
bool EnableAllAttrModifier();// 0x305696c
bool DisableModifierToActor(Actor* TargetActor);// 0x30568dc
bool DisableAttrModifier(FString AttrModifyItemName);// 0x305679c
bool DisableAllAttrModifier();// 0x3056764
void AddValueToAttribute(FString AttrName, float Value);// 0x305667c
uint32 AddDynamicModifyItemForLua(FString AttrName, byte ModifyType, float
Value, bool bEnable, Object* Causer);// 0x30564c8
void AddDynamicModifier(out AttrModifyItem AttrModifyItem);// 0x30563a4
--------------------------------
Class: AttrModifyItem
CacheAffactTargetInfo[] AffectTargetsCachInfo;//[Offset: 0x0 , Size: 16]
FString AttrModifyItemName;//[Offset: 0x10 , Size: 16]
FString AttrName;//[Offset: 0x20 , Size: 16]
int AttrId;//[Offset: 0x30 , Size: 4]
int CompareId;//[Offset: 0x34 , Size: 4]
enum ModifierOp;//[Offset: 0x38 , Size: 1]
float ModifierValue;//[Offset: 0x3c , Size: 4]
bool IsEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40 ,
Size: 1]
bool ClientSimulate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x41 , Size: 1]
--------------------------------
Class: CacheAffactTargetInfo
Actor* AffectTarget;//[Offset: 0x0 , Size: 8]
float FinalAddValue;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: AttrModifyGroupItem
AttrModifyItem[] AttrModifyItem;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: RepAttributeModify
--------------------------------
Class: AttributeExpand
FString AttrName;//[Offset: 0x0 , Size: 16]
FString AttrDesc;//[Offset: 0x10 , Size: 16]
int RelateTypeId;//[Offset: 0x20 , Size: 4]
FString RelateGroup;//[Offset: 0x28 , Size: 16]
float Value;//[Offset: 0x38 , Size: 4]
--------------------------------
Class: AttrDynamicModifier
<FString,AttrDynamicModifyTarget> ModifyAttrs;//[Offset: 0x0 , Size: 80]
<FString,AttrDynamicModifyConfig> ModifyConfigs;//[Offset: 0x50 , Size: 80]
AttrModifyComponent* Component;//[Offset: 0xa0 , Size: 8]
--------------------------------
Class: AttrDynamicModifyTarget
--------------------------------
Class: AttrDynamicModifyConfig
bool IsOneceModify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0
, Size: 1]
bool HasLimitAttr;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1 , Size: 1]
bool HasMaxAttr;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2 ,
Size: 1]
FString AttrName;//[Offset: 0x8 , Size: 16]
FString LimitAttrName;//[Offset: 0x18 , Size: 16]
FString MaxAttrName;//[Offset: 0x28 , Size: 16]
--------------------------------
Class: RelateAttributeGroup
<int,FString> RelateAttributes;//[Offset: 0x0 , Size: 80]
--------------------------------
Class: ModAttrSimulateSyncItem
int AttrId;//[Offset: 0x0 , Size: 4]
float FinalValue;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: AttrRegisterItem
FString AttrName;//[Offset: 0x0 , Size: 16]
enum AttrVariableType;//[Offset: 0x10 , Size: 1]
bool HasReplicatedTag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x11 , Size: 1]
--------------------------------
Class: AttrAffected
FString AttrName;//[Offset: 0x0 , Size: 16]
Actor* AffectedActor;//[Offset: 0x10 , Size: 8]
--------------------------------
Class: WeaponAttrModifyConfig
FString ModifyConfigID;//[Offset: 0x0 , Size: 16]
WeaponAttrModifyData[] WeaponAttrModifiers;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: WeaponAttrModifyData
FString ModifyAttr;//[Offset: 0x0 , Size: 16]
enum Op;//[Offset: 0x10 , Size: 1]
float ModifyValue;//[Offset: 0x14 , Size: 4]
--------------------------------
Class: WeaponAntiCheatComp.WeaponLogicBaseComponent.ActorComponent.Object
STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x130 , Size: 8]
float ShootRateCheckInterval;//[Offset: 0x15c , Size: 4]
bool ShootRateCheckTag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x160 , Size: 1]
float ShootRateCheckMulCoff;//[Offset: 0x164 , Size: 4]
bool ShootHitTargetIntervalCheckTag;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x168 , Size: 1]
float ShootHitTargetIntervalMulCoff;//[Offset: 0x16c , Size: 4]
bool bCheckParachuteHit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x170 , Size: 1]
float MaxParachuteHeightDist;//[Offset: 0x174 , Size: 4]
float MaxParachutePlaneDist;//[Offset: 0x178 , Size: 4]
float ShootTimeInfoCheckClearInterval;//[Offset: 0x1d4 , Size: 4]
float ShootTimeInfoCheckLifeTime;//[Offset: 0x1d8 , Size: 4]
float ShootTimeGunPosBigCircle;//[Offset: 0x1dc , Size: 4]
float ShootTimeGunPosMaxZDif;//[Offset: 0x1e0 , Size: 4]
float ShootTimeGunPosMaxForwadDif;//[Offset: 0x1e4 , Size: 4]
float ShootTimeGunPosMaxForwadDifInVehicle;//[Offset: 0x1e8 , Size: 4]
float ShootTimeGunPosMaxRightDif;//[Offset: 0x1ec , Size: 4]
float ShootTimeGunPosMaxRightDifInVehicle;//[Offset: 0x1f0 , Size: 4]
int MaxClientCapsuleHalfHeight;//[Offset: 0x1f4 , Size: 4]
float ShootTimeMuzzleDistThres;//[Offset: 0x1f8 , Size: 4]
float ShootTimeMuzzleZThres;//[Offset: 0x1fc , Size: 4]
bool bVerifyTimeLineSync;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x200 , Size: 1]
float TimeLineCheckDnBorder;//[Offset: 0x204 , Size: 4]
float TimeLineCheckUpBorder;//[Offset: 0x208 , Size: 4]
float ShootTimeConnectionDeltaThres;//[Offset: 0x20c , Size: 4]
bool bVerifyStartFireTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x210 , Size: 1]
float MaxShootPassTimeDeltaBetweenSysAndLevel;//[Offset: 0x214 , Size: 4]
float TolerateFlyTime;//[Offset: 0x218 , Size: 4]
float TolerateFlyDis;//[Offset: 0x21c , Size: 4]
void OnWeaponShootHit(out const ShootWeaponDamageEvent DamageDetail, out
const BulletHitInfoUploadData HitData, out const LocalShootHitData LocalHitData);//
0x2f9c764
--------------------------------
Class: ShootWeaponDamageEvent.STPointDamageEvent.PointDamageEvent.DamageEvent
byte AvatarDamagePosition;//[Offset: 0xad , Size: 1]
float DamageImpulse;//[Offset: 0xc8 , Size: 4]
--------------------------------
Class: STPointDamageEvent.PointDamageEvent.DamageEvent
int ItemID;//[Offset: 0xa8 , Size: 4]
--------------------------------
Class: PointDamageEvent.DamageEvent
float Damage;//[Offset: 0x10 , Size: 4]
Vector_NetQuantizeNormal ShotDirection;//[Offset: 0x14 , Size: 12]
HitResult HitInfo;//[Offset: 0x20 , Size: 136]
--------------------------------
Class: SimulateBulletHitInfoData
Vector ImpactPoint;//[Offset: 0x0 , Size: 12]
Vector_NetQuantize RelativeImpactPoint;//[Offset: 0xc , Size: 12]
Vector_NetQuantizeNormal ImpactNormal;//[Offset: 0x18 , Size: 12]
Vector ShootMomentMuzzlePos;//[Offset: 0x24 , Size: 12]
byte SurfaceType;//[Offset: 0x30 , Size: 1]
Actor* Actor;//[Offset: 0x34 , Size: 8]
PrimitiveComponent* Component;//[Offset: 0x3c , Size: 8]
byte HitBodyType;//[Offset: 0x44 , Size: 1]
--------------------------------
Class: SecurityLogHitTargetInfo
--------------------------------
Class: SpawnAndBackpackWeaponReplicatedData
STExtraWeapon* TargetWeapon;//[Offset: 0x0 , Size: 8]
FName LogicSocket;//[Offset: 0x8 , Size: 8]
bool bAutoUse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 ,
Size: 1]
bool bNeedSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x11 , Size: 1]
ItemDefineID ID;//[Offset: 0x18 , Size: 24]
bool bResetBulletNum;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x30 , Size: 1]
int OperationIndex;//[Offset: 0x34 , Size: 4]
Actor* WeaponOwnerActor;//[Offset: 0x38 , Size: 8]
FString OwnerCharacterName;//[Offset: 0x40 , Size: 16]
bool bIsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50 ,
Size: 1]
--------------------------------
Class:
WeaponTriggerEventHandleSkill.WeaponTriggerEventHandleBase.WeaponLogicBaseComponent
.ActorComponent.Object
void ProcessTriggerEventInternal(enum Event);// 0x2fb27a0
static int[] GetWeaponSkillIDList(STExtraWeapon* Weapon);// 0x2fb26bc
--------------------------------
Class: WeaponTriggerEventHandleBase.WeaponLogicBaseComponent.ActorComponent.Object
void ProcessTriggerEventInternal(enum Event);// 0x2fb2124
void ProcessTriggerEvent(enum Event);// 0x2fb20a0
--------------------------------
Class: SceneCompUpdateOptimizationItem
--------------------------------
Class: WeaponStateManager.WeaponLogicBaseComponent.ActorComponent.Object
WeaponStateBase* CurrentState;//[Offset: 0x130 , Size: 8]
WeaponStateBase* DefaultState;//[Offset: 0x138 , Size: 8]
<byte,WeaponStateBase*> StateMap;//[Offset: 0x140 , Size: 80]
WeaponStateBase* GetCurrentState();// 0x2fb1c44
byte GetCurrentFreshWeaponStateType();// 0x2fb1c10
--------------------------------
Class: WeaponStateBase.WeaponLogicBaseComponent.ActorComponent.Object
delegate OnBeginState;//[Offset: 0x130 , Size: 16]
delegate OnEndState;//[Offset: 0x140 , Size: 16]
bool bNeedConditionGateCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x150 , Size: 1]
byte FreshWeaponStateType;//[Offset: 0x151 , Size: 1]
--------------------------------
Class:
GrenadeAvatarComponent.ItemAvatarComponentBase.AvatarComponentBase.ActorComponent.O
bject
delegate GrenadeAvatarEqiuped;//[Offset: 0x3c0 , Size: 16]
void PreChangeGrenadeAvatar(int InItemID);// 0x2ce3e5c
void PostChangeItemAvatar(bool bProcessRenderPipeline);// 0x2ce3dd0
FString GetItemAvatarHandlePath(int ItemID);// 0x37db6c4
BackpackCommonAvatarHandle* GetItemAvatarHandle(int ItemID);// 0x37db6c4
int GetDefaultAvatarID(int InAvatarID);// 0x37db6c4
void AddAssetSoftObject(out SoftObjectPath[] FSoftObjectPathList);//
0x2ce3cb0
--------------------------------
Class: ItemAvatarComponentBase.AvatarComponentBase.ActorComponent.Object
delegate VehicleEquipedDefaultAvatarEvent;//[Offset: 0x1d8 , Size: 16]
bool bNeedCheckResExist;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1e8 , Size: 1]
ItemDefineID DefaultCfg;//[Offset: 0x1f0 , Size: 24]
bool bEnableLobbyMat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x208 , Size: 1]
MeshComponent* ItemBodyMesh;//[Offset: 0x210 , Size: 8]
NetItemAvatarData NetAvatarData;//[Offset: 0x218 , Size: 32]
BackpackCommonAvatarHandle* ItemAvatarHandle;//[Offset: 0x308 , Size: 8]
BackpackCommonAvatarHandle* DefaultItemAvatarHandle;//[Offset: 0x310 , Size:
8]
int itemType;//[Offset: 0x318 , Size: 4]
SkeletalMesh* MasterSkeletalMesh;//[Offset: 0x320 , Size: 40]
StaticMesh* MasterStaticMesh;//[Offset: 0x348 , Size: 40]
<FString,Object*> AssetObjectMap;//[Offset: 0x370 , Size: 80]
void VehicleEquipedDefaultAvatar__DelegateSignature(int AvatarID, int
DefaultAvatarID);// 0x37db6c4
void SyncChangeItemAvatar(int InItemID);// 0x2cfd22c
void SetMasterStaticMeshPath(FString InPath, bool bForce);// 0x2cfd13c
void SetMasterSkeletalMeshPath(FString InPath, bool bForce);// 0x2cfd04c
void ResetItemAvatar();// 0x2cfd038
void RequestDownloadItemInBattle(int InItemID);// 0x2cfcfb4
void PreChangeItemAvatar(int InItemID);// 0x2cfcf30
void OnRep_ItemAvatarChanged();// 0x2cfcf1c
bool IsValidAvatar();// 0x2cfcee4
BackpackCommonAvatarHandle* GetValidAvatarHandle();// 0x2cfcea8
Object* GetSoftRefObj(out SoftObjectPath AssetRef);// 0x2cfcdd8
MeshComponent* GetItemBodyMesh();// 0x2cfcdbc
MaterialInterface* GetDynamicMaterial(MaterialInstance* MatInstance,
MaterialInterface* MatBase);// 0x2cfccf8
void DownloadItemInBattleCallBack(uint32 ItemID, uint32 ErrorCode);//
0x2cfcc3c
void CollectLoadRes(out SoftObjectPath[] AssetRefArray);// 0x2cfcb24
void ChangeItemAvatar(int InItemID, bool bUpdateFlag);// 0x2cfca64
void AsyncChangeItemAvatar(int InItemID);// 0x2cfc9e0
bool ApplyMesh(MeshComponent* MeshComp, SkeletalMesh* SkeletalMesh,
StaticMesh* StaticMesh);// 0x2cfc8d4
bool ApplyMaterial(MeshComponent* MeshComp, out const ItemAvatarMatPath[]
AvatarMatArray);// 0x2cfc7d4
void AddAssetSoftObject(out SoftObjectPath[] ObjectPathList);// 0x2cfc6b4
--------------------------------
Class: BackpackCommonAvatarHandle.BattleItemHandleBase.ItemHandleBase.Object
ItemAvatarData[] ItemAvatarMats;//[Offset: 0xd0 , Size: 16]
SkeletalMesh* ItemSkletalMesh;//[Offset: 0xe0 , Size: 40]
StaticMesh* ItemStaticMesh;//[Offset: 0x108 , Size: 40]
class AnimInstance* ItemAnimBPPath;//[Offset: 0x130 , Size: 40]
bool HandleUse(BattleItemUseTarget Target, enum Reason);// 0x2be11c8
bool HandlePickup(out const interface classNone ItemContainer,
BattleItemPickupInfo pickupInfo, enum Reason);// 0x2be0f14
bool HandleDrop(int InCount, enum Reason);// 0x2be0e40
bool HandleDisuse(enum Reason);// 0x2be0da8
BackpackComponent* GetBackpackComponent();// 0x2be0d74
bool CheckCanPickUp(CharacterAvatarComponent2* AvatarComp, int nowCapcity);//
0x2be0ca8
--------------------------------
Class: ItemAvatarData
FName SlotID;//[Offset: 0x0 , Size: 8]
MaterialInterface* MatInstance;//[Offset: 0x8 , Size: 40]
MaterialInterface* LobbyMatInstance;//[Offset: 0x30 , Size: 40]
--------------------------------
Class:
CharacterAvatarComponent2.SlotViewAvatarComponent.SlotAvatarComponent.AvatarCompone
ntBase.ActorComponent.Object
int gender;//[Offset: 0x7b8 , Size: 4]
delegate OnAvatarEquipped;//[Offset: 0x7c0 , Size: 16]
int HeadAvatarID;//[Offset: 0x7e0 , Size: 4]
int PreHeadAvatarID;//[Offset: 0x7e4 , Size: 4]
bool isEnable2PassHairMarkDirty;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x7e9 , Size: 1]
bool forceLodMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x800 , Size: 1]
bool bEnableCameraModeLODControll;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x801 , Size: 1]
<FName> HadHideBoneNames;//[Offset: 0x808 , Size: 80]
enum[] OpenResetHideBone;//[Offset: 0x858 , Size: 16]
<enum,AvatarHideBonesDesc> AvatarHideBoneMap;//[Offset: 0x868 , Size: 80]
int[] ignoreSlots;//[Offset: 0x8b8 , Size: 16]
int WholeBodyModelID;//[Offset: 0x8c8 , Size: 4]
int CurrentClothID;//[Offset: 0x8cc , Size: 4]
int[] NeedRemoveSlot;//[Offset: 0x8d0 , Size: 16]
bool bWearingSuit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x8e0 , Size: 1]
<enum,FName> ClothMaterialColorName;//[Offset: 0x8e8 , Size: 80]
<enum,FName> ClothMaterialSkinName;//[Offset: 0x938 , Size: 80]
<enum,BackpackAvatarItemColor*> RunningColorHandle;//[Offset: 0x988 , Size:
80]
<enum,BackpackAvatarItemPattern*> RunningPatternHandle;//[Offset: 0x9d8 ,
Size: 80]
<int,AvatarEffectGroup> LoadedEffectGroup;//[Offset: 0xa28 , Size: 80]
delegate OnAvatarAttachEquipped;//[Offset: 0xa78 , Size: 16]
delegate OnClothParticleEquipped;//[Offset: 0xa88 , Size: 16]
<int,AvatarAttachMeshGroup> LoadedAttachMeshGroup;//[Offset: 0xa98 , Size:
80]
int ConfigMinDistFromMainChar;//[Offset: 0xae8 , Size: 4]
int ConfigMaxDistFromMainChar;//[Offset: 0xaec , Size: 4]
int ConfigBaseNonRenderedUpdateRate;//[Offset: 0xaf0 , Size: 4]
float[] ConfigBaseVisibleDistanceFactorThesholds;//[Offset: 0xaf8 , Size: 16]
AvatarAttachMeshFrameSkipMap[] ConfigLODToFrameSkipMap;//[Offset: 0xb08 ,
Size: 16]
int EnableEquipAvatarPendant;//[Offset: 0xb18 , Size: 4]
bool bConsiderDefaultReplaceModel;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xb1c , Size: 1]
bool bAllowSetInvincible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xb1d , Size: 1]
<int,AdditonalAvatarStruct> AdditionalAvatarMap;//[Offset: 0xb20 , Size: 80]
int TypeToInt(enum InSlotType);// 0x2c45928
void Streamable_RequestAsyncLoadMeshes(out SoftObjectPath[]
InAssetPathList);// 0x2c45808
void Streamable_RequestAsyncLoadHandles_Download(out ItemDefineID[]
InHandleList);// 0x2c45748
void Streamable_RequestAsyncLoadHandles(out ItemDefineID[] InHandleList);//
0x2c45688
bool SetSkinMaterial(int SlotID, out const ItemDefineID DefineID,
BackpackAvatarHandle* InAvatarHandle);// 0x2c45568
void SetNormalMaterial(out const MeshPackage MeshPack, MeshComponent*
MeshComp, int SlotID, BackpackAvatarHandle* InAvatarHandle);// 0x2c453fc
bool SetMeshVisibleByID(int InSlotID, bool IsVisible, bool bForceShow);//
0x2c452dc
void SetIgnoreSlots(BackpackAvatarHandle* avatar);// 0x2c45260
void SetClothParticleVisibility(int SlotID, bool Visible, bool IsForCE);//
0x2c45154
bool SetBodySuitsMaterial(out const MeshPackage MeshPack, MeshComponent*
MeshComp, BackpackAvatarHandle* InAvatarHandle);// 0x2c45014
void SetAvatarVisibility(enum SlotType, bool Visible, bool IsForCE);//
0x2c44f08
void SetAvatarGender(int AGender);// 0x2c44e8c
void SetAvatarForceLOD(enum SlotType, int LODLevel);// 0x2c44dd4
void SetAllMeshCharMode(bool bMainChar);// 0x2c44d50
void ResetBackpackPendant(int InSlotID, BackpackAvatarHandle*
AvatarHandle);// 0x2c44c98
void ResetAnimDynamicsByMeshComp(MeshComponent* MeshComp);// 0x2c44c14
void ResetAllAnimDynamics();// 0x2c44bf8
void RequestSyncLoadHandles(out ItemDefineID[] InHandleList);// 0x2c44b40
void RemoveClothParticleEffect(int SlotID);// 0x2c44ac4
void RemoveAttachMesh(int SlotID);// 0x2c44a48
void ProcessClothSuits();// 0x2c44a2c
void ProcessAvatarRectify();// 0x2c44a10
void PreProcessBeforeLoadMesh();// 0x2c449f4
void PreHanleEquipCloth(const BattleItemUseTarget Target,
BackpackAvatarHandle* InAvatarHandle, enum Reason);// 0x37db6c4
void PostProcessAfterLoadMesh();// 0x2c449d8
void OnSyncLoadBattleHandlesDone(BattleItemHandleBase*[] AvatarHandles);//
0x2c448a4
void OnRep_BodySlotStateChanged();// 0x2c44888
void OnLoadAvatarSlotDesc(out const AvatarSlotDesc InSlotDesc);// 0x2c447b8
void OnDeleteAvatarSlotDesc(out const AvatarSlotDesc InSlotDesc, bool
bDelayDelete);// 0x2c446a0
void OnClothParticleEquipped__DelegateSignature(enum SlotType, bool
IsEquipped, int ItemID);// 0x37db6c4
void OnAvatarMeshEquippedEvent(int InSlotID, bool bEquipped, out const
ItemDefineID InItemDefineID);// 0x2c44580
void OnAvatarLogicUnequippedEvent(int InSlotID, out const ItemDefineID
OldItemID);// 0x2c444ac
void OnAvatarLogicEquippedEvent(int InSlotID, out const ItemDefineID
NewItemID, out const ItemDefineID OldItemID);// 0x2c4437c
void OnAvatarEquippedCall(enum SlotType, bool bEquipped, int ItemID);//
0x2c44278
void OnAvatarEquipped__DelegateSignature(enum SlotType, bool IsEquipped, int
ItemID);// 0x37db6c4
void OnAvatarAttachEquipped__DelegateSignature(enum SlotType, bool
IsEquipped, int ItemID);// 0x37db6c4
void OnAsyncLoadMeshesDone(int AsyncLoadID);// 0x2c441f4
void OnAsyncLoadBattleHandlesDone_Download(BattleItemHandleBase*[]
AvatarHandles);// 0x2c440b8
void OnAsyncLoadBattleHandlesDone(BattleItemHandleBase*[] AvatarHandles);//
0x2c43f7c
bool LoadAvatarMeshData(out const AvatarSlotDesc InSlotDesc);// 0x2c43ea0
bool IsUseDefaultReplaceModel(int InSlotID, out const ItemDefineID
InItemDefineID, BackpackAvatarHandle* Handle);// 0x2c43d78
bool IsTeammate();// 0x2c43d38
bool IsSameAvatarItem(out const ItemDefineID DefineID1, out const
ItemDefineID DefineID2);// 0x2c43c38
bool IsSameAvatarHandle(out const ItemDefineID DefineID1, out const
ItemDefineID DefineID2);// 0x2c43b38
bool IsPendantExistAndBackpackHided(int SlotType);// 0x2c43aa8
bool IsMasterMeshSlotID(int InSlotID, ItemHandleBase* InItemHandle);//
0x2c439d4
bool IsItemBlueprintExist(int InSlotID, out const ItemDefineID InItemID, bool
bWithLog);// 0x2c438a4
enum IntToType(int InSlotID);// 0x2c4382c
void InitMasterComponent();// 0x2c43818
void Initialize();// 0x2c437fc
void InitialAvatarParam(int AGender);// 0x2c43780
void InitDefaultMesh(BattleItemHandleBase* Handle);// 0x2c43704
void InitDefaultAvatarByResID(int AGender, int Head, int Hair);// 0x2c43614
bool InitBodyMeshByHead(out const ItemDefineID InItemID,
BackpackAvatarHandle* InAvatarHandle);// 0x2c43528
bool HideHeadMesh(MeshComponent* MasterBoneComp, SkeletalMesh*
SkeletalMesh);// 0x37db6c4
bool HandleUnEquipCloth(out const ItemDefineID InItemID);// 0x2c43484
bool HandleUnEquipAdditionalCloth(out const ItemDefineID InItemID, int
InSlotID);// 0x2c433a0
void HandleHeadEquipped(BattleItemHandleBase* Handle);// 0x2c43324
void HandleEquipInitalCloth(BattleItemHandleBase* InItemHandle);// 0x2c432a8
bool HandleEquipCloth(out const ItemDefineID InItemID, BackpackAvatarHandle*
InAvatarHandle);// 0x2c431c4
bool HandleEquipAdditionalCloth(out const ItemDefineID InItemID, int
InSlotID);// 0x2c430e0
StaticMesh* GetStaticMesh(out const MeshPackage MeshPack);// 0x2c43024
enum GetSlotMeshType(int InSlotID, int InSubSlotID, ItemHandleBase*
InItemHandle);// 0x2c42f1c
SkeletalMesh* GetSkeletalMesh(out const MeshPackage MeshPack);// 0x2c42e60
enum GetPendantSlotType();// 0x2c42e24
MeshComponent* GetMeshCompBySlot(enum SlotType);// 0x2c42d90
MaterialInstanceDynamic* GetMaterialBySlotName(enum InSlotType, FName
SlotName);// 0x2c42cc8
MaterialInstance* GetMaterial(out const MeshPackage MeshPack);// 0x2c42c0c
BackpackAvatarHandle* GetLoadedHandle(int SlotID);// 0x2c42b80
int GetEquipmentSkinItemID(int InItemID);// 0x2c42aec
bool GetEquimentMeshBySlot(int Slot, out MeshData MeshPack);// 0x2c429f0
int[] GetDefaultBodyItemIDList();// 0x2c4294c
FName GetClothMaterialSkinName(enum SlotType, bool bSuit);// 0x2c4287c
FName GetClothMaterialColorName(enum SlotType, bool bSuit);// 0x2c427ac
MaterialInterface* GetCharSkinMaterial(MeshComponent* MasterMesh, enum
SlotType, out const ItemDefineID DefineID, BackpackAvatarHandle* InAvatarHandle);//
0x37db6c4
BackpackAvatarItemPattern* GetAvatarItemPattern(enum InSlotType, int
InPatternID, int InNumID);// 0x2c426ac
BackpackAvatarItemColor* GetAvatarItemColor(enum InSlotType, int
InColorID);// 0x2c425e4
enum GetAttachPartSlotType();// 0x2c425a8
bool GetAttachMeshResRef(out const AvatarAttachMeshData MeshPack, out
SoftObjectPath OutAssetRef);// 0x2c42440
bool GenerateClientDefaultAvatar(BattleItemHandleBase* InAvatarHandle);//
0x37db6c4
bool EnableEquipAvatarPendantFeature();// 0x2c42408
bool DeleteAvatarMeshData(int InSlotID, bool MeshChanged);// 0x2c4232c
BackpackAvatarItemPattern* CreateAvatarItemPattern(enum InSlotType, int
InPatternID);// 0x37db6c4
BackpackAvatarItemColor* CreateAvatarItemColor(enum InSlotType, int
InColorID);// 0x37db6c4
ItemHandleBase* CreateAvatarHandle(out const ItemDefineID InItemID, Object*
Outer);// 0x2c42244
void ClearAvatarHandlerFromPool(out const ItemDefineID InItemID);// 0x2c421ac
bool CheckShouldEquipDefaultItem(int InSlotID);// 0x2c42114
bool CheckIsHiddenByOther(int InItemResID);// 0x2c42084
void AsyncLoadClothParticleEffect(int SlotID, BackpackAvatarHandle*
Handle);// 0x2c41fcc
void AsyncLoadAttachMesh(int SlotID, BackpackAvatarHandle* Handle);//
0x2c41f14
void ApplyMeshCompCollision(int SlotID);// 0x2c41e98
bool ApplyMaterial(MeshComponent* InMeshComponent, ItemHandleBase*
InItemHandle);// 0x2c41dc8
void ApplyClothParticleEffect(int SlotID, BackpackAvatarHandle* Handle);//
0x2c41d10
void ApplyAvatarCustomInfo(int InSlotID, MaterialInstanceDynamic*
InMatDynamic, BackpackAvatarItemColor* InColorHandle, BackpackAvatarItemPattern*
InPatternHandle);// 0x2c41be4
void ApplyAttachMesh(int SlotID, BackpackAvatarHandle* Handle);// 0x2c41b2c
void ApplyAnimListOverride(ItemHandleBase* InItemHandle, bool IsPutOn);//
0x2c41a64
void AddAvatarHandleToPool(ItemHandleBase* InHandle);// 0x2c419e0
--------------------------------
Class:
SlotViewAvatarComponent.SlotAvatarComponent.AvatarComponentBase.ActorComponent.Obje
ct
<int,FName> SlotToSocket;//[Offset: 0x438 , Size: 80]
<int,ItemDefineID> DefaultAvataConfig;//[Offset: 0x488 , Size: 80]
<int,SlotMeshDesc> LoadedMeshComps;//[Offset: 0x4d8 , Size: 80]
<int,SlotHandleDesc> LoadedHandleDescs;//[Offset: 0x528 , Size: 80]
delegate OnAvatarAllMeshLoaded;//[Offset: 0x578 , Size: 16]
delegate OnAvatarMeshEquipped;//[Offset: 0x588 , Size: 16]
delegate OnAvatarMeshMaterialApplyed;//[Offset: 0x598 , Size: 16]
bool EnableMaterialOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x5a8 , Size: 1]
bool EnableMeshOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x5a9 , Size: 1]
bool IsGameStateValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x5aa , Size: 1]
ItemHandleBase*[] LoadedAvatarHandlerPool;//[Offset: 0x5b0 , Size: 16]
int AsyncLoadReqID;//[Offset: 0x690 , Size: 4]
int LastAsyncLoadReqID;//[Offset: 0x694 , Size: 4]
bool bAutonomousLoadRes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x6a8 , Size: 1]
AvatarEntity*[] EntityTickList;//[Offset: 0x6b0 , Size: 16]
<int,AvatarEntity*> AvatarEntityList;//[Offset: 0x6c0 , Size: 80]
AvatarEntityFactory* EntityFactory;//[Offset: 0x710 , Size: 8]
bool bLoadWithBatchBody;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x718 , Size: 1]
void Streamable_RequestAsyncLoadMeshes(out SoftObjectPath[]
InAssetPathList);// 0x2dc76f4
void Streamable_RequestAsyncLoadHandles_Download(out ItemDefineID[]
InHandleList);// 0x2dc7634
void Streamable_RequestAsyncLoadHandles(out ItemDefineID[] InHandleList);//
0x2dc7574
bool SetMeshVisibleByID(int InSlotID, bool IsVisible, bool bForceShow);//
0x2dc7454
void SetLoadMeshWithBatchBody(bool bFlag);// 0x2dc73d0
void ResetSlotSyncData();// 0x2dc73b4
void RequestSyncLoadMeshesWithPath(out const SoftObjectPath[]
AssetPathList);// 0x2dc729c
void RequestSyncLoadMeshes();// 0x2dc7288
void RequestBatchDownloadItemInBattle(out uint32[] RequestItemIDS);//
0x2dc71c8
void RequestAsyncLoadMeshes();// 0x2dc71b4
void RequestAsyncLoadHandles();// 0x2dc71a0
void RemoveEquippedAvatar(int InSlotID);// 0x2dc711c
void RemoveAllEquippedAvatar(bool bClearMasterMesh);// 0x2dc7090
void ReloadLogicAvatar(int SlotID, enum ReloadType, bool bReBuild);//
0x2dc6f8c
void ReloadAllLogicAvatar(enum ReloadType);// 0x2dc6f08
void ReloadAllEquippedAvatar(enum ReloadType);// 0x2dc6e84
bool PutOnEquipmentByResID(int resID);// 0x2dc6dec
bool PutOffEquimentByResID(int resID);// 0x2dc6d54
void PreProcessBeforeLoadMesh();// 0x2dc6d38
void PostProcessAfterLoadMesh();// 0x2dc6d1c
void OnSyncLoadMeshesDone();// 0x2dc6d08
void OnRep_BodySlotStateChanged();// 0x2dc6cec
void OnAvatarMeshMaterialApplyed__DelegateSignature(MeshComponent*
MeshComponent);// 0x37db6c4
void OnAvatarMeshEquippedEvent(int InSlotID, bool bEquipped, out const
ItemDefineID InItemDefineID);// 0x2dc6bcc
void OnAvatarMeshEquipped__DelegateSignature(int SlotID, bool bEquipped, int
ItemID);// 0x37db6c4
void OnAvatarAllMeshLoaded__DelegateSignature();// 0x37db6c4
void OnAsyncLoadMeshesDone(int AsyncLoadID);// 0x2dc6b48
void OnAsyncLoadHandlesDone_Download(ItemHandleBase*[] AvatarHandles);//
0x2dc6a0c
void OnAsyncLoadHandlesDone(ItemHandleBase*[] AvatarHandles);// 0x2dc68d0
void OnAllAvatarHandleLoadedDoneSync();// 0x2dc68bc
void OnAllAvatarHandleLoadedDone();// 0x2dc68a8
bool LoadAvatarMeshData(out const AvatarSlotDesc InSlotDesc);// 0x2dc67cc
bool IsValidStateToRequestDownload();// 0x2dc6794
bool IsSlotHasEquipped(int InSlotID, bool bIngnoreDefault);// 0x2dc66c0
bool IsMasterMeshSlotID(int InSlotID, ItemHandleBase* InItemHandle);//
0x2dc65ec
bool IsItemHasEquipped(int InItemID);// 0x2dc655c
bool IsEnableItemDownload(int ItemID);// 0x37db6c4
bool IsDefautlAvatarID(out const ItemDefineID InItemID);// 0x2dc64b0
bool IsAdvanceVehicleInsideSlot(int SlotID);// 0x2dc6418
bool IsAdvanceVehicleBodySlot(int SlotID);// 0x2dc6380
void HandleMaterialDiff(int InSlotID, ItemHandleBase* InItemHandle);//
0x2dc62c0
enum GetSlotMeshType(int InSlotID, int InSubSlotID, ItemHandleBase*
InItemHandle);// 0x2dc61b8
enum GetMeshTypeBySlot(int InSlotID);// 0x2dc612c
MeshComponent* GetMeshCompBySlotID(int InSlotID);// 0x2dc60a0
MeshComponent* GetMeshCompBySlot(enum SlotType);// 0x2dc600c
ItemHandleBase*[] GetLoadedItemHandlePool();// 0x2dc5f80
int GetFakeAvatarHandleItem_InDev(int InSlotID, int InItemID, int
AdditionalItemID);// 0x2dc5e78
int GetFakeAvatarHandleItem(int InSlotID, int InItemID, int
AdditionalItemID);// 0x2dc5d70
AvatarEntityFactory* GetEntityFactory();// 0x2dc5d34
SoftObjectPath GetBatchDefaultBodyPath();// 0x37db6c4
ItemHandleBase* GetAvatarHandleExternal(out const ItemDefineID InItemID, bool
bDirectCreate);// 0x2dc5c4c
AvatarEntity* GetAvatarEntity(int SlotID, FName Option, int SubSlotID);//
0x2dc5b48
int GetAdvanceVehicleInsideSlotID();// 0x2dc5b0c
bool GenerateDefaultAvatarConfig(int InBaseSkinID);// 0x37db6c4
bool DeleteAvatarMeshData(int InSlotID, bool DestroyComp);// 0x2dc5a30
ItemHandleBase* CreateAvatarHandle(out const ItemDefineID InItemID, Object*
Outer);// 0x2dc5948
AvatarEntity* CreateAvatarEntity(int SlotID, int SubSlotID);// 0x2dc5884
bool CheckSlotInfo(int InSlotID, out bool isHide, out bool isReplace, out
bool bVisable, out ItemDefineID OutItemID);// 0x2dc56ac
void BuildLoadHandleList(out ItemDefineID[] RequestItemList);// 0x2dc55f4
void BuildDownloadLoadHandleList(out const uint32[] DownloadItemIDs, out
ItemDefineID[] OutRequestItemList);// 0x2dc54b8
enum BPGetSlotMeshType(int InSlotID, int InSubSlotID, ItemHandleBase*
InItemHandle);// 0x2dc53b0
void BPCreateAvatarCustomHandle(int SlotID, int ItemID, out const
AvatarCustom InCostomInfo, out AvatarCustomBase*[] OutCustomHandle);// 0x37db6c4
void BatchDownloadItemInBattleCallBack(uint32[] ItemIDs, uint32[]
ErrorCodes);// 0x2dc5198
--------------------------------
Class: SlotAvatarComponent.AvatarComponentBase.ActorComponent.Object
<int,AvatarSlotDesc> LogicSlotDesc;//[Offset: 0x1d8 , Size: 80]
<int,AvatarSlotDesc> ViewSlotDesc;//[Offset: 0x228 , Size: 80]
NetAvatarSyncData NetAvatarData;//[Offset: 0x278 , Size: 32]
AvatarSlotDesc[] PendingEquipItemLogic;//[Offset: 0x298 , Size: 16]
AvatarSlotDesc[] PendingUnEquipItemLogic;//[Offset: 0x2a8 , Size: 16]
delegate OnAvatarEquippedEvent;//[Offset: 0x2b8 , Size: 16]
delegate OnAvatarUnequippedEvent;//[Offset: 0x2c8 , Size: 16]
delegate OnAvatarEquippedFailedEvent;//[Offset: 0x2d8 , Size: 16]
int itemType;//[Offset: 0x2e8 , Size: 4]
enum CustomType;//[Offset: 0x2ec , Size: 1]
bool bEnableRelation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2f4 , Size: 1]
bool bEnableBPModifyRelation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2f5 , Size: 1]
bool bEnableBPModifySlotType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2f6 , Size: 1]
bool bEnableBPModifySlotName;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2f7 , Size: 1]
int SubSlotStartNum;//[Offset: 0x2f8 , Size: 4]
int SubSlotIntervalNum;//[Offset: 0x2fc , Size: 4]
int[] AlawysHideResetOperation;//[Offset: 0x400 , Size: 16]
bool bEnableConflictRule;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x410 , Size: 1]
delegate OnAvatarConflictProcess;//[Offset: 0x418 , Size: 16]
void SetForceHideState(int InSlotID, enum InForceHideState);// 0x2dc118c
void RemoveAllEquippedItem();// 0x2dc1178
void OnRep_BodySlotStateChanged();// 0x2dc115c
void OnLoadAvatarSlotDesc(out const AvatarSlotDesc InSlotDesc);// 0x2dc108c
void OnHandleUnequipSlot(int InSlotID);// 0x2dc1010
void OnHandleUnequipItem(out const AvatarSyncData InSyncData);// 0x2dc0f6c
void OnHandleEquipItem(out const AvatarSyncData InSyncData);// 0x2dc0ec8
void OnDeleteAvatarSlotDesc(out const AvatarSlotDesc InSlotDesc, bool
bDelayDelete);// 0x2dc0db0
void OnAvatarUnequippedEvent__DelegateSignature(int SlotID, ItemDefineID
OldItemID);// 0x37db6c4
void OnAvatarLogicUnequippedEvent(int InSlotID, out const ItemDefineID
OldItemID);// 0x2dc0cdc
void OnAvatarLogicEquippedEvent(int InSlotID, out const ItemDefineID
NewItemID, out const ItemDefineID OldItemID);// 0x2dc0bac
void OnAvatarEquippedFailedEvent__DelegateSignature(int SlotID, ItemDefineID
NewItemID);// 0x37db6c4
void OnAvatarEquippedEvent__DelegateSignature(int SlotID, ItemDefineID
NewItemID, ItemDefineID OldItemID);// 0x37db6c4
void OnAvatarConflictProcess__DelegateSignature(int SlotID, ItemDefineID
NewItemID, int[] ConflictSlotID);// 0x37db6c4
bool ModifyViewDataByReplace(int InSlotIDA, int InSlotIDB, bool bReplace);//
0x2dc0aa0
bool ModifyViewDataByHide(int InSlotIDA, int InSlotIDB, bool bHide);//
0x2dc0994
bool ModifySyncDataByReplace(int InSlotIDA, int InSlotIDB, bool bReplace);//
0x2dc0888
bool ModifySyncDataByHide(int InSlotIDA, int InSlotIDB, bool bHide);//
0x2dc077c
int MakeStateInfo(out const int[] InSlotDesc);// 0x2dc06b4
AvatarTableData MakeAvatarTableData(out const ItemDefineID InItemID);//
0x2dc05e4
bool IsSameAvatarItem(out const ItemDefineID DefineID1, out const
ItemDefineID DefineID2);// 0x2dc04e4
bool IsItemHasMutilReplaceMesh(int InSlotID, out const ItemDefineID
InItemID);// 0x2dc03fc
bool IsItemBlueprintExist(int InSlotID, out const ItemDefineID InItemID, bool
bWithLog);// 0x2dc02cc
bool IsEquippedThoseItemList(out const int[] InItemListID);// 0x2dc0200
bool IsEquippedItemID(int InItemID);// 0x2dc0170
bool IsEquippedItemDefineID(out const ItemDefineID InItemID);// 0x2dc00cc
bool IsDefautlAvatarID(out const ItemDefineID InItemID);// 0x2dc0020
bool HasLogicEquipped(out const ItemDefineID InItemID);// 0x2dbff7c
bool HandleUnequipSlot(int InSlotID);// 0x2dbfeec
bool HandleUnequipItem(out const ItemDefineID InItemID);// 0x2dbfe48
void HandleItemSlotState(out <int,int> OutHideMap, out <int,int>
OutReplaceMap);// 0x2dbfcb4
void HandleItemResetOrderDesc();// 0x2dbfca0
void HandleItemResetOperation();// 0x2dbfc8c
void HandleItemReplaceRelation();// 0x2dbfc78
void HandleItemHideRelation();// 0x2dbfc64
bool HandleEquipItem(out const ItemDefineID InItemID, out const AvatarCustom
InCustomInfo);// 0x2dbfb68
void GetViewDataStateFor(const int InSlotID, out int[] OutHideSlotID, out
int[] OutReplaceSlotID);// 0x2dbf9f0
void GetViewDataStateBy(const int InSlotID, out int[] OutHideSlotID, out
int[] OutReplaceSlotID);// 0x2dbf878
bool GetViewDataItemID(const int InSlotID, out ItemDefineID
OutItemDefineID);// 0x2dbf798
bool GetViewDataBySlot(const int InSlotID, out AvatarSlotDesc OutSlotDesc);//
0x2dbf688
void GetSyncDataStateFor(const int InSlotID, out int[] OutHideSlotID, out
int[] OutReplaceSlotID);// 0x2dbf510
void GetSyncDataStateBy(const int InSlotID, out int[] OutHideSlotID, out
int[] OutReplaceSlotID);// 0x2dbf398
bool GetSyncDataItemID(const int InSlotID, out ItemDefineID
OutItemDefineID);// 0x2dbf2b8
bool GetSyncDataBySlot(const int InSlotID, out AvatarSyncData OutSlotDesc);//
0x2dbf1c4
int GetLogicEquippedSlot(out const ItemDefineID InItemID);// 0x2dbf124
int GetItemTemplateID(out const ItemDefineID InItemID);// 0x2dbf07c
enum GetForceHideState(int InSlotID);// 0x2dbeff0
void GetEquippedItemDefineID2(int InSlotID, out ItemDefineID ItemDefineID,
out ItemDefineID RealShowItemDefineID);// 0x2dbeec8
ItemDefineID GetEquippedItemDefineID(int InSlotID);// 0x2dbee2c
int GetAvatarSlotID(int InSubSlotID);// 0x2dbeda0
void ClientPostProcessViewDataMiddle();// 0x2dbed84
void ClientPostProcessViewDataBefore();// 0x2dbed68
void ClientPostProcessViewDataAfter();// 0x2dbed4c
void ClientBodySlotStateChanged();// 0x2dbed38
bool CheckItemConflictRule(out const ItemDefineID InItemID, out const
AvatarTableData InAvatarData);// 0x2dbec1c
void BuildAvatarItemMap(out <int,int> OutHideMap, out <int,int>
OutReplaceMap);// 0x2dbea88
bool BPClientPostProcessViewDataMiddle();// 0x2dbea48
bool BPClientPostProcessViewDataBefore();// 0x2dbea08
bool BPClientPostProcessViewDataAfter();// 0x2dbe9c8
--------------------------------
Class: AvatarSlotDesc
int SlotID;//[Offset: 0x0 , Size: 4]
int SubSlotID;//[Offset: 0x4 , Size: 4]
ItemDefineID ItemDefineID;//[Offset: 0x8 , Size: 24]
ItemDefineID RealShowItemDefineID;//[Offset: 0x20 , Size: 24]
int gender;//[Offset: 0x38 , Size: 4]
int HideState;//[Offset: 0x3c , Size: 4]
int ReplaceState;//[Offset: 0x40 , Size: 4]
bool IsExist;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x44 ,
Size: 1]
AvatarCustom CustomInfo;//[Offset: 0x48 , Size: 20]
bool bForceHideState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x5c , Size: 1]
enum SlotDescDiff;//[Offset: 0x5d , Size: 1]
ItemDefineID OldItemDefineID;//[Offset: 0x60 , Size: 24]
--------------------------------
Class: AvatarCustom
enum CustomType;//[Offset: 0x0 , Size: 1]
int ColorID;//[Offset: 0x4 , Size: 4]
int PatternID;//[Offset: 0x8 , Size: 4]
int NumID;//[Offset: 0xc , Size: 4]
int ParticleID;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: NetAvatarSyncData
AvatarSyncData[] SlotSyncData;//[Offset: 0x0 , Size: 16]
int gender;//[Offset: 0x10 , Size: 4]
int BaseID;//[Offset: 0x14 , Size: 4]
int UpdateFlag;//[Offset: 0x18 , Size: 4]
--------------------------------
Class: AvatarSyncData
int ItemID;//[Offset: 0x0 , Size: 4]
int AdditionalItemID;//[Offset: 0x4 , Size: 4]
int SlotID;//[Offset: 0x8 , Size: 4]
int SubSlotID;//[Offset: 0xc , Size: 4]
int HideState;//[Offset: 0x10 , Size: 4]
int ReplaceState;//[Offset: 0x14 , Size: 4]
int FakeItemID;//[Offset: 0x18 , Size: 4]
enum ForceDescDiff;//[Offset: 0x1c , Size: 1]
enum OperationType;//[Offset: 0x1d , Size: 1]
AvatarCustom CustomInfo;//[Offset: 0x20 , Size: 20]
enum ForceHideState;//[Offset: 0x34 , Size: 1]
--------------------------------
Class: AvatarTableData
int SlotID;//[Offset: 0x0 , Size: 4]
int SubSlotID;//[Offset: 0x4 , Size: 4]
int[] HideFlags;//[Offset: 0x8 , Size: 16]
int[] ReplaceFlags;//[Offset: 0x18 , Size: 16]
int[] RecoverHideFlagsWhenSelfHidden;//[Offset: 0x28 , Size: 16]
int[] RecoverReplaceFlagsWhenSelfHidden;//[Offset: 0x38 , Size: 16]
int[] RecoverHideFlagsWhenSelfReplaced;//[Offset: 0x48 , Size: 16]
int[] RecoverReplaceFlagsWhenSelfReplaced;//[Offset: 0x58 , Size: 16]
int[] ConflictConfig;//[Offset: 0x68 , Size: 16]
int[] ConflictConfigWhenSelfReplaced;//[Offset: 0x78 , Size: 16]
int HideBoneSlotID;//[Offset: 0x88 , Size: 4]
int HideBoneType;//[Offset: 0x8c , Size: 4]
FName[] HideBoneNames;//[Offset: 0x90 , Size: 16]
--------------------------------
Class: SlotMeshDesc
int SlotID;//[Offset: 0x0 , Size: 4]
MeshComponent* MeshComp;//[Offset: 0x4 , Size: 8]
ParticleGroup ParticleGroup;//[Offset: 0x10 , Size: 48]
--------------------------------
Class: ParticleGroup
ParticleSystem*[] ParticleSystemList;//[Offset: 0x0 , Size: 16]
ParticleSystemComponent*[] ParticleCompList;//[Offset: 0x10 , Size: 16]
ParticleAsset[] ParticleAssetList;//[Offset: 0x20 , Size: 16]
--------------------------------
Class: ParticleAsset
Transform Transform;//[Offset: 0x0 , Size: 48]
ParticleSystem* ParticleSystem;//[Offset: 0x30 , Size: 40]
FName AttachSocket;//[Offset: 0x58 , Size: 8]
ParticleSysParam[] InstanceParameters;//[Offset: 0x60 , Size: 16]
bool bLimitCount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x70 , Size: 1]
bool bAutoDestroy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x71
, Size: 1]
--------------------------------
Class: SlotHandleDesc
int SlotID;//[Offset: 0x0 , Size: 4]
ItemHandleBase* EquipHandle;//[Offset: 0x4 , Size: 8]
AvatarCustomBase*[] CustomHandles;//[Offset: 0x10 , Size: 16]
SoftObjectPath EquipMeshAssetPath;//[Offset: 0x20 , Size: 24]
--------------------------------
Class: AvatarCustomBase.CustomBase.Object
CustomMatConfig[] MatConfigs;//[Offset: 0x40 , Size: 16]
void SetCustomMatParam(MaterialInterface* InMaterial, out const
CustomMatConfig InMatConfig, bool bSetTexture);// 0x2c5dc00
void AsyncLoadCustomAssetDone();// 0x2c5dbec
bool ApplyCustomInfo();// 0x2c5dbac
--------------------------------
Class: CustomBase.Object
int CustomID;//[Offset: 0x28 , Size: 4]
ActorComponent* OwnerComp;//[Offset: 0x2c , Size: 8]
MeshComponent* OwnerMeshComp;//[Offset: 0x34 , Size: 8]
void SetCustomID(int InCustomID);// 0x2c5d880
MeshComponent* GetOwnerMeshComp();// 0x2c5d84c
ActorComponent* GetOwnerComp();// 0x2c5d818
bool ClearCustomInfo();// 0x2c5d7d8
bool ApplyCustomInfo();// 0x2c5d798
--------------------------------
Class: CustomMatConfig
FName SlotName;//[Offset: 0x0 , Size: 8]
CustomMatScalar[] ScalarConfig;//[Offset: 0x8 , Size: 16]
CustomMatColor[] ColorConfig;//[Offset: 0x18 , Size: 16]
CustomMatTextrue[] TextrueConfig;//[Offset: 0x28 , Size: 16]
--------------------------------
Class: CustomMatScalar
FName ParamName;//[Offset: 0x0 , Size: 8]
FName Tips;//[Offset: 0x8 , Size: 8]
float Scalar;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: CustomMatColor
FName ParamName;//[Offset: 0x0 , Size: 8]
FName Tips;//[Offset: 0x8 , Size: 8]
LinearColor Color;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: CustomMatTextrue
FName ParamName;//[Offset: 0x0 , Size: 8]
FName Tips;//[Offset: 0x8 , Size: 8]
Texture* Textrue;//[Offset: 0x10 , Size: 40]
FString TextruePath;//[Offset: 0x38 , Size: 16]
--------------------------------
Class: AvatarHideBonesDesc
HideBoneData[] hideBoneSlots;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: BackpackAvatarItemColor.CustomHandleBase.Object
SlotToMatColor[] SlotMatColorArray;//[Offset: 0x30 , Size: 16]
void SetCustomColorDeffered(MaterialInterface* InMaterial, out const
SlotToMatColor InMatColor);// 0x2bdfeb4
void SetAvatarCustomInfo(enum InSlotType, MaterialInterface* InMaterial);//
0x2bdfdfc
--------------------------------
Class: CustomHandleBase.Object
CharacterAvatarComponent2* OwnerComponent;//[Offset: 0x28 , Size: 8]
void SetMaterialTexture(MaterialInterface* InMaterial, FName InName, Texture*
InTexture);// 0x2bdf8d0
void SetMaterialScalar(MaterialInterface* InMaterial, FName InName, float
InValue);// 0x2bdf7e0
void SetMaterialColor(MaterialInterface* InMaterial, FName InName,
LinearColor InColor);// 0x2bdf6f0
CharacterAvatarComponent2* GetOwnerComponent();// 0x2bdf6bc
--------------------------------
Class: SlotToMatColor
enum SlotID;//[Offset: 0x0 , Size: 1]
LinearColor[] MaskColor;//[Offset: 0x8 , Size: 16]
float GrayScale;//[Offset: 0x18 , Size: 4]
Texture* MaskGrayTexture;//[Offset: 0x20 , Size: 40]
--------------------------------
Class: BackpackAvatarItemPattern.CustomHandleBase.Object
SlotToMatPattern[] SlotMatPatternArray;//[Offset: 0x30 , Size: 16]
SoftObjectPath SoftRefPath1;//[Offset: 0x40 , Size: 24]
SoftObjectPath SoftRefPath2;//[Offset: 0x58 , Size: 24]
void SetCustomPatternDeffered(MaterialInterface* InMaterial, out const
SlotToMatPattern InMatPattern);// 0x2be06a8
void SetAvatarCustomInfo(enum InSlotType, MaterialInterface* InMaterial);//
0x2be05f0
bool IsPatternNumMode();// 0x2be05cc
void InitPatternNumID(int InNumID);// 0x2be0554
void GetPatternNumTexturePath(int InNumID, out SoftObjectPath OutTexture1,
out SoftObjectPath OutTexture2);// 0x37db6c4
--------------------------------
Class: SlotToMatPattern
enum SlotID;//[Offset: 0x0 , Size: 1]
Texture* PatternTexture;//[Offset: 0x8 , Size: 40]
float IconScale;//[Offset: 0x30 , Size: 4]
Texture* PatternTexture;//[Offset: 0x38 , Size: 40]
float IconScale;//[Offset: 0x60 , Size: 4]
LinearColor IconOffset;//[Offset: 0x64 , Size: 16]
--------------------------------
Class: AvatarEffectGroup
ParticleSystemComponent*[] ParticleCompList;//[Offset: 0x0 , Size: 16]
AvatarEffectData[] EffectDataList;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: AvatarEffectData
Transform Transform;//[Offset: 0x0 , Size: 48]
ParticleSystem* ParticleSystem;//[Offset: 0x30 , Size: 40]
FName AttachSocket;//[Offset: 0x58 , Size: 8]
enum ValidMethod;//[Offset: 0x60 , Size: 1]
ParticleSysParam[] InstanceParameters;//[Offset: 0x68 , Size: 16]
--------------------------------
Class: AvatarAttachMeshGroup
MeshComponent*[] AttachMeshCompList;//[Offset: 0x0 , Size: 16]
AvatarAttachMeshData[] AttachMeshDataList;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: AvatarAttachMeshData.AssetPackage
Transform Transform;//[Offset: 0x10 , Size: 48]
FName AttachSocket;//[Offset: 0x40 , Size: 8]
FName SlotName;//[Offset: 0x48 , Size: 8]
StaticMesh* StaticMesh;//[Offset: 0x50 , Size: 40]
SkeletalMesh* SkeletalMesh;//[Offset: 0x78 , Size: 40]
SkeletalMesh* LODSkeletalMesh;//[Offset: 0xa0 , Size: 40]
MaterialInterface* MatInstance;//[Offset: 0xc8 , Size: 40]
class AnimInstance* AttachAnimBP;//[Offset: 0xf0 , Size: 8]
bool bUseScreenFactorOptimizeAnimRate;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xf8 , Size: 1]
--------------------------------
Class: AssetPackage
--------------------------------
Class: AvatarAttachMeshFrameSkipMap
int LODLevel;//[Offset: 0x0 , Size: 4]
int SkipFrame;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: AdditonalAvatarStruct
int ItemID;//[Offset: 0x0 , Size: 4]
int[] SlotIDList;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: BackpackAvatarHandle.BattleItemHandleBase.ItemHandleBase.Object
enum SlotID;//[Offset: 0xcb , Size: 1]
enum SubSlot;//[Offset: 0xcc , Size: 1]
enum specialType;//[Offset: 0xcd , Size: 1]
enum ForceMeshType;//[Offset: 0xce , Size: 1]
enum ForceLODMeshType;//[Offset: 0xcf , Size: 1]
<enum,int> SuitConfig;//[Offset: 0xd0 , Size: 80]
MeshPackage MeshPack;//[Offset: 0x120 , Size: 480]
MeshPackage replacedMeshPack;//[Offset: 0x300 , Size: 480]
MeshPackage[] MutilReplacedMeshPack;//[Offset: 0x4e0 , Size: 16]
enum[] hiddenFlags;//[Offset: 0x4f0 , Size: 16]
enum[] subHiddenFlags;//[Offset: 0x500 , Size: 16]
enum[] ReplaceFlags;//[Offset: 0x510 , Size: 16]
enum[] ignoreFlags;//[Offset: 0x520 , Size: 16]
AvatarPostOperation[] postOperation;//[Offset: 0x530 , Size: 16]
BackpackComponent* pBackpackComp;//[Offset: 0x540 , Size: 8]
int ItemCapacity;//[Offset: 0x548 , Size: 4]
int Durability;//[Offset: 0x54c , Size: 4]
BodyAttachmentConfig BodyAttachmentConfig;//[Offset: 0x558 , Size: 56]
enum hideBoneSlot;//[Offset: 0x590 , Size: 1]
FName hideBoneName;//[Offset: 0x598 , Size: 8]
FName[] hideBoneNameArray;//[Offset: 0x5a0 , Size: 16]
enum HideBoneType;//[Offset: 0x5b0 , Size: 1]
<int,AvatarPendantConfig_SpecialParam> PendantSpecialConfigMap;//[Offset:
0x5b8 , Size: 80]
AvatarPendantConfig[] PendantConfigList;//[Offset: 0x608 , Size: 16]
int PendantConfigIndex;//[Offset: 0x618 , Size: 4]
float PendantScale;//[Offset: 0x61c , Size: 4]
int DefaultExtendPendantID;//[Offset: 0x620 , Size: 4]
AvatarAnimOverrideData[] CharacterAnimListOverrideList;//[Offset: 0x628 ,
Size: 16]
byte CharacterAnimOverrideType;//[Offset: 0x638 , Size: 1]
BattleItemPickupInfo CachedBattleItemPickupInfo;//[Offset: 0x640 , Size: 88]
BattleItemAdditionalData[] ArmorAttachmentAdditionalDataList;//[Offset: 0x698
, Size: 16]
ArmorAttachItemUnit[] CachedArmorAttachmentListBeforeDrop;//[Offset: 0x6a8 ,
Size: 16]
void SetItemDurability(int InDurability);// 0x2bdeca0
void SetItemCapacity(int InCapacity);// 0x2bdec24
void PreLocalHandleDisuse();// 0x2bdec10
void OnCharacterAttrChangedWithDetailEvent(Actor* Owner, FString AttrName,
float deltaVal, float resultVal);// 0x2bdeab4
bool HasCustomInfo();// 0x2bdea7c
bool HandleUse(BattleItemUseTarget Target, enum Reason);// 0x2bde980
bool HandleRealShowMeshpack(out const AvatarSlotDesc InSlotDesc, Object*
Outer);// 0x2bde86c
bool HandlePickup(out const interface classNone ItemContainer,
BattleItemPickupInfo pickupInfo, enum Reason);// 0x2bde5b8
bool HandleMutilReplaceMeshPack(int ReplaceState, out MeshPackage
OutMeshPack, Object* Outer);// 0x2bde46c
bool HandleMutilMeshPack(out MeshPackage OutMeshPack, Object* Outer);//
0x2bde35c
bool HandleMeshpackPostProcess(out const MeshPackage InMeshPack, out
MeshPackage OutMeshPack, Object* Outer);// 0x2bde1e0
bool HandleMeshAttached(MeshComponent* SkeletalMeshComp, Object* Outer);//
0x2bde110
bool HandleEnable(bool bEnable);// 0x2bde070
bool HandleDrop(int InCount, enum Reason);// 0x2bddf9c
bool HandleDisuse(enum Reason);// 0x2bddf04
BackpackComponent* GetBackpackComponent();// 0x2bdded0
bool CheckCanPickUp(CharacterAvatarComponent2* AvatarComp, int nowCapcity,
enum Reason, enum DisuseReason);// 0x2bddd84
bool BPNeedCheckCapacityInHandleDisuse(enum Reason);// 0x2bddcec
void AutoEquipChips();// 0x2bddcd0
--------------------------------
Class: MeshPackage.AssetPackage
StaticMesh* maleStMesh;//[Offset: 0x8 , Size: 40]
StaticMesh* femaleStMesh;//[Offset: 0x30 , Size: 40]
SkeletalMesh* maleSkMesh;//[Offset: 0x58 , Size: 40]
SkeletalMesh* femaleSkMesh;//[Offset: 0x80 , Size: 40]
SkeletalMesh* maleLODSkMesh;//[Offset: 0xa8 , Size: 40]
SkeletalMesh* femaleLODSkMesh;//[Offset: 0xd0 , Size: 40]
MaterialInterface* maleMat;//[Offset: 0xf8 , Size: 40]
MaterialInterface* femaleMat;//[Offset: 0x120 , Size: 40]
MaterialSet[] additionalMaleMats;//[Offset: 0x148 , Size: 16]
MaterialSet[] additionalFemaleMats;//[Offset: 0x158 , Size: 16]
MaterialInterface* baseMat;//[Offset: 0x168 , Size: 8]
class AnimInstance* animBP;//[Offset: 0x170 , Size: 8]
bool IsEffectOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x178 , Size: 1]
enum EffectCreateType;//[Offset: 0x179 , Size: 1]
AvatarEffectData[] EffectDataList;//[Offset: 0x180 , Size: 16]
AvatarAttachMeshData[] AttachMeshDataList;//[Offset: 0x190 , Size: 16]
class AnimInstance* animBPClass;//[Offset: 0x1a0 , Size: 40]
--------------------------------
Class: MaterialSet
MaterialInterface* targetMat;//[Offset: 0x0 , Size: 40]
enum targetSlot;//[Offset: 0x28 , Size: 1]
MaterialInterface* targetBaseMat;//[Offset: 0x30 , Size: 40]
--------------------------------
Class: AvatarPostOperation
enum SlotID;//[Offset: 0x0 , Size: 1]
enum operationWhenReplaced;//[Offset: 0x1 , Size: 1]
enum operationWhenHidden;//[Offset: 0x2 , Size: 1]
--------------------------------
Class: BodyAttachmentConfig
FText AttachmentID;//[Offset: 0x0 , Size: 24]
BodyAttachmentAttrModify[] BodyAttachmentAttrModifiers;//[Offset: 0x18 ,
Size: 16]
FString BodyDurabilityIndexName;//[Offset: 0x28 , Size: 16]
--------------------------------
Class: BodyAttachmentAttrModify
FString ModifyAttr;//[Offset: 0x0 , Size: 16]
enum Op;//[Offset: 0x10 , Size: 1]
float ModifyValue;//[Offset: 0x14 , Size: 4]
--------------------------------
Class: AvatarPendantConfig_SpecialParam
FName SpecialUseExplanation;//[Offset: 0x0 , Size: 8]
Transform AdditionalTransform2SocketRelativeTransform;//[Offset: 0x10 , Size:
48]
--------------------------------
Class: AvatarPendantConfig
FString ConfigName;//[Offset: 0x0 , Size: 16]
Transform SocketRelativeTransform;//[Offset: 0x10 , Size: 48]
Vector AngularLimitsMin;//[Offset: 0x40 , Size: 12]
Vector AngularLimitsMax;//[Offset: 0x4c , Size: 12]
--------------------------------
Class: AvatarAnimOverrideData
byte Layer;//[Offset: 0x0 , Size: 1]
class UAECharAnimListCompBase* AnimListCompClass;//[Offset: 0x8 , Size: 8]
UAECharAnimListCompBase* AnimListCompInstance;//[Offset: 0x10 , Size: 8]
--------------------------------
Class: UAECharAnimListCompBase.UAEAnimListComponentBase.ActorComponent.Object
CharacterAsynLoadedTypeAnim[] CharacterAsynLoadedAnims;//[Offset: 0x200 ,
Size: 16]
--------------------------------
Class: UAEAnimListComponentBase.ActorComponent.Object
<int,AnimListMapValueData> AnimListMap;//[Offset: 0x178 , Size: 80]
AnimationAsset*[] AnimationCatcheList;//[Offset: 0x1c8 , Size: 16]
--------------------------------
Class: AnimListMapValueData
AnimListData[] AnimListMapValue;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: AnimListData
int LayerID;//[Offset: 0x0 , Size: 4]
AnimationAsset* Animation;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: CharacterAsynLoadedTypeAnim
byte AnimTypeAsynLoaded;//[Offset: 0x0 , Size: 1]
FString AnimsCatorgeryName;//[Offset: 0x8 , Size: 16]
CharacterAnimTypeAsynLoadedPhaseData Anim;//[Offset: 0x18 , Size: 96]
--------------------------------
Class: CharacterAnimTypeAsynLoadedPhaseData
FString PhaseName;//[Offset: 0x0 , Size: 16]
<byte,AnimationAsset*> PhaseAnimSoftPtr;//[Offset: 0x10 , Size: 80]
--------------------------------
Class: ArmorAttachItemUnit
ItemDefineID DefineID;//[Offset: 0x0 , Size: 24]
FName SlotName;//[Offset: 0x18 , Size: 8]
--------------------------------
Class: AvatarEntity.Object
int SlotID;//[Offset: 0x28 , Size: 4]
int SubSlotID;//[Offset: 0x2c , Size: 4]
BattleItemHandleBase* LoadedHandle;//[Offset: 0x30 , Size: 8]
BattleItemHandleBase* CachedLoadedHandle;//[Offset: 0x38 , Size: 8]
SlotViewAvatarComponent* AvatarComponent;//[Offset: 0x40 , Size: 8]
MeshComponent* MeshComponent;//[Offset: 0x48 , Size: 8]
MeshData EntityMeshData;//[Offset: 0x50 , Size: 128]
MeshData CachedEntityMeshData;//[Offset: 0xd0 , Size: 128]
bool RenderDirtyFlag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x150 , Size: 1]
bool InnerVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x151 , Size: 1]
bool OuterVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x152 , Size: 1]
bool IsDrawOutline;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x153 , Size: 1]
FName SocketName;//[Offset: 0x158 , Size: 8]
ParticleSystemComponent*[] ParticleComponents;//[Offset: 0x160 , Size: 16]
SoftObjectPath MeshAssetPath;//[Offset: 0x170 , Size: 24]
ItemDefineID ParentDefineID;//[Offset: 0x188 , Size: 24]
<FString,AvatarEntity*> SubEntityList;//[Offset: 0x1a0 , Size: 80]
void UpdateVisibility();// 0x2bcdb40
void UnRegisterTick();// 0x2bcdb24
void TickEntity();// 0x2bcdb08
void SetSocketName();// 0x2bcdaec
void SetParentDefineID(ItemDefineID ParentID);// 0x2bcda58
void SetAvatarVisibility(bool visibie, bool IsForCE);// 0x2bcd980
void RevertEntityMeshData();// 0x2bcd96c
void RenderEntity(out SoftObjectPath SoftPath);// 0x2bcd8a4
void RegisterTick();// 0x2bcd888
bool PutOnEquipmentLogic(BattleItemHandleBase* ItemHandle);// 0x2bcd7f0
void PutOnDefaultEquipment(enum SlotType);// 0x2bcd76c
void OnPostRender();// 0x2bcd750
bool IsEntityAvailable(enum VisibilityType);// 0x2bcd6b8
CustomWidgetComponent* InitWidgetComponent(class Object WidgetClass, FName
WidgetName);// 0x2bcd5ec
void Init(int SlotID, int SubSlotID, SlotViewAvatarComponent*
AvatarComponent);// 0x2bcd4f4
enum GetMeshType();// 0x2bcd4b8
MeshData GetMeshData();// 0x2bcd454
BattleItemHandleBase* GetLoadedHandle();// 0x2bcd420
ItemDefineID GetDefineID();// 0x2bcd3cc
void EnterRenderPipeline();// 0x2bcd3b0
void EnterLogicPipeline();// 0x2bcd394
void DrawOutline(bool bEnable);// 0x2bcd308
bool CreateAndApplyResource(out SoftObjectPath SoftPath);// 0x2bcd22c
void ClearEquipmentRenderData(int CurrSlotID, bool putDefault);// 0x2bcd164
void ClearEquipmentLogic(bool putDefault);// 0x2bcd0d8
void ClearEntity(bool ForceClear);// 0x2bcd04c
void ApplyAnimation();// 0x2bcd030
void ApplaySocketRelativeTransform(BackpackAvatarHandle* AvatarHandle);//
0x2bccfac
--------------------------------
Class: AvatarEntityFactory.Object
AvatarEntity* CreateEntity(int SlotID, int SubSlotID);// 0x2bce694
--------------------------------
Class: NetItemAvatarData
ItemDefineID ItemDefineID;//[Offset: 0x0 , Size: 24]
int UpdateFlag;//[Offset: 0x18 , Size: 4]
--------------------------------
Class: ItemAvatarMatPath
FName SlotID;//[Offset: 0x0 , Size: 8]
SoftObjectPath MatInstancePath;//[Offset: 0x8 , Size: 24]
SoftObjectPath MatBasePath;//[Offset: 0x20 , Size: 24]
--------------------------------
Class: WeaponSpecificHandler.WeaponLogicBaseComponent.ActorComponent.Object
ItemDefineID ItemDefineID;//[Offset: 0x130 , Size: 24]
FName LogicSocket;//[Offset: 0x148 , Size: 8]
FName AttachSocket;//[Offset: 0x150 , Size: 8]
byte SurviveWeaponPropSlot;//[Offset: 0x158 , Size: 1]
float AIMinAttackDist;//[Offset: 0x15c , Size: 4]
float AIMaxAttackDist;//[Offset: 0x160 , Size: 4]
float AIAttackDist;//[Offset: 0x164 , Size: 4]
ItemHandleBase* GetBackpackItemHandle();// 0x2fb1548
int GetAvailableBulletsNumInBackpack();// 0x2fb1514
--------------------------------
Class: STExtraVehicleWeaponsOnSeat
VehicleShootWeapon*[] WeaponsOnSeat;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: STExtraVehicleAttachment
FName AttachSocket;//[Offset: 0x0 , Size: 8]
class VehicleAttachmentBase* VehicleAttachementClass;//[Offset: 0x8 , Size:
8]
--------------------------------
Class: VehicleAttachmentBase.Actor.Object
bool bEnableModifyHitDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3a8 , Size: 1]
float HitSelfModifier;//[Offset: 0x3ac , Size: 4]
float HitSelfImpactReduce;//[Offset: 0x3b0 , Size: 4]
float HitOthersModifier;//[Offset: 0x3b4 , Size: 4]
float HitOthersImpactRaise;//[Offset: 0x3b8 , Size: 4]
float HitCharacterModifier;//[Offset: 0x3bc , Size: 4]
--------------------------------
Class: VehicleDamageComponent.VehicleComponent.ActorComponent.Object
CurveFloat* VehicleHitCharacterDamageCurve;//[Offset: 0x110 , Size: 8]
float LaunchVelocityFactorOnHitCharacter;//[Offset: 0x118 , Size: 4]
float ImpactModifier;//[Offset: 0x11c , Size: 4]
float ImpactAbsorption;//[Offset: 0x120 , Size: 4]
float ImpactAbsorptionPassenger;//[Offset: 0x124 , Size: 4]
float ImpactModifierUpsideDown;//[Offset: 0x128 , Size: 4]
float ImpactAbsorptionUpsideDown;//[Offset: 0x12c , Size: 4]
float ImpactAbsorptionPassengerUpsideDown;//[Offset: 0x130 , Size: 4]
float HitIgnoreImpulseThreshold;//[Offset: 0x134 , Size: 4]
float DamageCharacterCD;//[Offset: 0x138 , Size: 4]
float DamageSelfCD;//[Offset: 0x140 , Size: 4]
bool bIgnoreVehicleSync;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x144 , Size: 1]
float HitDamageSelfMaxFactor;//[Offset: 0x14c , Size: 4]
float HitDamagePassengerMaxHP;//[Offset: 0x150 , Size: 4]
bool bApplyDamageToCharacter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x154 , Size: 1]
float AllowedMaxHitDistanceSqAtServer;//[Offset: 0x158 , Size: 4]
float DamageReduce;//[Offset: 0x15c , Size: 4]
float ExplosionBaseDamage;//[Offset: 0x160 , Size: 4]
float ExplosionMinimumDamage;//[Offset: 0x164 , Size: 4]
float ExplosionRadiusInner;//[Offset: 0x168 , Size: 4]
float ExplosionRadiusOuter;//[Offset: 0x16c , Size: 4]
float ExplosionDamageFalloff;//[Offset: 0x170 , Size: 4]
float ExplosionBaseMomentumMag;//[Offset: 0x174 , Size: 4]
class DamageType* ExplosionDamageType;//[Offset: 0x178 , Size: 8]
bool OnlyBreakWindowThroughDriver;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x180 , Size: 1]
class DamageType* VehicleDamageTypeClass;//[Offset: 0x188 , Size: 8]
float HitStoneVelocityDamp;//[Offset: 0x190 , Size: 4]
RigidBodyState CachedRigidBodyState;//[Offset: 0x1a0 , Size: 64]
bool bEnableVehicleHitVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1e0 , Size: 1]
CurveFloat* VehicleHitVehicleDamageCurve;//[Offset: 0x1e8 , Size: 8]
Vector2D ImpactModifierVehicle;//[Offset: 0x1f0 , Size: 8]
Vector2D ImpactModifierOtherVehicle;//[Offset: 0x1f8 , Size: 8]
float ImpactAbsorptionVehicle;//[Offset: 0x200 , Size: 4]
float ImpactAbsorptionAmplitude;//[Offset: 0x204 , Size: 4]
float DotProductFrontThreshold;//[Offset: 0x208 , Size: 4]
float DotProductRearThreshold;//[Offset: 0x20c , Size: 4]
float ImpactModifierFront;//[Offset: 0x210 , Size: 4]
float ImpactModifierRear;//[Offset: 0x214 , Size: 4]
float ImpactModifierFrontSide;//[Offset: 0x218 , Size: 4]
float ImpactModifierRearSide;//[Offset: 0x21c , Size: 4]
Vector2D DamageCorrection;//[Offset: 0x220 , Size: 8]
float SameCampDamangeAttenuationCoefficient;//[Offset: 0x228 , Size: 4]
float SameCampDamangeLimit;//[Offset: 0x22c , Size: 4]
void SendHitCaveStoneToServer(Actor* OtherActor, const RigidBodyState
InHitBodyState);// 0x2f730a4
void HandleOnVehicleHit(Actor* SelfActor, Actor* OtherActor, Vector
NormalImpulse, out const HitResult Hit);// 0x2f72f54
--------------------------------
Class: RigidBodyState
Vector_NetQuantize100 Position;//[Offset: 0x0 , Size: 12]
Quat Quaternion;//[Offset: 0x10 , Size: 16]
Vector_NetQuantize100 LinVel;//[Offset: 0x20 , Size: 12]
Vector_NetQuantize100 AngVel;//[Offset: 0x2c , Size: 12]
byte Flags;//[Offset: 0x38 , Size: 1]
--------------------------------
Class: VehicleCommonComponent.VehicleComponent.ActorComponent.Object
delegate VehicleHPChangedDelegate;//[Offset: 0x110 , Size: 16]
delegate VehicleFuelChangedDelegate;//[Offset: 0x120 , Size: 16]
delegate VehicleWheelsHPChangedDelegate;//[Offset: 0x130 , Size: 16]
delegate VehicleHPFuelChangedDelegate;//[Offset: 0x140 , Size: 16]
delegate UnmannedVehicleHPChangedDelegate;//[Offset: 0x150 , Size: 16]
delegate UnmannedVehicleFuelChangedDelegate;//[Offset: 0x160 , Size: 16]
bool DontDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x170 , Size: 1]
float HPMax;//[Offset: 0x174 , Size: 4]
float HP;//[Offset: 0x178 , Size: 4]
float[] WheelsCurrentHP;//[Offset: 0x180 , Size: 16]
bool DontConsumeFuel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x190 , Size: 1]
float FuelMax;//[Offset: 0x194 , Size: 4]
float Fuel;//[Offset: 0x198 , Size: 4]
float FuelConsumeFactor;//[Offset: 0x19c , Size: 4]
STExtraVehicleWheelHP[] WheelsHP;//[Offset: 0x1a0 , Size: 16]
void VehicleTakeDamage(float Damage, Controller* Instigator, out const
DamageEvent DamageEvent, Actor* DamageCauser);// 0x2f70298
void TakeDamageByHitPart(float Damage, byte HitPart, bool IgnoreWheels,
Controller* Instigator, out const DamageEvent DamageEvent, Actor* DamageCauser);//
0x2f700c0
void TakeDamageByBoneNameInner(float Damage, out FName BoneName, bool
IgnoreWheels, Controller* Instigator, out const DamageEvent DamageEvent, Actor*
DamageCauser);// 0x2f6fecc
void TakeDamageByBoneName(float Damage, out FName BoneName, bool
IgnoreWheels, Controller* Instigator, out const DamageEvent DamageEvent, Actor*
DamageCauser);// 0x2f6fcd8
void RefreshWheelState();// 0x2f6fcc4
void OnRep_WheelsCurrentHP();// 0x2f6fcb0
void OnRep_HP();// 0x2f6fc9c
void OnRep_Fuel();// 0x2f6fc88
bool NoFuel();// 0x2f6fc50
void Maintenance(float addpercenthp, bool fixtire);// 0x2f6fb90
bool IsDontDamage();// 0x2f6fb74
bool IsDontConsumeFuel();// 0x2f6fb58
bool IsDestroyed();// 0x2f6fb20
int GetWheelsHPNum();// 0x2f6faec
float GetWheelHPMax(int WheelIdx);// 0x2f6fa60
float GetWheelHP(int WheelIdx);// 0x2f6f9d4
float GetVehicleHPMax();// 0x2f6f9a0
float GetVehicleHP();// 0x2f6f96c
float GetFuelMax();// 0x2f6f938
float GetFuelConsumeFactor();// 0x2f6f904
float GetFuel();// 0x2f6f8d0
void CalculateDestroyVehicleWheelFlow(Controller* Instigator);// 0x2f6f854
--------------------------------
Class: STExtraVehicleWheelHP
float HPMax;//[Offset: 0x0 , Size: 4]
FName BoneName;//[Offset: 0x8 , Size: 8]
FName[] AssociationBoneName;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: BuoyancyForceComponent.SceneComponent.ActorComponent.Object
OceanManager* OceanManager;//[Offset: 0x2d0 , Size: 8]
float MeshDensity;//[Offset: 0x2d8 , Size: 4]
float FluidDensity;//[Offset: 0x2dc , Size: 4]
float FluidLinearDamping;//[Offset: 0x2e0 , Size: 4]
float FluidAngularDamping;//[Offset: 0x2e4 , Size: 4]
Vector VelocityDamper;//[Offset: 0x2e8 , Size: 12]
bool ClampMaxVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2f4 , Size: 1]
float MaxUnderwaterVelocity;//[Offset: 0x2f8 , Size: 4]
float TestPointRadius;//[Offset: 0x2fc , Size: 4]
Vector[] TestPoints;//[Offset: 0x300 , Size: 16]
bool ApplyForceToBones;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x310 , Size: 1]
bool SnapToSurfaceIfNoPhysics;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x311 , Size: 1]
bool TwoGerstnerIterations;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x312 , Size: 1]
float[] PointDensityOverride;//[Offset: 0x318 , Size: 16]
StructBoneOverride[] BoneOverride;//[Offset: 0x328 , Size: 16]
bool DrawDebugPoints;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x338 , Size: 1]
bool EnableStayUprightConstraint;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x339 , Size: 1]
float StayUprightStiffness;//[Offset: 0x33c , Size: 4]
float StayUprightDamping;//[Offset: 0x340 , Size: 4]
Rotator StayUprightDesiredRotation;//[Offset: 0x344 , Size: 12]
bool EnableWaveForces;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x350 , Size: 1]
float WaveForceMultiplier;//[Offset: 0x354 , Size: 4]
SceneComponent* UpdatedComponent;//[Offset: 0x358 , Size: 8]
byte TickGroup;//[Offset: 0x360 , Size: 1]
bool IsEntirelyUnderWater();// 0x5d6d670
bool IsContactedWater();// 0x5d6d64c
--------------------------------
Class: OceanManager.Actor.Object
bool EnableGerstnerWaves;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x398 , Size: 1]
Vector2D GlobalWaveDirection;//[Offset: 0x39c , Size: 8]
float GlobalWaveSpeed;//[Offset: 0x3a4 , Size: 4]
float GlobalWaveAmplitude;//[Offset: 0x3a8 , Size: 4]
float DistanceCheck;//[Offset: 0x3ac , Size: 4]
WaveParameter[] WaveClusters;//[Offset: 0x3b0 , Size: 16]
WaveSetParameters[] WaveSetOffsetsOverride;//[Offset: 0x3c0 , Size: 16]
float NetWorkTimeOffset;//[Offset: 0x3d0 , Size: 4]
bool bEnableLandscapeModulation;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x3d4 , Size: 1]
float ModulationStartHeight;//[Offset: 0x3d8 , Size: 4]
float ModulationMaxHeight;//[Offset: 0x3dc , Size: 4]
float ModulationPower;//[Offset: 0x3e0 , Size: 4]
Landscape* Landscape;//[Offset: 0x3e8 , Size: 8]
Texture2D* HeightmapTexture;//[Offset: 0x3f0 , Size: 8]
bool bEnableWaterBoxModulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x420 , Size: 1]
Box[] WaterBoxes;//[Offset: 0x428 , Size: 16]
bool bEnableWaterTransformModulation;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x438 , Size: 1]
Transform[] WaterTransforms;//[Offset: 0x440 , Size: 16]
Vector[] WaterBoxExtends;//[Offset: 0x450 , Size: 16]
void LoadLandscapeHeightmap(Texture2D* Tex2D);// 0x5d6ea30
Vector GetWaveHeightValue(out const Vector Location, const World* World, bool
HeightOnly, bool TwoIterations);// 0x5d6e8c4
LinearColor GetHeightmapPixel(float U, float V);// 0x5d6e7fc
--------------------------------
Class: WaveParameter
float Rotation;//[Offset: 0x0 , Size: 4]
float Length;//[Offset: 0x4 , Size: 4]
float Amplitude;//[Offset: 0x8 , Size: 4]
float Steepness;//[Offset: 0xc , Size: 4]
float TimeScale;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: WaveSetParameters
WaveParameter Wave01;//[Offset: 0x0 , Size: 20]
WaveParameter Wave02;//[Offset: 0x14 , Size: 20]
WaveParameter Wave03;//[Offset: 0x28 , Size: 20]
WaveParameter Wave04;//[Offset: 0x3c , Size: 20]
WaveParameter Wave05;//[Offset: 0x50 , Size: 20]
WaveParameter Wave06;//[Offset: 0x64 , Size: 20]
WaveParameter Wave07;//[Offset: 0x78 , Size: 20]
WaveParameter Wave08;//[Offset: 0x8c , Size: 20]
--------------------------------
Class: Landscape.LandscapeProxy.Actor.Object
--------------------------------
Class: LandscapeProxy.Actor.Object
LandscapeSplinesComponent* SplineComponent;//[Offset: 0x398 , Size: 8]
Guid LandscapeGuid;//[Offset: 0x3a0 , Size: 16]
IntPoint LandscapeSectionOffset;//[Offset: 0x3b0 , Size: 8]
int MaxLODLevel;//[Offset: 0x3b8 , Size: 4]
float LODDistanceFactor;//[Offset: 0x3bc , Size: 4]
byte LODFalloff;//[Offset: 0x3c0 , Size: 1]
bool bUseScreenSizeLOD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3c1 , Size: 1]
float LOD0DistributionSetting;//[Offset: 0x3c4 , Size: 4]
float LODDistributionSetting;//[Offset: 0x3c8 , Size: 4]
int StaticLightingLOD;//[Offset: 0x3cc , Size: 4]
PhysicalMaterial* DefaultPhysMaterial;//[Offset: 0x3d0 , Size: 8]
float StreamingDistanceMultiplier;//[Offset: 0x3d8 , Size: 4]
bool bCacheHeightData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x3dc , Size: 1]
MaterialInterface* LandscapeMaterial;//[Offset: 0x3e0 , Size: 8]
MaterialInterface* LandscapeHoleMaterial;//[Offset: 0x3e8 , Size: 8]
bool bOverrideGrassTypes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x3f0 , Size: 1]
LandscapeGrassType*[] GrassTypes;//[Offset: 0x3f8 , Size: 16]
float MinGrassWeightThreshold;//[Offset: 0x408 , Size: 4]
float NegativeZBoundsExtension;//[Offset: 0x40c , Size: 4]
float PositiveZBoundsExtension;//[Offset: 0x410 , Size: 4]
Texture2D* GrassColor_WorldMaskNoiseTexture;//[Offset: 0x418 , Size: 8]
float GrassColor_UVScale_WorldMaskNoise;//[Offset: 0x420 , Size: 4]
LandscapeComponent*[] LandscapeComponents;//[Offset: 0x428 , Size: 16]
LandscapeHeightfieldCollisionComponent*[] CollisionComponents;//[Offset:
0x438 , Size: 16]
HierarchicalInstancedStaticMeshComponent*[] FoliageComponents;//[Offset:
0x448 , Size: 16]
bool bHasLandscapeGrass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4b8 , Size: 1]
float StaticLightingResolution;//[Offset: 0x4bc , Size: 4]
bool bCastStaticShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x4c0 , Size: 1]
bool bCastShadowAsTwoSided;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x4c0 , Size: 1]
bool bCastFarShadow;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x4c0 , Size: 1]
LightingChannels LightingChannels;//[Offset: 0x4c1 , Size: 1]
bool bUseMaterialPositionOffsetInStaticLighting;//(ByteOffset: 0, ByteMask:
1, FieldMask: 1)[Offset: 0x4c2 , Size: 1]
bool bRenderCustomDepth;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x4c2 , Size: 1]
int CustomDepthStencilValue;//[Offset: 0x4c4 , Size: 4]
LightmassPrimitiveSettings LightmassSettings;//[Offset: 0x4c8 , Size: 24]
int CollisionMipLevel;//[Offset: 0x4e0 , Size: 4]
int SimpleCollisionMipLevel;//[Offset: 0x4e4 , Size: 4]
float CollisionThickness;//[Offset: 0x4e8 , Size: 4]
BodyInstance BodyInstance;//[Offset: 0x4f0 , Size: 384]
bool bGenerateOverlapEvents;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x670 , Size: 1]
bool bBakeMaterialPositionOffsetIntoCollision;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0x670 , Size: 1]
bool bUseHoleConsistent;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x670 , Size: 1]
int ComponentSizeQuads;//[Offset: 0x674 , Size: 4]
int SubsectionSizeQuads;//[Offset: 0x678 , Size: 4]
int NumSubsections;//[Offset: 0x67c , Size: 4]
bool bUsedForNavigation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x680 , Size: 1]
enum NavigationGeometryGatheringMode;//[Offset: 0x681 , Size: 1]
bool bUseLandscapeForCullingInvisibleHLODVertices;//(ByteOffset: 0, ByteMask:
1, FieldMask: 255)[Offset: 0x682 , Size: 1]
void EditorApplySpline(SplineComponent* InSplineComponent, float StartWidth,
float EndWidth, float StartSideFalloff, float EndSideFalloff, float StartRoll,
float EndRoll, int NumSubdivisions, bool bRaiseHeights, bool bLowerHeights,
LandscapeLayerInfoObject* PaintLayer);// 0x42bb7f8
void ChangeLODDistributionSettingConsoleVariable();// 0x42bb7dc
void ChangeLODDistanceFactor(float InLODDistanceFactor);// 0x42bb758
void ChangeLOD0DistributionSettingConsoleVariable();// 0x42bb73c
void ChangebUseScreenSizeLOD(bool InbUseScreenSizeLOD);// 0x42bb6b0
--------------------------------
Class:
LandscapeSplinesComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
LandscapeSplineControlPoint*[] ControlPoints;//[Offset: 0x670 , Size: 16]
LandscapeSplineSegment*[] Segments;//[Offset: 0x680 , Size: 16]
MeshComponent*[] CookedForeignMeshComponents;//[Offset: 0x690 , Size: 16]
--------------------------------
Class: LandscapeSplineControlPoint.Object
Vector Location;//[Offset: 0x28 , Size: 12]
Rotator Rotation;//[Offset: 0x34 , Size: 12]
float Width;//[Offset: 0x40 , Size: 4]
float SideFalloff;//[Offset: 0x44 , Size: 4]
float EndFalloff;//[Offset: 0x48 , Size: 4]
LandscapeSplineConnection[] ConnectedSegments;//[Offset: 0x50 , Size: 16]
LandscapeSplineInterpPoint[] Points;//[Offset: 0x60 , Size: 16]
Box Bounds;//[Offset: 0x70 , Size: 28]
ControlPointMeshComponent* LocalMeshComponent;//[Offset: 0x90 , Size: 8]
--------------------------------
Class: LandscapeSplineConnection
LandscapeSplineSegment* Segment;//[Offset: 0x0 , Size: 8]
bool End;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x8 , Size: 1]
--------------------------------
Class: LandscapeSplineSegment.Object
LandscapeSplineSegmentConnection Connections;//[Offset: 0x28 , Size: 24]
InterpCurveVector SplineInfo;//[Offset: 0x58 , Size: 24]
LandscapeSplineInterpPoint[] Points;//[Offset: 0x70 , Size: 16]
Box Bounds;//[Offset: 0x80 , Size: 28]
SplineMeshComponent*[] LocalMeshComponents;//[Offset: 0xa0 , Size: 16]
--------------------------------
Class: LandscapeSplineSegmentConnection
LandscapeSplineControlPoint* ControlPoint;//[Offset: 0x0 , Size: 8]
float TangentLen;//[Offset: 0x8 , Size: 4]
FName SocketName;//[Offset: 0x10 , Size: 8]
--------------------------------
Class: LandscapeSplineInterpPoint
Vector Center;//[Offset: 0x0 , Size: 12]
Vector Left;//[Offset: 0xc , Size: 12]
Vector Right;//[Offset: 0x18 , Size: 12]
Vector FalloffLeft;//[Offset: 0x24 , Size: 12]
Vector FalloffRight;//[Offset: 0x30 , Size: 12]
float StartEndFalloff;//[Offset: 0x3c , Size: 4]
--------------------------------
Class:
ControlPointMeshComponent.StaticMeshComponent.MeshComponent.PrimitiveComponent.Scen
eComponent.ActorComponent.Object
--------------------------------
Class: LandscapeGrassType.Object
GrassVariety[] GrassVarieties;//[Offset: 0x28 , Size: 16]
StaticMesh* GrassMesh;//[Offset: 0x38 , Size: 8]
float GrassDensity;//[Offset: 0x40 , Size: 4]
float PlacementJitter;//[Offset: 0x44 , Size: 4]
int StartCullDistance;//[Offset: 0x48 , Size: 4]
int EndCullDistance;//[Offset: 0x4c , Size: 4]
bool RandomRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x50 , Size: 1]
bool AlignToSurface;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x51 , Size: 1]
--------------------------------
Class: GrassVariety
StaticMesh* GrassMesh;//[Offset: 0x0 , Size: 8]
float GrassDensity;//[Offset: 0x8 , Size: 4]
bool bUseGrid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc ,
Size: 1]
float PlacementJitter;//[Offset: 0x10 , Size: 4]
int StartCullDistance;//[Offset: 0x14 , Size: 4]
int EndCullDistance;//[Offset: 0x18 , Size: 4]
int MinLOD;//[Offset: 0x1c , Size: 4]
enum Scaling;//[Offset: 0x20 , Size: 1]
FloatInterval ScaleX;//[Offset: 0x24 , Size: 8]
FloatInterval ScaleY;//[Offset: 0x2c , Size: 8]
FloatInterval ScaleZ;//[Offset: 0x34 , Size: 8]
bool RandomRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3c , Size: 1]
bool AlignToSurface;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3d , Size: 1]
bool bUseLandscapeLightmap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3e , Size: 1]
LightingChannels LightingChannels;//[Offset: 0x3f , Size: 1]
bool bReceivesDecals;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x40 , Size: 1]
--------------------------------
Class: FloatInterval
float Min;//[Offset: 0x0 , Size: 4]
float Max;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: LandscapeComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
int SectionBaseX;//[Offset: 0x670 , Size: 4]
int SectionBaseY;//[Offset: 0x674 , Size: 4]
int ComponentSizeQuads;//[Offset: 0x678 , Size: 4]
int SubsectionSizeQuads;//[Offset: 0x67c , Size: 4]
int NumSubsections;//[Offset: 0x680 , Size: 4]
MaterialInterface* OverrideMaterial;//[Offset: 0x688 , Size: 8]
MaterialInterface* OverrideHoleMaterial;//[Offset: 0x690 , Size: 8]
OverridePhyxMaterial OverridePhyxMaterial;//[Offset: 0x698 , Size: 32]
bool bOverrideGrassTypes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x6b8 , Size: 1]
LandscapeGrassType*[] GrassTypes;//[Offset: 0x6c0 , Size: 16]
MaterialInstanceConstant*[] MaterialInstances;//[Offset: 0x6d0 , Size: 16]
WeightmapLayerAllocationInfo[] WeightmapLayerAllocations;//[Offset: 0x6e0 ,
Size: 16]
Texture2D*[] WeightmapTextures;//[Offset: 0x6f0 , Size: 16]
Texture2D* XYOffsetmapTexture;//[Offset: 0x700 , Size: 8]
Vector4 WeightmapScaleBias;//[Offset: 0x710 , Size: 16]
float WeightmapSubsectionOffset;//[Offset: 0x720 , Size: 4]
Vector4 HeightmapScaleBias;//[Offset: 0x730 , Size: 16]
Texture2D* HeightmapTexture;//[Offset: 0x740 , Size: 8]
bool bUseLandscapeVertexAO;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x748 , Size: 1]
Box CachedLocalBox;//[Offset: 0x74c , Size: 28]
LandscapeHeightfieldCollisionComponent* CollisionComponent;//[Offset: 0x768 ,
Size: 28]
Guid MapBuildDataId;//[Offset: 0x784 , Size: 16]
Guid[] IrrelevantLights;//[Offset: 0x798 , Size: 16]
int CollisionMipLevel;//[Offset: 0x7a8 , Size: 4]
int SimpleCollisionMipLevel;//[Offset: 0x7ac , Size: 4]
float NegativeZBoundsExtension;//[Offset: 0x7b0 , Size: 4]
float PositiveZBoundsExtension;//[Offset: 0x7b4 , Size: 4]
float StaticLightingResolution;//[Offset: 0x7b8 , Size: 4]
int ForcedLOD;//[Offset: 0x7bc , Size: 4]
int LODBias;//[Offset: 0x7c0 , Size: 4]
Guid stateID;//[Offset: 0x7c4 , Size: 16]
Guid BakedTextureMaterialGuid;//[Offset: 0x7d4 , Size: 16]
Texture2D* GIBakedBaseColorTexture;//[Offset: 0x7e8 , Size: 8]
byte MobileBlendableLayerMask;//[Offset: 0x7f0 , Size: 1]
MaterialInterface* MobileMaterialInterface;//[Offset: 0x7f8 , Size: 8]
Texture2D*[] MobileWeightmapTextures;//[Offset: 0x800 , Size: 16]
Texture2D* MobileWeightNormalmapTexture;//[Offset: 0x810 , Size: 8]
uint16[] CachedHeightData;//[Offset: 0x818 , Size: 16]
--------------------------------
Class: OverridePhyxMaterial
PhysicalMaterial*[] OriginalPhysxMaterial;//[Offset: 0x0 , Size: 16]
PhysicalMaterial*[] OverridePhysxMaterial;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: WeightmapLayerAllocationInfo
LandscapeLayerInfoObject* LayerInfo;//[Offset: 0x0 , Size: 8]
byte WeightmapTextureIndex;//[Offset: 0x8 , Size: 1]
byte WeightmapTextureChannel;//[Offset: 0x9 , Size: 1]
--------------------------------
Class: LandscapeLayerInfoObject.Object
FName LayerName;//[Offset: 0x28 , Size: 8]
PhysicalMaterial* PhysMaterial;//[Offset: 0x30 , Size: 8]
float Hardness;//[Offset: 0x38 , Size: 4]
LinearColor LayerUsageDebugColor;//[Offset: 0x3c , Size: 16]
--------------------------------
Class:
LandscapeHeightfieldCollisionComponent.PrimitiveComponent.SceneComponent.ActorCompo
nent.Object
LandscapeLayerInfoObject*[] ComponentLayerInfos;//[Offset: 0x670 , Size: 16]
int SectionBaseX;//[Offset: 0x680 , Size: 4]
int SectionBaseY;//[Offset: 0x684 , Size: 4]
int CollisionSizeQuads;//[Offset: 0x688 , Size: 4]
float CollisionScale;//[Offset: 0x68c , Size: 4]
int SimpleCollisionSizeQuads;//[Offset: 0x690 , Size: 4]
byte[] CollisionQuadFlags;//[Offset: 0x698 , Size: 16]
Guid HeightfieldGuid;//[Offset: 0x6a8 , Size: 16]
Box CachedLocalBox;//[Offset: 0x6b8 , Size: 28]
LandscapeComponent* RenderComponent;//[Offset: 0x6d4 , Size: 28]
PhysicalMaterial*[] CookedPhysicalMaterials;//[Offset: 0x700 , Size: 16]
--------------------------------
Class: StructBoneOverride
FName BoneName;//[Offset: 0x0 , Size: 8]
float Density;//[Offset: 0x8 , Size: 4]
float TestRadius;//[Offset: 0xc , Size: 4]
--------------------------------
Class: VehicleSyncComponent.VehicleComponent.ActorComponent.Object
delegate OnActorHit;//[Offset: 0x110 , Size: 16]
float MinCorrectionInterval;//[Offset: 0x120 , Size: 4]
float MinSendingStateChangedIntervalAtClient;//[Offset: 0x124 , Size: 4]
float MinDeltaTimeSinceLastPhysicStateAtClient;//[Offset: 0x128 , Size: 4]
float MaxDeltaTimeSinceLastPhysicStateAtClient;//[Offset: 0x12c , Size: 4]
float SendingToServerIntervalAtClient;//[Offset: 0x130 , Size: 4]
float SendingReliableHitToServerInterval;//[Offset: 0x134 , Size: 4]
float AllowMaxDiatanceSqAtServer;//[Offset: 0x138 , Size: 4]
float StationaryCorrectIntervalAtClient;//[Offset: 0x13c , Size: 4]
float StationaryCorrectSpeedThresholdSq;//[Offset: 0x140 , Size: 4]
float StationaryCorrectThresholdDistanceSq;//[Offset: 0x144 , Size: 4]
float MinCorrectionDistanceSqAtClient;//[Offset: 0x148 , Size: 4]
float MinCorrectionVelocitySqAtClient;//[Offset: 0x14c , Size: 4]
float MinCorrectionAngleVelocitySqAtClient;//[Offset: 0x150 , Size: 4]
float IdleForceUpdateThreshold;//[Offset: 0x154 , Size: 4]
float IdleForceSyncInterval;//[Offset: 0x158 , Size: 4]
bool bUseStaticRotFix;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x15c , Size: 1]
float StaticFixLocation;//[Offset: 0x160 , Size: 4]
float StaticFixAngel;//[Offset: 0x164 , Size: 4]
float StaticStopFixTorelence;//[Offset: 0x168 , Size: 4]
float MaxCalculatedStartZVeolcity;//[Offset: 0x16c , Size: 4]
bool bVehicleNeedFlyVelCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x170 , Size: 1]
bool SendClientMoveToServerOverLapUseRoot;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x172 , Size: 1]
bool AutonomousPullUpWhilePassWall;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x173 , Size: 1]
float AutonomousPullUpWhilePassWallZThres;//[Offset: 0x174 , Size: 4]
float SimulatedFloorUpDistance;//[Offset: 0x178 , Size: 4]
VehicleSyncPostPhysxTick PostPhysxComponentTick;//[Offset: 0x280 , Size: 88]
bool VerifyClientTimeStamp(float TimeStamp);// 0x2f7d224
void SendServerMoveToClient(int InCorrectionId, const Vector_NetQuantize100
ServerLocation, const Vector_NetQuantize100 ServerLinearVelocity, const
Vector_NetQuantizeNormal ServerRotator, const Vector_NetQuantize100
ServerAngularVelocity, bool bIsSnap);// 0x2f7d084
void SendClientMoveToServerUnreliably(int InCorrectionId, float TimeStamp,
const Vector_NetQuantize100 ClientLocation, const Vector_NetQuantize100
ClientLinearVelocity, const Vector_NetQuantizeNormal ClientRotator, const
Vector_NetQuantize100 ClientAngularVelocity);// 0x2f7ceb4
void SendClientMoveToServerReliably(int InCorrectionId, float TimeStamp,
const Vector_NetQuantize100 ClientLocation, const Vector_NetQuantize100
ClientLinearVelocity, const Vector_NetQuantizeNormal ClientRotator, const
Vector_NetQuantize100 ClientAngularVelocity);// 0x2f7cce4
int SendClientMoveToServerInternal(int InCorrectionId, float TimeStamp, out
const Vector_NetQuantize100 ClientLocation, out const Vector_NetQuantize100
ClientLinearVelocity, out const Vector_NetQuantizeNormal ClientRotator, out const
Vector_NetQuantize100 ClientAngularVelocity, const bool InShouldDelay);// 0x2f7ca98
void SendClientMoveToServer_WithDelay(int InCorrectionId, float TimeStamp,
out const Vector_NetQuantize100 ClientLocation, out const Vector_NetQuantize100
ClientLinearVelocity, out const Vector_NetQuantizeNormal ClientRotator, out const
Vector_NetQuantize100 ClientAngularVelocity);// 0x2f7c8a4
int SendClientMoveToServer_DoWork(int InCorrectionId, float TimeStamp, out
const Vector_NetQuantize100 ClientLocation, out const Vector_NetQuantize100
ClientLinearVelocity, out const Vector_NetQuantizeNormal ClientRotator, out const
Vector_NetQuantize100 ClientAngularVelocity);// 0x2f7c6a8
void SendClientHitToServerUnreliably(int InCorrectionId, float TimeStamp,
const Vector_NetQuantize100 ClientLocation, const Vector_NetQuantize100
ClientLinearVelocity, const Vector_NetQuantizeNormal ClientRotator, const
Vector_NetQuantize100 ClientAngularVelocity, Actor* OtherActor, const
Vector_NetQuantize100 NormalImpulse, const HitResult Hit);// 0x2f7c3fc
void SendClientHitToServerReliably(int InCorrectionId, float TimeStamp, const
Vector_NetQuantize100 ClientLocation, const Vector_NetQuantize100
ClientLinearVelocity, const Vector_NetQuantizeNormal ClientRotator, const
Vector_NetQuantize100 ClientAngularVelocity, Actor* OtherActor, const
Vector_NetQuantize100 NormalImpulse, const HitResult Hit);// 0x2f7c150
void OnHitAtServer(Actor* SelfActor, Actor* OtherActor, Vector NormalImpulse,
out const HitResult Hit);// 0x2f7c000
void OnHitAtClient(Actor* SelfActor, Actor* OtherActor, Vector NormalImpulse,
out const HitResult Hit);// 0x2f7beb0
void OnDriverRide();// 0x2f7be9c
void HandleOnSeatDetached(STExtraPlayerCharacter* Character, enum SeatType,
int SeatIdx);// 0x2f7bda0
void HandleOnSeatChanged(STExtraPlayerCharacter* Character, enum
LastSeatType, int LastSeatIdx, enum NewSeatType, int NewSeatIdx);// 0x2f7bc2c
void HandleOnSeatAttached(STExtraPlayerCharacter* Character, enum SeatType,
int SeatIdx);// 0x2f7bb30
STExtraBaseCharacter*[] GetRiders();// 0x2f7ba8c
float GetLanscapeHeight(out const Vector ClientLocation);// 0x2f7b9f4
bool GetFloorPosition(out const Vector Location, out Vector
OutFloorLocation);// 0x2f7b90c
void DragUnderGround();// 0x2f7b8f8
void Correct(bool bIsSnap, bool bPlayerChannel, float ZAdjustValue);//
0x2f7b7ec
void ClientHitActor(Actor* OtherActor, out const Vector_NetQuantize100
NormalImpulse, out const HitResult Hit);// 0x2f7b6bc
bool CheckAndLoadLandscape(float DeltaTime);// 0x2f7b62c
void ApplyRigidBodyState(out RigidBodyState NewState);// 0x2f7b588
bool AdjustFloorPosition(out const Vector ClientLocation, out const
STExtraBaseCharacter*[] Riders, out Vector OutLocation);// 0x2f7b418
--------------------------------
Class: VehicleSyncPostPhysxTick.TickFunction
--------------------------------
Class: LagCompensationComponentBase.EntityAntiCheatComponent.ActorComponent.Object
ServerCheckBox[] PoseCheckBoxesCfg;//[Offset: 0x128 , Size: 16]
ServerCheckBox[] PoseCheckBoxesHighPrecision;//[Offset: 0x138 , Size: 16]
float fRewindMaxSeconds;//[Offset: 0x148 , Size: 4]
bool GM_UseNewProjectileBulletVertify;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x14c , Size: 1]
bool bDebugShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14d
, Size: 1]
bool bDrawHitBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14e
, Size: 1]
bool bVerifyShootPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x14f , Size: 1]
bool bVerifyShootPointPassWall;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x150 , Size: 1]
bool bVerityBlock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x151 , Size: 1]
bool bEnableReverseVerityBlock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x152 , Size: 1]
bool bVerifyInParachuteShootPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x153 , Size: 1]
float TolerateShootPointDistanceSqured;//[Offset: 0x154 , Size: 4]
float TolerateShootPointScaleOnFast;//[Offset: 0x158 , Size: 4]
bool bVerifyHitType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x15c , Size: 1]
float TolerateShootPointDistanceVehicleSqured;//[Offset: 0x160 , Size: 4]
float TolerateSimulatedDelayTime;//[Offset: 0x164 , Size: 4]
bool bVerifyBulletFlyTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x168 , Size: 1]
bool bVerifyShooterMuzzle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x169 , Size: 1]
bool bVerifyMuzzle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x16a , Size: 1]
bool bVerifyShootRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x16b , Size: 1]
bool bVerifyShootDir;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x16c , Size: 1]
bool bVerifyBulletImpactOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x16d , Size: 1]
bool bVerifyCharacterImpactOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x16e , Size: 1]
bool bVerifyHistoryLoc;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x16f , Size: 1]
bool bVerifyShooterWeaponRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x170 , Size: 1]
float TolerateFlyTime;//[Offset: 0x174 , Size: 4]
float TolerateFlyDis;//[Offset: 0x178 , Size: 4]
bool bOpenStillLagCompensation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x17c , Size: 1]
float fBoundBoxScaleMillisecondMin;//[Offset: 0x180 , Size: 4]
float fBoundBoxScaleMillisecondMax;//[Offset: 0x184 , Size: 4]
bool bVerifyGunPos;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x188 , Size: 1]
float BulletFlyTimeVerifyMinTime;//[Offset: 0x18c , Size: 4]
float TolerateBulletFlyTimePercentage;//[Offset: 0x190 , Size: 4]
float TolerateMuzzleDistanceSqured;//[Offset: 0x194 , Size: 4]
float TolerateMuzzleDistanceVehicleSqured;//[Offset: 0x198 , Size: 4]
float TolerateShootHitAngle;//[Offset: 0x19c , Size: 4]
float TolerateBulletImpactOffsetDistSqured;//[Offset: 0x1a0 , Size: 4]
float TolerateBulletDirOffsetSquared;//[Offset: 0x1a4 , Size: 4]
uint32 TolerateCharacterImpactOffsetDistSqured;//[Offset: 0x1a8 , Size: 4]
float TolerateShootRange;//[Offset: 0x1ac , Size: 4]
byte[] traceObjectTypes;//[Offset: 0x1b0 , Size: 16]
float ShooterWeaponRange;//[Offset: 0x1c0 , Size: 4]
float ShooterWeaponHeight;//[Offset: 0x1c4 , Size: 4]
bool bAllowShortReverseDir;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1c8 , Size: 1]
float ShortDirReverseDistance;//[Offset: 0x1cc , Size: 4]
float TolerateShootMuzzleHeight;//[Offset: 0x1d0 , Size: 4]
bool bUseSimpleVerifyHitVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x1d4 , Size: 1]
bool bUseSimpleVerifyHitParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x1d5 , Size: 1]
bool bTimeCompensationDisable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1d6 , Size: 1]
float TolerateLocusSingle;//[Offset: 0x1d8 , Size: 4]
float TolerateLocusDist;//[Offset: 0x1dc , Size: 4]
float TolerateLocusSegment;//[Offset: 0x1e0 , Size: 4]
float TolerateBoxExpand;//[Offset: 0x1e4 , Size: 4]
float TolerateLocusZOffsetUp;//[Offset: 0x1e8 , Size: 4]
float TolerateLocusZOffsetDown;//[Offset: 0x1ec , Size: 4]
float LocusSearchBackTime;//[Offset: 0x1f0 , Size: 4]
float LocusZHistoryUpInVehicle;//[Offset: 0x1f4 , Size: 4]
float MaxGunPosZHeight;//[Offset: 0x1f8 , Size: 4]
float MaxGunPosLength;//[Offset: 0x1fc , Size: 4]
Vector GiftHeadBoundingBoxUpperOffset;//[Offset: 0x200 , Size: 12]
Vector GiftHeadBoundingBoxLowerOffset;//[Offset: 0x20c , Size: 12]
bool bVerifyBonePointInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x218 , Size: 1]
bool bVerifyBoneHitType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x219 , Size: 1]
float BonePointTorelate;//[Offset: 0x21c , Size: 4]
Vector VerifiedBoneScale;//[Offset: 0x220 , Size: 12]
uint32 TolerateCharacterImpactOffsetDistSquredOnVehicle;//[Offset: 0x22c ,
Size: 4]
bool GM_VerifyProjectileBulletShootPos;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x230 , Size: 1]
bool GM_VerifyProjectileBulletShootPosByNetDelay;//(ByteOffset: 0, ByteMask:
1, FieldMask: 255)[Offset: 0x231 , Size: 1]
Character* CharacterOwner;//[Offset: 0x238 , Size: 8]
bool GM_VerifyShootPointByNetDelay;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x240 , Size: 1]
bool GM_VerifyShooterAndMuzzleDis;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x241 , Size: 1]
uint32 TolerateMuzzleAndCharacterDisSquare;//[Offset: 0x244 , Size: 4]
uint32 TolerateMuzzleAndVehicleDisSquare;//[Offset: 0x248 , Size: 4]
bool GM_VerifyServerShooterPosDis;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x24c , Size: 1]
bool GM_VerifyBlock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x24d , Size: 1]
int MaxBlockLineTraceTimes;//[Offset: 0x250 , Size: 4]
float VehiclePosCheckInterval;//[Offset: 0x254 , Size: 4]
float MaxVehicleSpeed;//[Offset: 0x258 , Size: 4]
float TolerateVehicleDis;//[Offset: 0x25c , Size: 4]
float MaxTolerateVehicleDis;//[Offset: 0x260 , Size: 4]
float CharacterPosCheckInterval;//[Offset: 0x264 , Size: 4]
float MaxCharacterSpeed;//[Offset: 0x268 , Size: 4]
float TolerateCharacterDis;//[Offset: 0x26c , Size: 4]
float MaxTolerateCharacterDis;//[Offset: 0x270 , Size: 4]
float SimVehiclePosCheckInterval;//[Offset: 0x274 , Size: 4]
float SimTolerateVehicleDis;//[Offset: 0x278 , Size: 4]
float SimMaxTolerateVehicleDis;//[Offset: 0x27c , Size: 4]
float SimCharacterPosCheckInterval;//[Offset: 0x280 , Size: 4]
float SimTolerateCharacterDis;//[Offset: 0x284 , Size: 4]
float SimMaxTolerateCharacterDis;//[Offset: 0x288 , Size: 4]
float SimMaxVictmPosChangeSpeed;//[Offset: 0x28c , Size: 4]
float TolerateNetDelay;//[Offset: 0x290 , Size: 4]
float TolerateMaxVictmPosDis;//[Offset: 0x294 , Size: 4]
bool GM_VerifyClientMuzzle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x298 , Size: 1]
float TolerateDownShootMuzzleAndCharacterBottomHeight;//[Offset: 0x29c ,
Size: 4]
float TolerateDownShootMaxMuzzleAndCharacterHeight;//[Offset: 0x2a0 , Size:
4]
float TolerateMaxWeaponAimAndOwnerHeadHeight;//[Offset: 0x2a4 , Size: 4]
float TolerateMinWeaponAimAndOwnerHeadHeight;//[Offset: 0x2a8 , Size: 4]
float TolerateMinMuzzleFloorHeight;//[Offset: 0x2ac , Size: 4]
float TolerateWeaponAimAndOwnerHeadDis;//[Offset: 0x2b0 , Size: 4]
float TolerateWeaponAndOwnerHeadDis;//[Offset: 0x2b4 , Size: 4]
float VerifyDownShootCD;//[Offset: 0x2b8 , Size: 4]
bool GM_VerifyActorPosByNetDelay;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x2c4 , Size: 1]
float GrayWeaponAndShootAngle;//[Offset: 0x2c8 , Size: 4]
uint32 GrayCharacterImpactMaxOffset;//[Offset: 0x2cc , Size: 4]
float GrayImpactPointChangeMinSqured;//[Offset: 0x2d0 , Size: 4]
float GrayBulletImpactOffsetMaxDist;//[Offset: 0x2d4 , Size: 4]
WeaponAntiData CacheWeaponAntiData;//[Offset: 0x2d8 , Size: 24]
Vector LastImpactPoint;//[Offset: 0x2f0 , Size: 12]
byte VertifyMuzzleHeight(out const BulletHitInfoUploadData ShootData,
STExtraShootWeapon* ShootWeapon);// 0x2d0595c
byte VertifyImpactActorPosWithNoLagCompensation(STExtraShootWeapon*
ShootWeapon, Pawn* VictmPawn, out const Vector InImpactActorPos);// 0x2d05850
byte VertifyClientAntiCheatResult(uint16 ClientAntiCheatResult,
STExtraShootWeapon* ShootWeapon);// 0x2d05788
byte VerityOwnerAndGunBlock(out const BulletHitInfoUploadData ShootData,
STExtraShootWeapon* ShootWeapon);// 0x2d05698
byte VerifyWeaponOwnerPosByNetDelay(out const BulletHitInfoUploadData
ShootData, STExtraShootWeapon* Weapon);// 0x2d055a0
byte VerifyWeaponOwnerPos(out const BulletHitInfoUploadData ShootData,
STExtraShootWeapon* Weapon);// 0x2d054a8
byte VerifyWeaponOwnerAndMuzzleDis(out const BulletHitInfoUploadData
ShootData, STExtraShootWeapon* Weapon);// 0x2d053b0
byte VerifyServerVictmPosByNetDelay(out const BulletHitInfoUploadData
ShootData, STExtraShootWeapon* Weapon, STExtraCharacter* Victim);// 0x2d05280
float SimulatedCharacterServerTimeHighPrecision();// 0x2d05244
float SimulatedCharacterServerTime();// 0x2d05208
void RPC_DrawHeadBox(CharacterHistoryData DataToDraw);// 0x2d05144
void GrayVerify(STExtraShootWeapon* Weapon, out const BulletHitInfoUploadData
ShootData);// 0x2d05068
float GetTolerateSimuPosOffsetByNetDelay(Pawn* TargetPawn, float NetDelay);//
0x2d04fa0
float GetTolerateServerVictmPosTolerateByNetDelay(Pawn* AttackerPawn, Pawn*
VictmPawn);// 0x2d04edc
float GetTolerateServerVictmPosByNearMaxNetDelay(Pawn* AttackerPawn, Pawn*
VictmPawn);// 0x2d04e18
float GetTolerateServerShooterPosDisByNetDelay(Pawn* AttackerPawn);//
0x2d04d8c
float GetTolerateAutonomousPosOffsetByNetDelay(Pawn* TargetPawn, float
NetDelay);// 0x2d04cc4
float GetNearMaxNetDelay(Pawn* TargetPawn, float NearTime);// 0x2d04bfc
float GetNearAvgNetDelay(Pawn* TargetPawn, float NearNum);// 0x2d04b34
--------------------------------
Class: EntityAntiCheatComponent.ActorComponent.Object
bool bVerifyClientHitAndBullet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x110 , Size: 1]
bool bVerifyClientMuzzle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x111 , Size: 1]
ShootVerifyConfig VictimShootVerify;//[Offset: 0x114 , Size: 16]
float TolerateOwnerAndBulletDist;//[Offset: 0x124 , Size: 4]
--------------------------------
Class: ShootVerifyConfig
float ClientMuzzleHeightMax;//[Offset: 0x0 , Size: 4]
float ClientPureMuzzleHeightMax;//[Offset: 0x4 , Size: 4]
float VehicleWeaponClientMuzzleHeightMax;//[Offset: 0x8 , Size: 4]
float VehicleWeaponClientPureMuzzleHeightMax;//[Offset: 0xc , Size: 4]
--------------------------------
Class: ServerCheckBox
byte PoseID;//[Offset: 0x0 , Size: 1]
Vector BodyBoundBoxExtent;//[Offset: 0x4 , Size: 12]
Vector HeadBoundBoxExtent;//[Offset: 0x10 , Size: 12]
Vector Offset;//[Offset: 0x1c , Size: 12]
Vector PitchOffset;//[Offset: 0x28 , Size: 12]
float ReferenceHSlope;//[Offset: 0x34 , Size: 4]
float ReferenceVSlope;//[Offset: 0x38 , Size: 4]
float HMinScale;//[Offset: 0x3c , Size: 4]
float VMinScale;//[Offset: 0x40 , Size: 4]
float HMaxScale;//[Offset: 0x44 , Size: 4]
float VMaxScale;//[Offset: 0x48 , Size: 4]
--------------------------------
Class: WeaponAntiData
uint16 MuzzleFloorHeight;//[Offset: 0x0 , Size: 2]
int16 MuzzleActorHeadHeight;//[Offset: 0x2 , Size: 2]
uint16 ImplactPointAndActorDis;//[Offset: 0x4 , Size: 2]
uint16 ImplactPointAndBulletDis;//[Offset: 0x6 , Size: 2]
uint16 ImplactPoinPosChange;//[Offset: 0x8 , Size: 2]
uint16 BulletAndGunAngle;//[Offset: 0xa , Size: 2]
uint16 NetDelay;//[Offset: 0xc , Size: 2]
uint32 ShooterPosDis;//[Offset: 0x10 , Size: 4]
uint32 VictmPosDis;//[Offset: 0x14 , Size: 4]
--------------------------------
Class: CharacterHistoryData
Vector Location;//[Offset: 0x0 , Size: 12]
Rotator Rotation;//[Offset: 0xc , Size: 12]
Box BoundBox;//[Offset: 0x18 , Size: 28]
Box HeadBoundBox;//[Offset: 0x34 , Size: 28]
bool IsInVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x50 , Size: 1]
Vector VehicleLocation;//[Offset: 0x54 , Size: 12]
enum MoveBaseState;//[Offset: 0x60 , Size: 1]
--------------------------------
Class: VehBackpackItem
int ItemID;//[Offset: 0x0 , Size: 4]
int ItemCount;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: STExtraVehicleSfxLoop.STExtraVehicleSfxLoopBase
AkAudioEvent* AkEvent;//[Offset: 0x58 , Size: 8]
--------------------------------
Class: STExtraVehicleSfxLoopBase
AkComponent* AkComp;//[Offset: 0x0 , Size: 8]
<uint32,float> MapRTPC;//[Offset: 0x8 , Size: 80]
--------------------------------
Class: AkComponent.SceneComponent.ActorComponent.Object
AkAuxBus* EarlyReflectionAuxBus;//[Offset: 0x2d0 , Size: 8]
FString EarlyReflectionAuxBusName;//[Offset: 0x2d8 , Size: 16]
int EarlyReflectionOrder;//[Offset: 0x2e8 , Size: 4]
float EarlyReflectionBusSendGain;//[Offset: 0x2ec , Size: 4]
float EarlyReflectionMaxPathLength;//[Offset: 0x2f0 , Size: 4]
bool EnableSpotReflectors;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x2f8 , Size: 1]
bool DrawFirstOrderReflections;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x2f8 , Size: 1]
bool DrawSecondOrderReflections;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x2f8 , Size: 1]
bool DrawHigherOrderReflections;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x2f8 , Size: 1]
bool StopWhenOwnerDestroyed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2f9 , Size: 1]
bool bIsUpdateEmmiterTransform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x2fa , Size: 1]
bool bAllIsInstanceSound;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x2fa , Size: 1]
float AttenuationScalingFactor;//[Offset: 0x2fc , Size: 4]
float OcclusionRefreshInterval;//[Offset: 0x300 , Size: 4]
AkAudioEvent* AkAudioEvent;//[Offset: 0x308 , Size: 8]
FString EventName;//[Offset: 0x310 , Size: 16]
void UseReverbVolumes(bool inUseReverbVolumes);// 0x5c09780
void UseEarlyReflections(AkAuxBus* AuxBus, bool Left, bool Right, bool floor,
bool Ceiling, bool Back, bool Front, bool SpotReflectors, FString AuxBusName);//
0x5c09494
void Stop();// 0x5c09480
void SetSwitch(FString SwitchGroup, FString SwitchState);// 0x5c09270
void SetStopWhenOwnerDestroyed(bool bStopWhenOwnerDestroyed);// 0x5c091ec
void SetRTPCValueGlobally(FString RTPC, float Value);// 0x5c0907c
void SetRTPCValue(FString RTPC, float Value, int InterpolationTimeMs);//
0x5c08ed0
void SetOutputBusVolume(float BusVolume);// 0x5c08e54
void SetListeners(out const AkComponent*[] Listeners);// 0x5c08d9c
void SetEarlyReflectionOrder(int NewEarlyReflectionOrder);// 0x5c08d20
void SetAutoDestroy(bool in_AutoDestroy);// 0x5c08ca0
void SetAttenuationScalingFactor(float Value);// 0x5c08c24
void PostTrigger(FString Trigger);// 0x5c08af0
int PostAssociatedAkEvent();// 0x5c08abc
int PostAkEventByName(FString in_EventName);// 0x5c08a04
int PostAkEvent(AkAudioEvent* AkEvent, FString in_EventName);// 0x5c0890c
float GetAttenuationRadius();// 0x5c088d8
--------------------------------
Class: AkAuxBus.Object
AkAudioBank* RequiredBank;//[Offset: 0x28 , Size: 8]
--------------------------------
Class: VehicleSimViewData
byte ViewPitch;//[Offset: 0x0 , Size: 1]
byte ViewYaw;//[Offset: 0x1 , Size: 1]
byte ViewRoll;//[Offset: 0x2 , Size: 1]
bool FreeCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3 ,
Size: 1]
--------------------------------
Class:
VehicleSpringArmComponent.SpringArmComponent.SceneComponent.ActorComponent.Object
float MinForwardSpeedToRotationKMH;//[Offset: 0x378 , Size: 4]
float ForwardSpeedToRotSpeed;//[Offset: 0x37c , Size: 4]
float StayTimeBeforeReturning;//[Offset: 0x380 , Size: 4]
bool bNeverAutoReturnSmartCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x384 , Size: 1]
Rotator RelativeToOwnerRotator;//[Offset: 0x388 , Size: 12]
Rotator SmartCamRotationExtra;//[Offset: 0x394 , Size: 12]
bool bDrawDebugLineAndShap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3a8 , Size: 1]
float MinPitch;//[Offset: 0x3ac , Size: 4]
float MaxPitch;//[Offset: 0x3b0 , Size: 4]
bool bDontFollowParent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3b4 , Size: 1]
float RevoerTimefromFreeTime;//[Offset: 0x3b8 , Size: 4]
float ResultMinPitch;//[Offset: 0x3fc , Size: 4]
float ResultMaxPitch;//[Offset: 0x400 , Size: 4]
float LeaveMaxDistance;//[Offset: 0x404 , Size: 4]
float LeaveMaxTime;//[Offset: 0x408 , Size: 4]
float MaxDistanceStayTime;//[Offset: 0x414 , Size: 4]
float ApproachTime;//[Offset: 0x41c , Size: 4]
STExtraVehicleBase* OwnerVehicle;//[Offset: 0x430 , Size: 8]
float FreeCamRotationReturnRate;//[Offset: 0x438 , Size: 4]
bool bUseReverseMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x43c , Size: 1]
void SetSmartCameraInput(float Yaw, float Pitch);// 0x2f7a264
void SetSmartCameraAutoReturn(bool bEnabled);// 0x2f7a1e0
void SetFreeCameraInput(Rotator deltaRot);// 0x2f7a164
void SetFreeCameraAutoReturn(bool bEnabled);// 0x2f7a0e0
void ResetSmartCamera();// 0x2f7a0cc
void ForceUpdateDesiredArmLocation(bool bDoTrace, bool bDoLocationLag, bool
bDoRotationLag, float DeltaTime);// 0x2f79f74
void DelayRotationLagEnabledEnd();// 0x2f79f60
void DelayRotationLagEnabled(bool bEnabled, float Time, Rotator
_RelativeRotator);// 0x2f79e5c
void AddSmartCameraInput(float Yaw, float Pitch);// 0x2f79da8
--------------------------------
Class: VehicleAntiCheatTask.Object
--------------------------------
Class: ESTAINoiseEventParams
enum NoiseType;//[Offset: 0x0 , Size: 1]
float Loudness;//[Offset: 0x4 , Size: 4]
float StartAttenuationDist;//[Offset: 0x8 , Size: 4]
float MaxRange;//[Offset: 0xc , Size: 4]
--------------------------------
Class: STBuffSystemComponent.ActorComponent.Object
FString BuffTableName;//[Offset: 0x110 , Size: 16]
FString OneceBuffTableName;//[Offset: 0x120 , Size: 16]
FString ConditionBuffTableName;//[Offset: 0x130 , Size: 16]
float RPCSyncInterval;//[Offset: 0x140 , Size: 4]
bool IsPreloadUClass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x144 , Size: 1]
delegate OnClientAddBuffEvent;//[Offset: 0x148 , Size: 16]
delegate OnClientRemoveBuffEvent;//[Offset: 0x158 , Size: 16]
delegate OnClientUpdateBuffEvent;//[Offset: 0x168 , Size: 16]
STBuff*[] Buffs;//[Offset: 0x178 , Size: 16]
int SyncBriefNum;//[Offset: 0x188 , Size: 4]
ClientSyncBrief SyncBriefs;//[Offset: 0x18c , Size: 28]
ClientSyncBrief SyncRefBriefs;//[Offset: 0x234 , Size: 28]
<int,STBuff*> MaxPowerBuffs;//[Offset: 0x2e0 , Size: 80]
<int> BriefRemoveInstIds;//[Offset: 0x330 , Size: 80]
bool UpdateServerSyncBuff(STBuff* Buff);// 0x3075910
void UpdateClientBuff(int InstID, int BuffID, int LayerCount, int
CauseSkillID, float DSEndTime);// 0x30757a8
void UpdateBriefs();// 0x3075794
void RPC_Server_ReqBriefs();// 0x3075734
void RPC_Client_SyncBrief(ClientSyncBrief Brief);// 0x3075698
void RPC_Client_RspBriefs(const ClientSyncBrief[] Briefs);// 0x30755e8
void RemoveClientBuff(int InstID);// 0x307556c
STBuff* RemoveBuffInner(int BuffID, int LayerCount, Actor* Causer, int
CauseSkillID);// 0x3075430
void RemoveBuff(int BuffID, int LayerCount, Actor* Causer, int
CauseSkillID);// 0x3075300
void RemoveAndFindMaxPowerBuff(STBuff* RemoveBuff);// 0x3075284
void OnRep_SyncBriefs();// 0x3075270
void OnClientUpdateBuffEvent__DelegateSignature(int BuffID, int SkillID, int
InstID);// 0x37db6c4
void OnClientRemoveBuffEvent__DelegateSignature(int BuffID, int SkillID, int
InstID);// 0x37db6c4
void OnClientAddBuffEvent__DelegateSignature(int BuffID, int SkillID, int
InstID);// 0x37db6c4
bool HasSkillID(int SkillID);// 0x30751e0
bool HasBuff(int BuffID);// 0x3075150
void HandleCauserSkill(STBuff* Buff, int SkillID);// 0x3075098
bool HandleBuffTypeMutex(int BuffID);// 0x3075008
void HandleBuffTypeExclude(int BuffID);// 0x3074f8c
void HandleBuffLayer(STBuff* Buff, int AddLayerCount, bool IsNewBuff);//
0x3074e90
BuffTableConfig* GetTableConfig();// 0x3074e5c
STBuff*[] GetBuffs();// 0x3074db8
float GetBuffDuration(int BuffID, int CauseSkillID);// 0x3074cf4
STBuff* GetBuffByBuffID(int BuffID);// 0x3074c68
STBuff* CreateBuff(int BuffID, Actor* Causer, int LayerCount, int
CauseSkillID);// 0x3074b2c
void CompareBuffPower(STBuff* Buff);// 0x3074ab0
bool ClientGetBuffInfo(int BuffID, out ClientSyncBrief OutBuff);// 0x30749cc
void ClearBuffs(bool IsClearAll);// 0x3074948
bool CheckBuffTargetClient(STBuff* Buff);// 0x30748b8
bool AddBuff(int BuffID, Actor* Causer, int LayerCount, int CauseSkillID);//
0x3074778
--------------------------------
Class: STBuff.Object
FString BuffName;//[Offset: 0x28 , Size: 16]
FString Desc;//[Offset: 0x38 , Size: 16]
int LayerMax;//[Offset: 0x48 , Size: 4]
int InitialLayerCount;//[Offset: 0x4c , Size: 4]
float Duration;//[Offset: 0x50 , Size: 4]
float ClientSyncInterval;//[Offset: 0x54 , Size: 4]
enum ClientSyncType;//[Offset: 0x58 , Size: 1]
enum TargetType;//[Offset: 0x59 , Size: 1]
enum RefreshType;//[Offset: 0x5a , Size: 1]
enum ReActionType;//[Offset: 0x5b , Size: 1]
enum MultiCauserHandleType;//[Offset: 0x5c , Size: 1]
enum MultiSkillHandleType;//[Offset: 0x5d , Size: 1]
bool IsExecuteOnece;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x5e , Size: 1]
bool RemoveAllLayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x5f , Size: 1]
STBuffAction*[] Actions;//[Offset: 0x60 , Size: 16]
bool bNeedShowBuffInBuffList;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x70 , Size: 1]
int LocalizeDescID;//[Offset: 0x74 , Size: 4]
FString IconPath;//[Offset: 0x78 , Size: 16]
int TipsOnAddBuff;//[Offset: 0x88 , Size: 4]
int InstID;//[Offset: 0x8c , Size: 4]
int BuffID;//[Offset: 0x90 , Size: 4]
int LayerCount;//[Offset: 0x94 , Size: 4]
bool PendingRemove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x98 , Size: 1]
float EndTime;//[Offset: 0x9c , Size: 4]
float DSEndTime;//[Offset: 0xa0 , Size: 4]
Actor* Causer;//[Offset: 0xa4 , Size: 8]
Actor* Owner;//[Offset: 0xac , Size: 8]
int CauseSkillID;//[Offset: 0xb4 , Size: 4]
STBuffSystemComponent* OwnerSystem;//[Offset: 0xb8 , Size: 8]
bool ExistForever;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc0
, Size: 1]
float PowerValue;//[Offset: 0xc4 , Size: 4]
float LastSyncClientTime;//[Offset: 0xc8 , Size: 4]
bool IsNeedSyncClient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xcc , Size: 1]
bool IsClientOwnLife;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xcd , Size: 1]
UAEBlackboard* Blackborad;//[Offset: 0xd0 , Size: 8]
int LastLayerCount;//[Offset: 0x128 , Size: 4]
void Tick(float DetalTime, float TimeSeconds);// 0x3072198
void ResetActionExecute();// 0x3072184
void RefreshEndTime();// 0x3072170
void Initialize();// 0x307215c
void HandleLayer(int AddLayerCount, bool IsNewBuff);// 0x307209c
void End();// 0x3072088
void EnabledRemove();// 0x3072074
void Destroy();// 0x3072060
bool CopyActions();// 0x3072028
void CheckOnceBuffForClient();// 0x3072014
void ChangeNotify();// 0x3072000
void ChangeDuration(float NewDuration);// 0x3071f84
--------------------------------
Class: STBuffAction.Object
float ExecuteDelay;//[Offset: 0x28 , Size: 4]
STBuff* OwnerBuff;//[Offset: 0x2c , Size: 8]
int ArrayIndex;//[Offset: 0x34 , Size: 4]
void Tick(float DetalTime);// 0x3072c60
void SetEnabled(bool Enabled);// 0x3072bdc
void ResetExecute(bool IgnoreEnd);// 0x3072b58
void OnTick(float DetalTime);// 0x3072ad4
void OnInitialize();// 0x3072ab8
void OnExecute();// 0x3072a9c
void OnEnd();// 0x3072a80
void OnDestroy();// 0x3072a64
void OnChangeNotify();// 0x3072a48
void Initialize();// 0x3072a34
STBuff* GetOwnerBuff();// 0x3072a00
Actor* GetOwner();// 0x30729cc
bool GetIsExecute();// 0x30729b0
Actor* GetCauser();// 0x307297c
void End();// 0x3072968
void Destroy();// 0x3072954
STBuffAction* CopyAction(Object* Outer);// 0x30728c0
void ChangeNotify();// 0x30728ac
--------------------------------
Class: UAEBlackboard.Object
<FName,Object*> ObjectParamMap;//[Offset: 0x28 , Size: 80]
<FName,Object*> WeakObjectParamMap;//[Offset: 0x78 , Size: 80]
<FName,class Object> ClassParamMap;//[Offset: 0xc8 , Size: 80]
<FName,byte> EnumParamMap;//[Offset: 0x118 , Size: 80]
<FName,int> IntParamMap;//[Offset: 0x168 , Size: 80]
<FName,uint32> UIntParamMap;//[Offset: 0x1b8 , Size: 80]
<FName,float> FloatParamMap;//[Offset: 0x208 , Size: 80]
<FName,bool> BoolParamMap;//[Offset: 0x258 , Size: 80]
<FName,FString> StringParamMap;//[Offset: 0x2a8 , Size: 80]
<FName,FName> NameParamMap;//[Offset: 0x2f8 , Size: 80]
<FName,Vector> VectorParamMap;//[Offset: 0x348 , Size: 80]
<FName,Rotator> RotatorParamMap;//[Offset: 0x398 , Size: 80]
void SetValueAsWeakObject(out const UAEBlackboardKeySelector Key, Object*
ObjectValue);// 0x5cca520
void SetValueAsVector(out const UAEBlackboardKeySelector Key, Vector
VectorValue);// 0x5cca44c
void SetValueAsString(out const UAEBlackboardKeySelector Key, FString
StringValue);// 0x5cca2c8
void SetValueAsRotator(out const UAEBlackboardKeySelector Key, Rotator
VectorValue);// 0x5cca1f4
void SetValueAsObject(out const UAEBlackboardKeySelector Key, Object*
ObjectValue);// 0x5cca120
void SetValueAsName(out const UAEBlackboardKeySelector Key, FName
NameValue);// 0x5cca04c
void SetValueAsInt(out const UAEBlackboardKeySelector Key, int IntValue);//
0x5cc9f78
void SetValueAsFloat(out const UAEBlackboardKeySelector Key, float
FloatValue);// 0x5cc9ea4
void SetValueAsEnum(out const UAEBlackboardKeySelector Key, byte
EnumValue);// 0x5cc9dd0
void SetValueAsClass(out const UAEBlackboardKeySelector Key, class Object
ClassValue);// 0x5cc9cfc
void SetValueAsBool(out const UAEBlackboardKeySelector Key, bool
BoolValue);// 0x5cc9c20
bool IsExistWeakObject(out const UAEBlackboardKeySelector Key);// 0x5cc9b80
bool IsExistVector(out const UAEBlackboardKeySelector Key);// 0x5cc9ae0
bool IsExistString(out const UAEBlackboardKeySelector Key);// 0x5cc9a40
bool IsExistRotator(out const UAEBlackboardKeySelector Key);// 0x5cc99a0
bool IsExistObject(out const UAEBlackboardKeySelector Key);// 0x5cc9900
bool IsExistName(out const UAEBlackboardKeySelector Key);// 0x5cc9860
bool IsExistInt(out const UAEBlackboardKeySelector Key);// 0x5cc97c0
bool IsExistFloat(out const UAEBlackboardKeySelector Key);// 0x5cc9720
bool IsExistEnum(out const UAEBlackboardKeySelector Key);// 0x5cc9680
bool IsExistClass(out const UAEBlackboardKeySelector Key);// 0x5cc95e0
bool IsExistBool(out const UAEBlackboardKeySelector Key);// 0x5cc9540
Object* GetValueAsWeakObject(out const UAEBlackboardKeySelector Key);//
0x5cc94a4
Vector GetValueAsVector(out const UAEBlackboardKeySelector Key);// 0x5cc9404
FString GetValueAsString(out const UAEBlackboardKeySelector Key);// 0x5cc9300
Rotator GetValueAsRotator(out const UAEBlackboardKeySelector Key);//
0x5cc9260
Object* GetValueAsObject(out const UAEBlackboardKeySelector Key);// 0x5cc91c4
FName GetValueAsName(out const UAEBlackboardKeySelector Key);// 0x5cc9128
int GetValueAsInt(out const UAEBlackboardKeySelector Key);// 0x5cc908c
float GetValueAsFloat(out const UAEBlackboardKeySelector Key);// 0x5cc8ff0
byte GetValueAsEnum(out const UAEBlackboardKeySelector Key);// 0x5cc8f54
class Object GetValueAsClass(out const UAEBlackboardKeySelector Key);//
0x5cc8eb8
bool GetValueAsBool(out const UAEBlackboardKeySelector Key);// 0x5cc8e18
void AddValueByParam(out const UAEBlackboardParameter NewParam);// 0x5cc8d90
--------------------------------
Class: UAEBlackboardKeySelector
FName SelectedKeyName;//[Offset: 0x0 , Size: 8]
--------------------------------
Class: UAEBlackboardParameter
FName Name;//[Offset: 0x0 , Size: 8]
byte Type;//[Offset: 0x8 , Size: 1]
--------------------------------
Class: ClientSyncBrief
int InstID;//[Offset: 0x0 , Size: 4]
byte LayerCount;//[Offset: 0x4 , Size: 1]
int BuffID;//[Offset: 0x8 , Size: 4]
int CauseSkillID;//[Offset: 0xc , Size: 4]
float SyncTime;//[Offset: 0x10 , Size: 4]
float EndTime;//[Offset: 0x14 , Size: 4]
bool PendingRemove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x18 , Size: 1]
--------------------------------
Class: BuffTableConfig.Object
<int,BuffTableRow> Table;//[Offset: 0x58 , Size: 80]
<FString,class Object> BuffClassMap;//[Offset: 0xa8 , Size: 80]
--------------------------------
Class: BuffTableRow
int BuffID;//[Offset: 0x0 , Size: 4]
int MaxLayer;//[Offset: 0x4 , Size: 4]
float Duration;//[Offset: 0x8 , Size: 4]
FString BuffType;//[Offset: 0x10 , Size: 16]
FString Name;//[Offset: 0x20 , Size: 16]
FString IconPath;//[Offset: 0x30 , Size: 16]
FString BPPath;//[Offset: 0x40 , Size: 16]
FString Desc;//[Offset: 0x50 , Size: 16]
<FString> MutexBuffTypes;//[Offset: 0x60 , Size: 80]
<FString> ExcludeBuffTypes;//[Offset: 0xb0 , Size: 80]
enum RefreshType;//[Offset: 0x100 , Size: 1]
enum ReActionType;//[Offset: 0x101 , Size: 1]
enum TargetType;//[Offset: 0x102 , Size: 1]
enum MultiCauserHanleType;//[Offset: 0x103 , Size: 1]
enum MultiSkillHandleType;//[Offset: 0x104 , Size: 1]
enum ClientSyncType;//[Offset: 0x105 , Size: 1]
float ClientSyncInterval;//[Offset: 0x108 , Size: 4]
bool ExistForever;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x10c , Size: 1]
bool IsOnece;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10d ,
Size: 1]
bool IsClientOwnLife;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x10e , Size: 1]
bool bNeedShowInUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x10f , Size: 1]
int LocalizeDescID;//[Offset: 0x110 , Size: 4]
int TipsOnAddBuff;//[Offset: 0x114 , Size: 4]
--------------------------------
Class:
VehicleAvatarComponent.ItemAvatarComponentBase.AvatarComponentBase.ActorComponent.O
bject
delegate VehicleAvatarEqiuped;//[Offset: 0x420 , Size: 16]
bool bHasLightEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x430 , Size: 1]
delegate VehicleLoadedBrokenMat;//[Offset: 0x438 , Size: 16]
bool bFPPMeshLoading;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x448 , Size: 1]
bool bFPPMeshLoaded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x449 , Size: 1]
delegate VehicleLoadedFPPMesh;//[Offset: 0x450 , Size: 16]
FName FrontMatSlotName;//[Offset: 0x460 , Size: 8]
FName TailMatSlotName;//[Offset: 0x468 , Size: 8]
FName FPPMatSlotName;//[Offset: 0x470 , Size: 8]
MaterialInstanceDynamic* FrontLightDIM;//[Offset: 0x478 , Size: 8]
MaterialInstanceDynamic* TailLightDIM;//[Offset: 0x480 , Size: 8]
MaterialInstanceDynamic* FPPLightDIM;//[Offset: 0x488 , Size: 8]
VehicleAvatarPropretyHandle* PropertyHandle;//[Offset: 0x490 , Size: 8]
bool MeshLODOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4b0 , Size: 1]
void WakeUpVehicle();// 0x2f6dd04
void PreChangeVehicleFPPMode();// 0x2f6dcf0
void PreChangeVehicleBrokenMataterial();// 0x2f6dcdc
void PreChangeVehicleAvatar(int InItemID);// 0x2f6dc60
void PreChangeItemAvatar(int InItemID);// 0x2f6dbdc
void PostChangeItemAvatar(bool bProcessRenderPipeline);// 0x2f6db50
void OverrideVehiclePhysX();// 0x2f6db3c
SoftObjectPath GetVehicleFPPStaticMeshPath();// 0x2f6dac4
SoftObjectPath GetVehicleFPPSkeletalMeshPath();// 0x2f6da4c
ItemAvatarMatPath[] GetVehicleFPPMatPath();// 0x2f6d9e8
ItemAvatarMatPath[] GetVehicleBrokenMatPath();// 0x2f6d984
FString GetItemAvatarHandlePath(int ItemID);// 0x37db6c4
BackpackCommonAvatarHandle* GetItemAvatarHandle(int ItemID);// 0x37db6c4
void ExitFPPVehicle();// 0x2f6d970
void EnterFPPVehicle();// 0x2f6d95c
void ClearVehicleLightEffect();// 0x37db6c4
bool CheckIsNeedEnterFPPVehicle();// 0x2f6d924
--------------------------------
Class: VehicleAvatarPropretyHandle.Object
int AvatarID;//[Offset: 0x30 , Size: 4]
VehicleAvatarProperty AvatarProperty;//[Offset: 0x38 , Size: 176]
class STExtraVehicleBase* OwnerVehicleClass;//[Offset: 0xe8 , Size: 40]
--------------------------------
Class: VehicleAvatarProperty
SkeletalMesh* TPPMesh;//[Offset: 0x0 , Size: 40]
SkeletalMesh* FPPMesh;//[Offset: 0x28 , Size: 40]
WheelSetup[] WheelSetups;//[Offset: 0x50 , Size: 16]
WheelHubSetup[] WheelHubSetups;//[Offset: 0x60 , Size: 16]
STExtraVehicleWheelHP[] WheelsHP;//[Offset: 0x70 , Size: 16]
VehicleTransmissionData GearSetup;//[Offset: 0x80 , Size: 48]
--------------------------------
Class: WheelSetup
class VehicleWheel* WheelClass;//[Offset: 0x0 , Size: 8]
FName BoneName;//[Offset: 0x8 , Size: 8]
Vector AdditionalOffset;//[Offset: 0x10 , Size: 12]
--------------------------------
Class: VehicleWheel.Object
StaticMesh* CollisionMesh;//[Offset: 0x28 , Size: 8]
bool bDontCreateShape;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x30 , Size: 1]
bool bAutoAdjustCollisionSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x31 , Size: 1]
Vector Offset;//[Offset: 0x34 , Size: 12]
float ShapeRadius;//[Offset: 0x40 , Size: 4]
float ShapeWidth;//[Offset: 0x44 , Size: 4]
float Mass;//[Offset: 0x48 , Size: 4]
float DampingRate;//[Offset: 0x4c , Size: 4]
float SteerAngle;//[Offset: 0x50 , Size: 4]
bool bAffectedByHandbrake;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x54 , Size: 1]
TireType* TireType;//[Offset: 0x58 , Size: 8]
TireConfig* TireConfig;//[Offset: 0x60 , Size: 8]
float LatStiffMaxLoad;//[Offset: 0x68 , Size: 4]
float LatStiffValue;//[Offset: 0x6c , Size: 4]
float LongStiffValue;//[Offset: 0x70 , Size: 4]
float SuspensionForceOffset;//[Offset: 0x74 , Size: 4]
float SuspensionMaxRaise;//[Offset: 0x78 , Size: 4]
float SuspensionMaxDrop;//[Offset: 0x7c , Size: 4]
float SuspensionNaturalFrequency;//[Offset: 0x80 , Size: 4]
float SuspensionDampingRatio;//[Offset: 0x84 , Size: 4]
byte SweepType;//[Offset: 0x88 , Size: 1]
float MaxBrakeTorque;//[Offset: 0x8c , Size: 4]
float MaxHandBrakeTorque;//[Offset: 0x90 , Size: 4]
WheeledVehicleMovementComponent* VehicleSim;//[Offset: 0x98 , Size: 8]
int WheelIndex;//[Offset: 0xa0 , Size: 4]
float DebugLongSlip;//[Offset: 0xa4 , Size: 4]
float DebugLatSlip;//[Offset: 0xa8 , Size: 4]
float DebugNormalizedTireLoad;//[Offset: 0xac , Size: 4]
float DebugWheelTorque;//[Offset: 0xb4 , Size: 4]
float DebugLongForce;//[Offset: 0xb8 , Size: 4]
float DebugLatForce;//[Offset: 0xbc , Size: 4]
Vector Location;//[Offset: 0xc0 , Size: 12]
Vector OldLocation;//[Offset: 0xcc , Size: 12]
Vector Velocity;//[Offset: 0xd8 , Size: 12]
bool IsInAir();// 0x621ba44
float GetSuspensionOffset();// 0x621ba10
float GetSteerAngle();// 0x621b9dc
float GetRotationAngle();// 0x621b9a8
--------------------------------
Class: TireConfig.DataAsset.Object
float FrictionScale;//[Offset: 0x30 , Size: 4]
TireConfigMaterialFriction[] TireFrictionScales;//[Offset: 0x38 , Size: 16]
--------------------------------
Class: TireConfigMaterialFriction
PhysicalMaterial* PhysicalMaterial;//[Offset: 0x0 , Size: 8]
float FrictionScale;//[Offset: 0x8 , Size: 4]
--------------------------------
Class:
WheeledVehicleMovementComponent.PawnMovementComponent.NavMovementComponent.Movement
Component.ActorComponent.Object
bool bDeprecatedSpringOffsetMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x198 , Size: 1]
WheelSetup[] WheelSetups;//[Offset: 0x1a0 , Size: 16]
float Mass;//[Offset: 0x1b0 , Size: 4]
float DragCoefficient;//[Offset: 0x1b4 , Size: 4]
float ChassisWidth;//[Offset: 0x1b8 , Size: 4]
float ChassisHeight;//[Offset: 0x1bc , Size: 4]
bool bReverseAsBrake;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1c0 , Size: 1]
float DragArea;//[Offset: 0x1c4 , Size: 4]
float EstimatedMaxEngineSpeed;//[Offset: 0x1c8 , Size: 4]
float MaxEngineRPM;//[Offset: 0x1cc , Size: 4]
float DebugDragMagnitude;//[Offset: 0x1d0 , Size: 4]
Vector InertiaTensorScale;//[Offset: 0x1d4 , Size: 12]
float MinNormalizedTireLoad;//[Offset: 0x1e0 , Size: 4]
float MinNormalizedTireLoadFiltered;//[Offset: 0x1e4 , Size: 4]
float MaxNormalizedTireLoad;//[Offset: 0x1e8 , Size: 4]
float MaxNormalizedTireLoadFiltered;//[Offset: 0x1ec , Size: 4]
float ThresholdLongitudinalSpeed;//[Offset: 0x1f0 , Size: 4]
int LowForwardSpeedSubStepCount;//[Offset: 0x1f4 , Size: 4]
int HighForwardSpeedSubStepCount;//[Offset: 0x1f8 , Size: 4]
VehicleWheel*[] Wheels;//[Offset: 0x200 , Size: 16]
bool bUseRVOAvoidance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x228 , Size: 1]
float RVOAvoidanceRadius;//[Offset: 0x22c , Size: 4]
float RVOAvoidanceHeight;//[Offset: 0x230 , Size: 4]
float AvoidanceConsiderationRadius;//[Offset: 0x234 , Size: 4]
float RVOSteeringStep;//[Offset: 0x238 , Size: 4]
float RVOThrottleStep;//[Offset: 0x23c , Size: 4]
int AvoidanceUID;//[Offset: 0x240 , Size: 4]
NavAvoidanceMask AvoidanceGroup;//[Offset: 0x244 , Size: 4]
NavAvoidanceMask GroupsToAvoid;//[Offset: 0x248 , Size: 4]
NavAvoidanceMask GroupsToIgnore;//[Offset: 0x24c , Size: 4]
float AvoidanceWeight;//[Offset: 0x250 , Size: 4]
Vector PendingLaunchVelocity;//[Offset: 0x254 , Size: 12]
ReplicatedVehicleState ReplicatedState;//[Offset: 0x260 , Size: 20]
float RawSteeringInput;//[Offset: 0x278 , Size: 4]
float RawThrottleInput;//[Offset: 0x27c , Size: 4]
float RawBrakeInput;//[Offset: 0x280 , Size: 4]
bool bRawHandbrakeInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x284 , Size: 1]
bool bRawGearUpInput;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x284 , Size: 1]
bool bRawGearDownInput;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x284 , Size: 1]
float SteeringInput;//[Offset: 0x288 , Size: 4]
float ThrottleInput;//[Offset: 0x28c , Size: 4]
float BrakeInput;//[Offset: 0x290 , Size: 4]
float HandbrakeInput;//[Offset: 0x294 , Size: 4]
float IdleBrakeInput;//[Offset: 0x298 , Size: 4]
float StopThreshold;//[Offset: 0x29c , Size: 4]
float WrongDirectionThreshold;//[Offset: 0x2a0 , Size: 4]
VehicleInputRate ThrottleInputRate;//[Offset: 0x2a4 , Size: 8]
VehicleInputRate BrakeInputRate;//[Offset: 0x2ac , Size: 8]
VehicleInputRate HandbrakeInputRate;//[Offset: 0x2b4 , Size: 8]
VehicleInputRate SteeringInputRate;//[Offset: 0x2bc , Size: 8]
bool bWasAvoidanceUpdated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x2c4 , Size: 1]
void SetUseAutoGears(bool bUseAuto);// 0x621cd74
void SetThrottleInput(float Throttle);// 0x621ccf0
void SetTargetGear(int GearNum, bool bImmediate);// 0x621cc30
void SetSteeringInput(float Steering);// 0x621cbac
void SetPhysActive(bool bActive);// 0x621cb28
void SetHandbrakeInput(bool bNewHandbrake);// 0x621ca9c
void SetGroupsToIgnoreMask(out const NavAvoidanceMask GroupMask);// 0x621ca14
void SetGroupsToIgnore(int GroupFlags);// 0x621c998
void SetGroupsToAvoidMask(out const NavAvoidanceMask GroupMask);// 0x621c910
void SetGroupsToAvoid(int GroupFlags);// 0x621c894
void SetGearUp(bool bNewGearUp);// 0x621c810
void SetGearDown(bool bNewGearDown);// 0x621c78c
void SetBrakeInput(float Brake);// 0x621c708
void SetAvoidanceGroupMask(out const NavAvoidanceMask GroupMask);// 0x621c680
void SetAvoidanceGroup(int GroupFlags);// 0x621c604
void SetAvoidanceEnabled(bool bEnable);// 0x621c580
void ServerUpdateState(float InSteeringInput, float InThrottleInput, float
InBrakeInput, float InHandbrakeInput, int CurrentGear);// 0x621c3d8
bool GetUseAutoGears();// 0x621c3a0
int GetTargetGear();// 0x621c36c
float GetForwardSpeed();// 0x621c338
float GetEngineRotationSpeed();// 0x621c304
float GetEngineMaxRotationSpeed();// 0x621c2d0
int GetCurrentGear();// 0x621c29c
--------------------------------
Class: ReplicatedVehicleState
float SteeringInput;//[Offset: 0x0 , Size: 4]
float ThrottleInput;//[Offset: 0x4 , Size: 4]
float BrakeInput;//[Offset: 0x8 , Size: 4]
float HandbrakeInput;//[Offset: 0xc , Size: 4]
int CurrentGear;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: VehicleInputRate
float RiseRate;//[Offset: 0x0 , Size: 4]
float FallRate;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: WheelHubSetup
class VehicleWheel* WheelClass;//[Offset: 0x0 , Size: 8]
FName TireBoneName;//[Offset: 0x8 , Size: 8]
FName[] AssociationBoneName;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: VehicleTransmissionData
bool bUseGearAutoBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x0 , Size: 1]
float GearSwitchTime;//[Offset: 0x4 , Size: 4]
float GearAutoBoxLatency;//[Offset: 0x8 , Size: 4]
float FinalRatio;//[Offset: 0xc , Size: 4]
VehicleGearData[] ForwardGears;//[Offset: 0x10 , Size: 16]
float ReverseGearRatio;//[Offset: 0x20 , Size: 4]
float NeutralGearUpRatio;//[Offset: 0x24 , Size: 4]
float ClutchStrength;//[Offset: 0x28 , Size: 4]
--------------------------------
Class: VehicleGearData
float Ratio;//[Offset: 0x0 , Size: 4]
float DownRatio;//[Offset: 0x4 , Size: 4]
float UpRatio;//[Offset: 0x8 , Size: 4]
--------------------------------
Class:
VehicleAdvanceAvatarComponent.SlotViewAvatarComponent.SlotAvatarComponent.AvatarCom
ponentBase.ActorComponent.Object
bool bAvatarFPPMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x779 , Size: 1]
bool bAvatarBroken;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x77a , Size: 1]
int MasterCompLODLevel;//[Offset: 0x77c , Size: 4]
int VehicleSkinID;//[Offset: 0x780 , Size: 4]
bool bMasterBaseMeshLoaded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x784 , Size: 1]
SkeletalMesh* MasterBaseMesh;//[Offset: 0x788 , Size: 40]
class AnimInstance* BaseAnimBP;//[Offset: 0x7b0 , Size: 40]
VehicleStyleData[] LogicStyleData;//[Offset: 0x7d8 , Size: 16]
delegate OnStyleEquippedEvent;//[Offset: 0x7e8 , Size: 16]
delegate OnStyleUnequippedEvent;//[Offset: 0x7f8 , Size: 16]
enum[] AccessoryPartSlotTypes;//[Offset: 0x808 , Size: 16]
FName FrontMatSlotName;//[Offset: 0x818 , Size: 8]
FName TailMatSlotName;//[Offset: 0x820 , Size: 8]
FName FPPMatSlotName;//[Offset: 0x828 , Size: 8]
MaterialInstanceDynamic* FrontLightDIM;//[Offset: 0x830 , Size: 8]
MaterialInstanceDynamic* TailLightDIM;//[Offset: 0x838 , Size: 8]
MaterialInstanceDynamic* FPPLightDIM;//[Offset: 0x840 , Size: 8]
VehicleAvatarPropretyHandle* PropertyHandle;//[Offset: 0x848 , Size: 8]
void WakeUpVehicle();// 0x2f6aed4
void UpdateStaticMeshLOD(int MasterLODLevel);// 0x2f6ae58
void Streamable_RequestAsyncLoadMeshes(out SoftObjectPath[]
InAssetPathList);// 0x2f6ad38
void SetVehicleAvatarNormalMode();// 0x2f6ad24
void SetVehicleAvatarFPPMode();// 0x2f6ad10
void SetVehicleAvatarBroken();// 0x2f6acfc
bool SetMeshVisibleByID(int InSlotID, bool IsVisible, bool bForceShow);//
0x2f6abdc
void SetMasterBaseMeshPath(FString InPath);// 0x2f6ab34
void SetMasterBaseMeshAnimBP(FString InPath);// 0x2f6aa8c
void ResetAdvanceVehicleSkinID();// 0x2f6aa70
void RemoveAllEquippedStyle();// 0x2f6aa5c
bool ProcessHandleUnequip(enum InSlotType);// 0x2f6a9cc
bool ProcessHandleEquip(enum InSlotType);// 0x2f6a93c
void PreProcessBeforeLoadMesh();// 0x2f6a920
void PostProcessAfterLoadMesh();// 0x2f6a904
void PerChangeVehicleAvatar_Old(int InVehicleSkinID);// 0x2f6a888
void PerChangeVehicleAvatar(int InVehicleSkinID);// 0x2f6a80c
void OverrideVehiclePhysX();// 0x2f6a7f8
void OnStyleUnequippedEvent__DelegateSignature(int OldStyleID);// 0x37db6c4
void OnStyleEquippedEvent__DelegateSignature(int NewStyleID, int
OldStyleID);// 0x37db6c4
void OnRep_BodySlotStateChanged();// 0x2f6a7dc
VehicleStyleData MakeVehicleStyleData(int InStyleID);// 0x37db6c4
bool IsValidAvatar();// 0x2f6a7a4
int IsStyleHasModelConfig(out const VehicleStyleData InStyleData);//
0x2f6a6d0
bool IsAvatarFPPMode();// 0x2f6a698
bool IsAvatarBroken();// 0x2f6a660
bool IsAdvanceVehicleInsideSlot(int SlotID);// 0x2f6a5c8
bool IsAdvanceVehicleBodySlot(int SlotID);// 0x2f6a530
bool InitVehicleAvatarBySkinID_Old(int InVehicleSkinID);// 0x2f6a498
bool InitVehicleAvatarBySkinID(int InVehicleSkinID);// 0x2f6a400
bool InitVehicleAvatar_Old(out const VehicleAvatarData
InVehicleAvatarData);// 0x2f6a308
bool InitVehicleAvatar(out const VehicleAvatarData InVehicleAvatarData, bool
bUpdateFlag);// 0x2f6a1c8
void InitMasterComponent();// 0x2f6a1b4
void Initialize();// 0x2f6a198
void InitialAvatarParam();// 0x2f6a184
int HasStyleEquipped(int InStyleID);// 0x2f6a0f8
int HasEquippedSameStyle(int InStyleID);// 0x2f6a06c
bool HandleUnequipStyle(int InStyleID);// 0x2f69fdc
void HandleMaterialDiff(int InSlotID, ItemHandleBase* InItemHandle);//
0x2f69f1c
bool HandleEquipStyle(int InStyleID);// 0x2f69e8c
SkeletalMeshComponent* GetVehicleWheelMeshComp();// 0x2f69e58
MeshComponent* GetVehicleBodyMeshComp();// 0x2f69e24
enum GetSlotMeshType(int InSlotID, int InSubSlotID, ItemHandleBase*
InItemHandle);// 0x2f69d1c
bool CanBeMeshMerge(int SlotID);// 0x2f69c8c
--------------------------------
Class: VehicleStyleData
int StyleID;//[Offset: 0x0 , Size: 4]
enum SlotType;//[Offset: 0x4 , Size: 1]
VehicleStyle[] MutilStyles;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: VehicleStyle
enum StyleType;//[Offset: 0x0 , Size: 1]
int StyleValue;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: WeaponManagerBaseComponent.WeaponManagerComponent.ActorComponent.Object
WeaponReconnectReplicateDataWrapper[]
PreWeaponReconnectReplicateDataWrapperList;//[Offset: 0x5c0 , Size: 16]
WeaponReconnectReplicateDataWrapper[]
WeaponReconnectReplicateDataWrapperList;//[Offset: 0x5d0 , Size: 16]
DefaultWeaponHolderInfo[] WeaponInfoList;//[Offset: 0x5e0 , Size: 16]
bool StopFireFilter(STExtraShootWeapon* ShootWeapon);// 0x2fa83f0
void StopFire(STExtraShootWeapon* ShootWeapon);// 0x2fa8374
bool StartFireFilter(STExtraShootWeapon* ShootWeapon);// 0x2fa82dc
void StartFireBySlot(byte Slot, byte ShootMode);// 0x2fa8224
STExtraWeapon* SpawnWeaponOnServer(class STExtraWeapon Template, int
WeaponType, int WeaponId, FName LogicSocket, bool bAutoUse, bool bNeedSwitch, bool
bResetBulletNum);// 0x2fa8014
STExtraWeapon* SpawnAndBackpackWeaponOnServer(class STExtraWeapon Template,
ItemDefineID ID, FName LogicSocket, bool bAutoUse, bool bNeedSwitch, bool
bResetBulletNum);// 0x2fa7e0c
bool ReloadWeaponFilter(STExtraShootWeapon* ShootWeapon);// 0x2fa7d74
bool ReloadCurrentWeapon(STExtraShootWeapon* ShootWeapon);// 0x2fa7ce4
void OnRep_CurrentWeaponReplicated();// 0x2fa7cc8
void OnReconnectOnServer();// 0x2fa7cac
void LocalStopFire(STExtraShootWeapon* ShootWeapon);// 0x2fa7c30
void LocalStartFire(STExtraShootWeapon* ShootWeapon, byte ShootMode, Vector
SimpleShootTarget, Vector2D ClientScreenSize);// 0x2fa7b04
void LocalStartBarrel(STExtraShootWeapon* ShootWeapon);// 0x2fa7a88
void LocalHandleWeaponSystemDataOnSimulate(out
WeaponSystemDataOnSimulateClient Data);// 0x2fa79dc
void LocalEquipWeapon(STExtraWeapon* Weapon, byte Slot);// 0x2fa7924
void DoAutoReloadCurrentWeapon(STExtraShootWeapon* ShootWeapon);// 0x2fa78a8
void DelayFire(float DelayTime, byte ShootMode);// 0x2fa77e8
--------------------------------
Class: WeaponManagerComponent.ActorComponent.Object
<FName,FName> LogicSocketToWeaponAttachSocketMap;//[Offset: 0x110 , Size: 80]
FName LeftLogicSocketName;//[Offset: 0x160 , Size: 8]
FName RightLogicSocketName;//[Offset: 0x168 , Size: 8]
<FName,FName> LogicSocketToWeaponAttachSocketMapNoBag;//[Offset: 0x170 ,
Size: 80]
<FName,byte> LogicSocketToPropSlotMap;//[Offset: 0x1c0 , Size: 80]
<FName,class STExtraWeapon> GrenadeLogicSocketToWeaponClassMap;//[Offset:
0x210 , Size: 80]
float CheckHasAnyGrenadeTimerSetting;//[Offset: 0x260 , Size: 4]
FName CurUseWeaponLogicSocket;//[Offset: 0x268 , Size: 8]
FName CurUseShieldWeaponLogicSocket;//[Offset: 0x270 , Size: 8]
bool bIsSwitching;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x278 , Size: 1]
FName LastUseNoneGrenadeLogicSlot;//[Offset: 0x280 , Size: 8]
FName LastUseLogicSlot;//[Offset: 0x288 , Size: 8]
bool bUIHasBoundDelegate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x290 , Size: 1]
bool bClientHasFinishedHandleSpawnWeapon;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x291 , Size: 1]
bool GM_CloseMaxCreateWeaponTimeLimit;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x292 , Size: 1]
bool GM_NewWeaponCreateIG170;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x293 , Size: 1]
float MaxSpawnWeaponTime;//[Offset: 0x294 , Size: 4]
float StartSpawnWeaponTime;//[Offset: 0x298 , Size: 4]
delegate LocalBackpackCurerrentWeaponFinishDelegate;//[Offset: 0x2a0 , Size:
16]
delegate ChangeCurrentUsingWeaponDelegate;//[Offset: 0x2b0 , Size: 16]
delegate ChangeInventoryDataDelegate;//[Offset: 0x2c0 , Size: 16]
delegate LocalEquipWeaponFromBackpackFinishedDelegate;//[Offset: 0x2d0 ,
Size: 16]
delegate SwapWeaponByPropSlotFinishedDelegate;//[Offset: 0x2e0 , Size: 16]
<FName,STExtraWeapon*> InventoryData;//[Offset: 0x310 , Size: 80]
<FName,ItemDefineID> GrenadeLogicSlotAndDefineIDData;//[Offset: 0x360 , Size:
80]
STExtraWeapon*[] BackpackPistolList;//[Offset: 0x3b0 , Size: 16]
ItemDefineID[] TargetCreateArray;//[Offset: 0x3c8 , Size: 16]
SpawnAndBackpackWeaponReplicatedData[] WeaponCreatePool;//[Offset: 0x3e0 ,
Size: 16]
WeaponSystemDataOnSimulateClient
WeaponSystemDataOnSimulateClientSlot1;//[Offset: 0x3f0 , Size: 56]
WeaponSystemDataOnSimulateClient
WeaponSystemDataOnSimulateClientSlot2;//[Offset: 0x428 , Size: 56]
WeaponSystemDataOnSimulateClient
WeaponSystemDataOnSimulateClientSubSlot;//[Offset: 0x460 , Size: 56]
WeaponSystemDataOnSimulateClient
WeaponSystemDataOnSimulateClientMeleeSlot;//[Offset: 0x498 , Size: 56]
WeaponSystemDataOnSimulateClient
WeaponSystemDataOnSimulateClientHandPropSlot;//[Offset: 0x4d0 , Size: 56]
STExtraWeapon* CurrentWeaponReplicated;//[Offset: 0x510 , Size: 8]
STExtraWeapon* TemporaryWeaponReplicated;//[Offset: 0x518 , Size: 8]
STExtraWeapon* CurrentWeaponSimulate;//[Offset: 0x520 , Size: 8]
STExtraWeapon* CurrentShieldWeaponReplicated;//[Offset: 0x528 , Size: 8]
STExtraWeapon* CurrentShieldWeaponSimulate;//[Offset: 0x530 , Size: 8]
STExtraWeapon* OldGrenadeWeaponNeedDestroy;//[Offset: 0x570 , Size: 8]
void WeaponSystemDataChangedDelegate__DelegateSignature(out
WeaponSystemDataOnSimulateClient TargetChangeSlot);// 0x37db6c4
void UpdateOwnerClientCreateWeapon();// 0x2faa9bc
void SwitchWeaponBySlot(byte Slot, bool bUseAnimation);// 0x2faa8fc
void SwitchWeaponByLogicSocket_IdleToBackpackFinished();// 0x2faa8e8
void SwapWeaponByPropSlotFinishedDelegate__DelegateSignature(byte Slot1, byte
Slot2);// 0x37db6c4
STExtraWeapon* SpawnAndBackpackWeaponOnServer(class STExtraWeapon Template,
ItemDefineID ID, FName LogicSocket, bool bAutoUse, bool bNeedSwitch, bool
bResetBulletNum);// 0x2faa6e0
void SimulatedWeaponChangedDelegate__DelegateSignature();// 0x37db6c4
void SetGrenadeLogicSocketToWeaponClassMap(<FName,class STExtraWeapon>
GrenadeLogicToWeaponClass);// 0x2faa588
void SetCurrentTemporaryWeapon(STExtraWeapon* InVehicleWeapon, bool
IsServerCall);// 0x2faa4c8
void SetAllWeaponMeshsHidden(bool bHidden, bool bCastShadow, bool
bCacheHidden, bool bIgnoreCharHide);// 0x2faa368
void RefreshWeaponLogicSocketInSpawnDataCacheByPropSlotOnServer(byte Slot);//
0x2faa2ec
void PushAutoTriggerWeaponEventTaskWhenEquipWeapon(out const
AutoTriggerWeaponEventParam Param);// 0x2faa214
void OnRep_WeaponSystemDataOnSimulateMeleeSlot();// 0x2faa200
void OnRep_WeaponSystemDataOnSimulateHandPropSlot();// 0x2faa1ec
void OnRep_WeaponSystemDataOnSimulateClientSubSlot();// 0x2faa1d8
void OnRep_WeaponSystemDataOnSimulateClientSlot2();// 0x2faa1c4
void OnRep_WeaponSystemDataOnSimulateClientSlot1();// 0x2faa1b0
void OnRep_TemporaryWeaponReplicated(STExtraWeapon* LastVehicleWeapon);//
0x2faa134
void OnRep_CurrentWeaponReplicated();// 0x2faa118
void OnRep_CurrentWeaponLogicSocket();// 0x2faa104
void OnRep_CurrentShieldWeaponReplicated();// 0x2faa0f0
void OnReconnectOnServer();// 0x2faa0d4
void OnReconnectOnClient();// 0x2faa0b8
void LogInventoryDataInfo();// 0x2faa0a4
bool LocalSwapWeaponByPropSlot(byte Slot1, byte Slot2, bool bForce);//
0x2fa9f94
void LocalHandleWeaponSystemDataOnSimulate(out
WeaponSystemDataOnSimulateClient Data);// 0x2fa9ee8
void LocalForceFinishSwitchWeapon();// 0x2fa9ed4
void LocalEquipWeaponFromBackpackFinishedDelegate__DelegateSignature();//
0x37db6c4
void LocalEquipWeaponFromBackpackFinishedCallback();// 0x2fa9ec0
bool LocalDestroyWeapon(FName SocketName, bool bEnableBroadcast);// 0x2fa9de4
void LocalBackpackCurerrentWeaponFinishedCallback();// 0x2fa9dd0
void LocalBackpackCurerrentWeaponFinishDelegate__DelegateSignature();//
0x37db6c4
bool IsWeaponSpawnDataCacheIsEmpty();// 0x2fa9dac
bool IsCreatingWeaponOnServer();// 0x2fa9d74
static void InitializeTable(FString MainWeaponTableName);// 0x2fa9c50
void HandleGetWeaponFinished(byte Slot);// 0x2fa9bcc
FName GetShieldWeaponSlot();// 0x2fa9b98
STExtraWeapon* GetShieldWeapon();// 0x2fa9b64
byte GetPropSlotByLogicSocket(FName LogicSocket);// 0x2fa9ad8
static MainWeaponTableStruct GetMainWeaponTableRow(int ID);// 0x2fa99ec
FName GetLogicSocketBySlot(byte Slot);// 0x2fa9960
STExtraWeapon* GetInventoryWeaponByPropSlotOnServerOrAutonomousClient(byte
Slot);// 0x2fa98d4
STExtraWeapon* GetInventoryWeaponByPropSlot(byte Slot);// 0x2fa9848
STExtraWeapon* GetInventoryWeaponByLogicSocket(FName LogicSocket);//
0x2fa97bc
STExtraWeapon* GetInventoryWeaponByDefineID(ItemDefineID DefineID);//
0x2fa9720
FName GetGrenadeSpecificSlotNameByWeapon(STExtraWeapon* Weapon);// 0x2fa9694
ItemDefineID GetGrenadeDefindIDBySlot(FName LogicSlot);// 0x2fa95f8
STExtraWeapon* GetCurrentUsingWeapon();// 0x2fa95c4
byte GetCurrentUsingPropSlot();// 0x2fa9590
FName GetCurrentUsingLogicSocketOnServer();// 0x2fa955c
FName GetCurrentUsingLogicSocket();// 0x2fa9528
STExtraWeapon* GetCurrentTemporaryWeapon();// 0x2fa94f4
int GetBagLevel();// 0x2fa94b8
STExtraWeapon*[] GetAllInventoryWeaponList(bool bForceUseMapData);//
0x2fa93bc
ItemDefineID[] GetAllInventoryWeaponIDList(bool bForceUseMapData);//
0x2fa92c0
void ForceBroadcastChangeAllInventoryDataEvent();// 0x2fa92ac
void EnableAllBroadcast(bool bEnable);// 0x2fa922c
void DropWeapon(STExtraWeapon* Weapon, enum Reason);// 0x2fa916c
void DeleteGrenadeSlotAndDefindID(FName LogicSlot);// 0x2fa90f0
void DebugReconnectToClientOnServer();// 0x2fa90dc
void DebugDisconnetToServerOnClient();// 0x2fa90c8
void ChangeInventoryDataDelegate__DelegateSignature(byte TargetChangeSlot,
byte EChangeType);// 0x37db6c4
void ChangeCurrentUsingWeaponDelegate__DelegateSignature(byte
TargetChangeSlot);// 0x37db6c4
void AddOrSetGrenadeSlotAndDefindID(FName LogicSlot, ItemDefineID ID);//
0x2fa8ffc
--------------------------------
Class: WeaponReconnectReplicateDataWrapper
WeaponReconnectReplicateData WeaponReconnectReplicateData;//[Offset: 0x0 ,
Size: 128]
STExtraWeapon* Weapon;//[Offset: 0x80 , Size: 8]
--------------------------------
Class: DefaultWeaponHolderInfo
class STExtraWeapon* WeaponClass;//[Offset: 0x0 , Size: 8]
FName WeaponSocket;//[Offset: 0x8 , Size: 8]
int WeaponSepcificID;//[Offset: 0x10 , Size: 4]
int WeaponTypeID;//[Offset: 0x14 , Size: 4]
--------------------------------
Class: WeaponSystemDataOnSimulateClient
STExtraWeapon* TargetWeapon;//[Offset: 0x0 , Size: 8]
FName LogicSocket;//[Offset: 0x8 , Size: 8]
bool bAutoUse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 ,
Size: 1]
ItemDefineID ID;//[Offset: 0x18 , Size: 24]
int OperationIndex;//[Offset: 0x30 , Size: 4]
int BagLevel;//[Offset: 0x34 , Size: 4]
--------------------------------
Class: AutoTriggerWeaponEventParam
int TargetOwnerRole;//[Offset: 0x0 , Size: 4]
enum TargetEvent;//[Offset: 0x4 , Size: 1]
ItemDefineID TargetWeaponID;//[Offset: 0x8 , Size: 24]
bool bIgnoreItemIDInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x20 , Size: 1]
enum[] ForceExitPawnStateList;//[Offset: 0x28 , Size: 16]
--------------------------------
Class: EffectComponent.ActorComponent.Object
void S2Sim_CallRemoteEffect(int graphTid, int graphUid, int effectTid, Actor*
Source, Actor* Target, const byte[] Data);// 0x2c7d640
void S2C_CallRemoteEffect(int graphTid, int graphUid, int effectTid, Actor*
Source, Actor* Target, const byte[] Data);// 0x2c7d468
void S2A_EndEffectGraph(int UId);// 0x2c7d3e4
void C2S_CallRemoteEffect(int graphTid, int graphUid, int effectTid, Actor*
Source, Actor* Target, const byte[] Data);// 0x2c7d1d4
--------------------------------
Class: VehicleTriggerComponent.SceneComponent.ActorComponent.Object
float TriggerRadius;//[Offset: 0x2cc , Size: 4]
float TriggerInterval;//[Offset: 0x2d0 , Size: 4]
float MaxAllowedValidationDiff;//[Offset: 0x2d4 , Size: 4]
void OnTriggered();// 0x37db6c4
--------------------------------
Class:
STExtraSimpleCharacter.STExtraCharacter.UAECharacter.Character.Pawn.Actor.Object
int iRegionSimpleCharacter;//[Offset: 0xe2c , Size: 4]
int ForceLifePeriodTime;//[Offset: 0xe30 , Size: 4]
bool bDamageTeamate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xe34 , Size: 1]
bool bIsPreClientDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xe35 , Size: 1]
delegate OnDeath;//[Offset: 0xe38 , Size: 16]
float DelayHideDuration;//[Offset: 0xe48 , Size: 4]
float AnimDeathLifeSpan;//[Offset: 0xe4c , Size: 4]
float DelayHideDurationByHeadShoot;//[Offset: 0xe50 , Size: 4]
float AnimDeathLifeSpanByHeadShoot;//[Offset: 0xe54 , Size: 4]
float DelayHideDurationByVehicleHit;//[Offset: 0xe58 , Size: 4]
float AnimDeathLifeSpanByVehicleHit;//[Offset: 0xe5c , Size: 4]
ParticleSystem* HeadShootFX_Red;//[Offset: 0xe60 , Size: 8]
ParticleSystem* HeadShootFX_Green;//[Offset: 0xe68 , Size: 8]
class PlayerTombBox* DropTomb;//[Offset: 0xe70 , Size: 8]
int MonsterSpawnTime;//[Offset: 0xe78 , Size: 4]
int MonsterDeathTime;//[Offset: 0xe7c , Size: 4]
float AnimBornLifeSpan;//[Offset: 0xe80 , Size: 4]
bool BornOnCeiling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xe84 , Size: 1]
float AnimLand_Hard_VelocitySquared_Threshold;//[Offset: 0xe88 , Size: 4]
float AnimLand_Hard_LifeSpan;//[Offset: 0xe8c , Size: 4]
float AnimLand_Light_LifeSpan;//[Offset: 0xe90 , Size: 4]
SimpleCharAnimParamList CurAnimParamList;//[Offset: 0xeac , Size: 76]
float MaxRememberEnemyTimeInSeconds;//[Offset: 0xef8 , Size: 4]
float MinTimeLockTarget;//[Offset: 0xefc , Size: 4]
float MinTimeWhenCannotSeeTarget;//[Offset: 0xf00 , Size: 4]
float SensedRadius;//[Offset: 0xf04 , Size: 4]
float MinTimeLockHeardEnemy;//[Offset: 0xf08 , Size: 4]
float HeardRadius;//[Offset: 0xf0c , Size: 4]
SimulateSyncSmoothComponent* SimulateSyncSmooth;//[Offset: 0xf10 , Size: 8]
MobAdvancedMovement* MobAdvancedMovement;//[Offset: 0xf18 , Size: 8]
MobPerceptionController* MobPerceptionController;//[Offset: 0xf20 , Size: 8]
STExtraSimpleCharacterPhysics* SimpleCharacterPhysics;//[Offset: 0xf28 ,
Size: 8]
UnitAttrComponent* UnitAttrComp;//[Offset: 0xf30 , Size: 8]
CircleMgrComponent* CircleMgr;//[Offset: 0xf48 , Size: 8]
int SyncAIState;//[Offset: 0xf50 , Size: 4]
int AIState;//[Offset: 0xf5c , Size: 4]
float HurtAnimTime;//[Offset: 0xf60 , Size: 4]
float BackAnimPerc;//[Offset: 0xf64 , Size: 4]
delegate OnEnterAIState;//[Offset: 0xf68 , Size: 16]
delegate OnLeaveAIState;//[Offset: 0xf78 , Size: 16]
delegate OnBPEnterAIState;//[Offset: 0xf88 , Size: 16]
delegate OnBPLeaveAIState;//[Offset: 0xf98 , Size: 16]
delegate OnChangeAnimParam;//[Offset: 0xfa8 , Size: 16]
delegate OnAnimInstanceAssetLoaded;//[Offset: 0xfb8 , Size: 16]
delegate OnAnimListComponentAssetLoaded;//[Offset: 0xfc8 , Size: 16]
bool bCanSkillSpeedScale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xff0 , Size: 1]
int FlowId;//[Offset: 0xff4 , Size: 4]
FString MonsterName;//[Offset: 0xff8 , Size: 16]
FString MonsterNameID;//[Offset: 0x1008 , Size: 16]
int MonsterSyncID;//[Offset: 0x1018 , Size: 4]
bool bEnableAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x101c , Size: 1]
int Gold;//[Offset: 0x1020 , Size: 4]
int SuperGold;//[Offset: 0x1024 , Size: 4]
int[] BornSkill;//[Offset: 0x1028 , Size: 16]
int[] AloneSkillIdList;//[Offset: 0x1038 , Size: 16]
int HealthBarCount;//[Offset: 0x1048 , Size: 4]
bool bIsCrawlChar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x104c , Size: 1]
int NeedSendAttackFlow;//[Offset: 0x1050 , Size: 4]
Actor* AttackTarget;//[Offset: 0x1054 , Size: 8]
uint32[] DecalIndexArray;//[Offset: 0x1060 , Size: 16]
byte HitPartJudgment;//[Offset: 0x1070 , Size: 1]
<FString,enum> NewHitBodyPosMap;//[Offset: 0x1078 , Size: 80]
BodyTypeDef StandBodyDef;//[Offset: 0x10c8 , Size: 8]
PVELagCompensationComponent* PVELagCompensationComponent;//[Offset: 0x10d0 ,
Size: 8]
CapsuleComponent* ProneCapsuleComponent;//[Offset: 0x10d8 , Size: 8]
float IdleWalkSpeedRatio;//[Offset: 0x10e0 , Size: 4]
float AttackWalkSpeedRatio;//[Offset: 0x10e4 , Size: 4]
float[] CircleDamageRate;//[Offset: 0x10e8 , Size: 16]
int ObjectPoolSize;//[Offset: 0x10f8 , Size: 4]
int LifePeriodTime;//[Offset: 0x10fc , Size: 4]
float KilledDisCircleEdge;//[Offset: 0x1100 , Size: 4]
int MaxHPStageForBroadcast;//[Offset: 0x1104 , Size: 4]
bool bEnableMaxAllowedDistanceCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x1108 , Size: 1]
float MaxAllowedDistanceFromSpawnPoint;//[Offset: 0x110c , Size: 4]
bool bMaxAllowedDistanceCheckIn2D;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x1110 , Size: 1]
bool IsHeadShootDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1118 , Size: 1]
int RageLevel;//[Offset: 0x113c , Size: 4]
float AloneRageTimerRate;//[Offset: 0x1148 , Size: 4]
float ImpluseScale;//[Offset: 0x114c , Size: 4]
float ImpluseZScale;//[Offset: 0x1150 , Size: 4]
bool EnableOverlapImpulse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1154 , Size: 1]
bool EnableOverlapDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1155 , Size: 1]
float OverlapVehicleDamageRate;//[Offset: 0x1158 , Size: 4]
float OverlapAgainstVehicleDamageRate;//[Offset: 0x115c , Size: 4]
float MinDamageInterval;//[Offset: 0x1160 , Size: 4]
float MovementTickInterval;//[Offset: 0x1164 , Size: 4]
float DsActorTickInterval;//[Offset: 0x1168 , Size: 4]
bool IsNavWalkMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x116c , Size: 1]
AkAudioEvent* MonsterBornSound;//[Offset: 0x1178 , Size: 8]
AkAudioEvent* MonsterDeadSound;//[Offset: 0x1180 , Size: 8]
AkAudioEvent* MonsterIdleSound;//[Offset: 0x1188 , Size: 8]
AkAudioEvent* MonsterRunSound;//[Offset: 0x1190 , Size: 8]
float NoPathToTargetTimer;//[Offset: 0x1198 , Size: 4]
enum AnimGroupMask;//[Offset: 0x119c , Size: 1]
bool ExplodeBeforeDieEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x11a8 , Size: 1]
int ExplodeSkillID;//[Offset: 0x11ac , Size: 4]
float ExplodeSkillDuration;//[Offset: 0x11b0 , Size: 4]
float LagCompensationRecordInterval;//[Offset: 0x1280 , Size: 4]
float HearRadius;//[Offset: 0x12d8 , Size: 4]
float MinTimeLockHeardPos;//[Offset: 0x12dc , Size: 4]
bool TestPathSyncToLocation(Vector Location);// 0x2ec9b54
bool TestPathSyncToActor(Actor* Actor);// 0x2ec9ac4
void StopMovementMode();// 0x2ec9aa8
void StartMovementMode();// 0x2ec9a8c
void ShowHeadShootDeadEffect();// 0x2ec9a78
void SetCopyBoneSimpleChar(STExtraSimpleCharacter* InSimpleChar);// 0x2ec99fc
void ResetCharAnimParam();// 0x2ec99e8
void OnSmoothComponentSnapshotPreReplicate();// 0x2ec99d4
void OnRep_SyncAIState();// 0x2ec99c0
void OnRep_ReplicatedMovement();// 0x2ec99a4
void OnRep_RageLevel();// 0x2ec9990
void OnRep_MonsterSyncID();// 0x2ec997c
void OnRep_MonsterNameID();// 0x2ec9968
void NotifyInitial();// 0x2ec9954
void LeaveAIState(enum NewState, bool bIsNotify);// 0x2ec9894
bool IsSameTeam(Pawn* Other);// 0x2ec97fc
bool IsEnableBroadcastDamage(out const DamageEvent DamageEvent, float
Damage);// 0x2ec9710
bool IsCanCopyBone();// 0x2ec96d8
bool IsBoss();// 0x2ec96a0
bool IsBigBoss();// 0x2ec9668
void InitCharAnimParam();// 0x2ec9654
bool HasAIState(enum NewState);// 0x2ec95c4
void HandleHitByBullet(Actor* Causer);// 0x2ec9548
void GotoEarthAndDie();// 0x2ec952c
Vector GetServerHeadLocation();// 0x2ec94f4
STExtraPlayerController* GetPlayerControllerSafety();// 0x2ec94b8
int GetMonsterType();// 0x2ec949c
FString GetMonsterName();// 0x2ec93f0
float GetHitBoxRadius();// 0x2ec93d4
enum GetHitBodyType(out const Vector InHitPos, out const Vector InImpactVec,
FString InBoneName);// 0x2ec9270
class PlayerTombBox GetDropTomb();// 0x2ec9234
byte GetCurHitPartJugementType();// 0x2ec9200
STExtraSimpleCharacter* GetCopyBoneSimpleChar();// 0x2ec91cc
SimpleCharAnimParamList GetAnimParam();// 0x2ec9164
int GetAliveTimeSeconds();// 0x2ec9148
void ExplodeBeforeDie(Controller* EventInstigator, Actor* DamageCauser, out
const DamageEvent DamageEvent, float _finalDamage, Vector _hitImpulseDir, HitResult
_hitInfo, bool bIsHeadshot);// 0x2ec8ec4
void EnterAIState(enum NewState, bool bIsNotify);// 0x2ec8e04
void DisappearOnDeath();// 0x2ec8df0
void DieAfterExplode();// 0x2ec8ddc
void DelayHidden();// 0x2ec8dc0
void ClearOnDeath(Controller* EventInstigater, out const DamageEvent
DamageEvent);// 0x2ec8cec
bool CheckPlayerNeedUpdateAnimation();// 0x2ec8cb4
void CharacterMovementUpdatedCallback(float DeltaTime, Vector OldLocation,
Vector OldVelocity);// 0x2ec8bc0
void BroadcastReliableLeaveAIState(enum NewState, bool bIsNotify);//
0x2ec8abc
void BroadcastReliableEnterAIState(enum NewState, bool bIsNotify);//
0x2ec89b8
void BroadcastClientsSimulateVehicleDamage(float BaseDamage, const
VehicleDamageEvent VehicleDamageEvent, Pawn* DamageInstigatorPawn, float
ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x2ec8774
void BroadcastClientsSimulateRadialDamage(float BaseDamage, const
RadialDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float
ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x2ec84fc
void BroadcastClientsSimulatePoisonDamage(float BaseDamage, const
PoisonDamageEvent PoisonDamageEvent, Pawn* DamageInstigatorPawn, float
ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x2ec82b8
void BroadcastClientsSimulatePointDamage(float BaseDamage, const
STPointDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float
ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x2ec8074
void BroadcastClientsSimulateMeleeDamage(float BaseDamage, const
MeleeDamageEvent MeleeDamageEvent, Pawn* DamageInstigatorPawn, float
ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x2ec7e1c
void BroadcastClientsSimulateLastPointDamage(float BaseDamage, const
STPointDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float
ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x2ec7bd8
void BroadcastClientsSimulateFallingDamage(float BaseDamage, const
FallingDamageEvent FallingDamageEvent, Pawn* DamageInstigatorPawn, float
ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x2ec7994
void BroadcastClientsSimulateDrowningDamage(float BaseDamage, const
DrowningDamageEvent DrowningDamageEvent, Pawn* DamageInstigatorPawn, float
ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x2ec7750
void BroadcastClientsSimulateBurningDamage(float BaseDamage, const
STBurningDamageEvent BurningDamageEvent, Pawn* DamageInstigatorPawn, float
ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x2ec7500
void BroadcastClientsSimulateAirAttackDamage(float BaseDamage, const
STAirAttackRadialDamageEvent AirAttackDamageEvent, Pawn* DamageInstigatorPawn,
float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x2ec7284
void BroadcastClientsGMTestDamage(float Damage, float CurHealth, int
DamageClassID, byte HitPart);// 0x2ec711c
void BroadcastClientsDebugSpeed(float Speed);// 0x2ec706c
void BroadcastClientsDebugOutputDamage(float OutputDmg);// 0x2ec6fbc
void BPSetEyeEffect(float Switch, LinearColor Color);// 0x37db6c4
void BPNotifyStartDying(Controller* Killer, Actor* DamageCauser, out const
HitResult KillingHitInfo, Vector KillingHitImpulseDir, class DamageType
KillingHitDamageType);// 0x37db6c4
void BPNotifyInitial();// 0x37db6c4
void BPNotifyDeathEnd(Controller* Killer, Actor* DamageCauser, out const
HitResult KillingHitInfo, Vector KillingHitImpulseDir, class DamageType
KillingHitDamageType);// 0x37db6c4
void BPMonsterInitTableDone();// 0x37db6c4
void BPDie(float KillingDamage, const Controller* EventInstigator, Actor*
DamageCauser, out const DamageEvent DamageEvent);// 0x2ec6e6c
bool BP_HasAIState(enum NewState);// 0x2ec6ddc
RoadPointInfo[] BleCallGetRoadPoints();// 0x2ec6d30
bool AllowAIState(enum NewState);// 0x2ec6ca0
void AddWeaponDamageAddition(byte WeaponType);// 0x2ec6c24
--------------------------------
Class: SimpleCharAnimParamList
Vector Velocity;//[Offset: 0x0 , Size: 12]
Vector movedir;//[Offset: 0xc , Size: 12]
byte MovementMode;//[Offset: 0x18 , Size: 1]
Rotator ViewRotation;//[Offset: 0x1c , Size: 12]
bool IsHurting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28 ,
Size: 1]
Vector HurtDir;//[Offset: 0x2c , Size: 12]
bool IsDying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38 ,
Size: 1]
bool IsJumping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39 ,
Size: 1]
bool IsTurning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a ,
Size: 1]
bool ShouldPauseAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3b , Size: 1]
int RandomAnimID;//[Offset: 0x3c , Size: 4]
--------------------------------
Class: SimulateSyncSmoothComponent.ActorComponent.Object
RepSnapshot RepSnapshot;//[Offset: 0x110 , Size: 56]
RepSnapshot Snapshot;//[Offset: 0x148 , Size: 56]
float TolerateLocationDiffSqAtServer;//[Offset: 0x180 , Size: 4]
float TolerateRotationInDegreeAtServer;//[Offset: 0x184 , Size: 4]
float TolerateLinearVelocityDiffSqAtServer;//[Offset: 0x188 , Size: 4]
float TolerateAngularVelocityDiffSqAtServer;//[Offset: 0x18c , Size: 4]
float ForceUpdateLocationDiffSqAtServer;//[Offset: 0x190 , Size: 4]
float ForceUpdateLinearVelocityDiffSqAtServer;//[Offset: 0x194 , Size: 4]
delegate OnSnapshotPreReplicate;//[Offset: 0x198 , Size: 16]
SimulateSyncSmooth SimulateSyncSmooth;//[Offset: 0x1a8 , Size: 212]
bool bOpenDebugDraw;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x27c , Size: 1]
bool bOpenServerForceUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x27d , Size: 1]
bool bNoPredict;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x27e , Size: 1]
bool bOnlyUpdateRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x27f , Size: 1]
bool bAutonomousProxyEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x280 , Size: 1]
delegate OnActorTeleportFinish;//[Offset: 0x288 , Size: 16]
void TeleportNextSync();// 0x2db5ba0
void StopPredict();// 0x2db5b8c
void SetVelocity(out const Vector Velocity);// 0x2db5b04
void SetAngularVelocity(float PitchSpeed, float YawSpeed, float RollSpeed);//
0x2db5a14
void OnRep_Snapshot();// 0x2db5a00
Vector GetVelocity();// 0x2db59c8
--------------------------------
Class: RepSnapshot
float TimeStamp;//[Offset: 0x0 , Size: 4]
Vector_NetQuantize Location;//[Offset: 0x4 , Size: 12]
Rotator Rotation;//[Offset: 0x10 , Size: 12]
Vector_NetQuantize LinearVelocity;//[Offset: 0x1c , Size: 12]
Vector_NetQuantize AngularVelocity;//[Offset: 0x28 , Size: 12]
bool IsTeleport;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34 ,
Size: 1]
--------------------------------
Class: SimulateSyncSmooth
float MaxPredictMoveTime;//[Offset: 0x0 , Size: 4]
float MaxMoveDeltaTime;//[Offset: 0x4 , Size: 4]
float SmoothNetUpdateTime;//[Offset: 0x8 , Size: 4]
float SmoothNetUpdateRotationTime;//[Offset: 0xc , Size: 4]
--------------------------------
Class: MobAdvancedMovement.ActorComponent.Object
float WallClimb_AcceptableFaceAngle;//[Offset: 0x110 , Size: 4]
float WallClimb_TurnFaceSpeed;//[Offset: 0x114 , Size: 4]
float WallClimb_KeepDistanceToWall;//[Offset: 0x118 , Size: 4]
float WallClimb_JumpToWallSpeed;//[Offset: 0x11c , Size: 4]
float WallClimb_JumpToWallHeightOffset;//[Offset: 0x120 , Size: 4]
float WallClimb_MoveUpSpeed;//[Offset: 0x124 , Size: 4]
float WallClimb_MoveUpHeightOffset;//[Offset: 0x128 , Size: 4]
float WallClimb_ClimbToStand_Duration;//[Offset: 0x12c , Size: 4]
CurveFloat* Curve_ClimbToStand_Forward;//[Offset: 0x130 , Size: 8]
CurveFloat* Curve_ClimbToStand_Height;//[Offset: 0x138 , Size: 8]
float WallJump_JumpSpeed;//[Offset: 0x140 , Size: 4]
float WallJump_JumpAngle;//[Offset: 0x144 , Size: 4]
float WallJump_ZVelocity;//[Offset: 0x148 , Size: 4]
float Stride_AcceptableFaceAngle;//[Offset: 0x14c , Size: 4]
float Stride_Duration;//[Offset: 0x150 , Size: 4]
float Stride_KeepDistanceToWall;//[Offset: 0x154 , Size: 4]
float Stride_HeightOffset;//[Offset: 0x158 , Size: 4]
float Stride_ForwardOffset;//[Offset: 0x15c , Size: 4]
float Stride_LineTraceOffset;//[Offset: 0x160 , Size: 4]
CurveFloat* Curve_Stride_Forward;//[Offset: 0x168 , Size: 8]
CurveFloat* Curve_Stride_Height;//[Offset: 0x170 , Size: 8]
bool Stride_JumpInstead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x178 , Size: 1]
int iWallClimbState;//[Offset: 0x17c , Size: 4]
int iWallJumpState;//[Offset: 0x180 , Size: 4]
int iStrideState;//[Offset: 0x184 , Size: 4]
void WindowJump(Vector DstLoacation, Vector originLocation, float
WindowHeight);// 0x2d231d0
void WallJump(Vector DstLocation);// 0x2d23154
void WallClimbExit();// 0x2d23140
void WallClimb(Vector DstLocation, Vector originLocation, float
WindowHeight);// 0x2d2304c
void TickWallJump_Turn(float DeltaTime);// 0x2d22fd0
void TickWallJump(float DeltaTime);// 0x2d22f54
void TickWallClimb_Turn(float DeltaTime);// 0x2d22ed8
void TickWallClimb_JumpToWall(float DeltaTime);// 0x2d22e5c
void TickWallClimb_ClimbUp(float DeltaTime);// 0x2d22de0
void TickWallClimb_ClimbToStand(float DeltaTime);// 0x2d22d64
void TickWallClimb(float DeltaTime);// 0x2d22ce8
void TickStride_Turn(float DeltaTime);// 0x2d22c6c
void TickStride_Stride(float DeltaTime);// 0x2d22bf0
void TickStride_MoveToWall(float DeltaTime);// 0x2d22b74
void TickStride(float DeltaTime);// 0x2d22af8
void StrideJump();// 0x2d22ae4
void StrideExit();// 0x2d22ad0
void Stride(out Vector DstLocation, out Vector originLocation);// 0x2d229f4
void OnMobDie();// 0x2d229e0
void NotifyClientsWallClimbSyncState(Vector pos, Rotator Rotator, int
nowWallClimbState);// 0x2d228e4
void NotifyClientsWallClimbStartClimbToStand(Vector pos, Rotator Rotator, int
nowWallClimbState);// 0x2d227e8
void NotifyClientsStrideState(Vector pos, Rotator Rotator, int
nowStrideState);// 0x2d226ec
void NotifyClientsStartStride(Vector pos, Rotator Rotator, int
nowStrideState, Vector originLocation, Vector DstLocation, float heightLength,
float forwardLength);// 0x2d224ec
bool IsInAdvancedMovement();// 0x2d224b4
int GetWallJumpState();// 0x2d22480
int GetWallClimbState();// 0x2d2244c
int GetStrideState();// 0x2d22418
void BPWallJump(Vector DstLocation);// 0x2d22394
void BPWallClimb(Vector DstLocation);// 0x2d22310
--------------------------------
Class: MobPerceptionController.ActorComponent.Object
float AcceptableNoiseLoudness;//[Offset: 0x110 , Size: 4]
enum[] AcceptableNoiseType;//[Offset: 0x118 , Size: 16]
enum NoiseAttenuationModel;//[Offset: 0x128 , Size: 1]
int NoisePoolSize;//[Offset: 0x12c , Size: 4]
float NoiseRememberTime;//[Offset: 0x130 , Size: 4]
float NoiseUpdateFrequency;//[Offset: 0x134 , Size: 4]
bool SearchNoise(out NoiseInfo NoiseInfo, enum searchType,
BehaviorTreeComponent* BehaviorTree, bool CheckDistance, bool
CheckDeadOrDestoryed);// 0x2d26ae4
void OnPerceptionSenseUpdated(AIPerceptionComponent* PerceptionComponent, out
Actor*[] UpdatedActors);// 0x2d269ec
void OnMobDie();// 0x2d269d8
void ClearNoisePool();// 0x2d269c4
NoiseCheckResult CheckNoise(out AIStimulus Stimulus);// 0x2d26860
float Attenuation(out AIStimulus Stimulus);// 0x2d266fc
void AddToNoisePool(Actor* Instigator, out AIStimulus Stimulus, float
LoudnessHeard);// 0x2d26520
--------------------------------
Class: NoiseInfo
enum NoiseType;//[Offset: 0x0 , Size: 1]
Actor* Instigator;//[Offset: 0x4 , Size: 8]
Vector NoiseLocation;//[Offset: 0xc , Size: 12]
float LoudnessAtStart;//[Offset: 0x18 , Size: 4]
float LoudnessHeard;//[Offset: 0x1c , Size: 4]
float HeardTime;//[Offset: 0x20 , Size: 4]
--------------------------------
Class: BehaviorTreeComponent.BrainComponent.ActorComponent.Object
BTNode*[] NodeInstances;//[Offset: 0x190 , Size: 16]
void SetDynamicSubtree(GameplayTag InjectTag, BehaviorTree* BehaviorAsset);//
0x469e1f4
float GetTagCooldownEndTime(GameplayTag CooldownTag);// 0x469e168
void AddCooldownTagDuration(GameplayTag CooldownTag, float CooldownDuration,
bool bAddToExistingDuration);// 0x469e06c
--------------------------------
Class: BrainComponent.ActorComponent.Object
BlackboardComponent* BlackboardComp;//[Offset: 0x118 , Size: 8]
AIController* AIOwner;//[Offset: 0x120 , Size: 8]
void StopLogic(FString Reason);// 0x46a2148
void RestartLogic();// 0x46a212c
bool IsRunning();// 0x46a20ec
bool IsPaused();// 0x46a20ac
--------------------------------
Class: BlackboardComponent.ActorComponent.Object
BrainComponent* BrainComp;//[Offset: 0x110 , Size: 8]
BlackboardData* BlackboardAsset;//[Offset: 0x118 , Size: 8]
BlackboardKeyType*[] KeyInstances;//[Offset: 0x140 , Size: 16]
void SetValueAsVector(out const FName KeyName, Vector VectorValue);//
0x469ff0c
void SetValueAsString(out const FName KeyName, FString StringValue);//
0x469fd88
void SetValueAsRotator(out const FName KeyName, Rotator VectorValue);//
0x469fcb4
void SetValueAsObject(out const FName KeyName, Object* ObjectValue);//
0x469fbe0
void SetValueAsName(out const FName KeyName, FName NameValue);// 0x469fb0c
void SetValueAsInt(out const FName KeyName, int IntValue);// 0x469fa38
void SetValueAsFloat(out const FName KeyName, float FloatValue);// 0x469f964
void SetValueAsEnum(out const FName KeyName, byte EnumValue);// 0x469f890
void SetValueAsClass(out const FName KeyName, class Object ClassValue);//
0x469f7bc
void SetValueAsBool(out const FName KeyName, bool BoolValue);// 0x469f6e0
bool IsVectorValueSet(out const FName KeyName);// 0x469f640
Vector GetValueAsVector(out const FName KeyName);// 0x469f5a0
FString GetValueAsString(out const FName KeyName);// 0x469f49c
Rotator GetValueAsRotator(out const FName KeyName);// 0x469f3fc
Object* GetValueAsObject(out const FName KeyName);// 0x469f360
FName GetValueAsName(out const FName KeyName);// 0x469f2c4
int GetValueAsInt(out const FName KeyName);// 0x469f228
float GetValueAsFloat(out const FName KeyName);// 0x469f18c
byte GetValueAsEnum(out const FName KeyName);// 0x469f0f0
class Object GetValueAsClass(out const FName KeyName);// 0x469f054
bool GetValueAsBool(out const FName KeyName);// 0x469efb4
bool GetRotationFromEntry(out const FName KeyName, out Rotator
ResultRotation);// 0x469eec8
bool GetLocationFromEntry(out const FName KeyName, out Vector
ResultLocation);// 0x469eddc
void ClearValue(out const FName KeyName);// 0x469ed50
--------------------------------
Class: BlackboardData.DataAsset.Object
BlackboardData* Parent;//[Offset: 0x30 , Size: 8]
BlackboardEntry[] Keys;//[Offset: 0x38 , Size: 16]
bool bHasSynchronizedKeys;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x48 , Size: 1]
--------------------------------
Class: BlackboardEntry
FName EntryName;//[Offset: 0x0 , Size: 8]
BlackboardKeyType* KeyType;//[Offset: 0x8 , Size: 8]
bool bInstanceSynced;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x10 , Size: 1]
--------------------------------
Class: BlackboardKeyType.Object
--------------------------------
Class: BTNode.Object
FString NodeName;//[Offset: 0x30 , Size: 16]
BehaviorTree* TreeAsset;//[Offset: 0x40 , Size: 8]
BTCompositeNode* ParentNode;//[Offset: 0x48 , Size: 8]
--------------------------------
Class: BehaviorTree.Object
BTCompositeNode* RootNode;//[Offset: 0x28 , Size: 8]
BlackboardData* BlackboardAsset;//[Offset: 0x30 , Size: 8]
BTDecorator*[] RootDecorators;//[Offset: 0x38 , Size: 16]
BTDecoratorLogic[] RootDecoratorOps;//[Offset: 0x48 , Size: 16]
--------------------------------
Class: BTCompositeNode.BTNode.Object
BTCompositeChild[] Children;//[Offset: 0x58 , Size: 16]
BTService*[] Services;//[Offset: 0x68 , Size: 16]
--------------------------------
Class: BTCompositeChild
BTCompositeNode* ChildComposite;//[Offset: 0x0 , Size: 8]
BTTaskNode* ChildTask;//[Offset: 0x8 , Size: 8]
BTDecorator*[] Decorators;//[Offset: 0x10 , Size: 16]
BTDecoratorLogic[] DecoratorOps;//[Offset: 0x20 , Size: 16]
--------------------------------
Class: BTTaskNode.BTNode.Object
BTService*[] Services;//[Offset: 0x58 , Size: 16]
bool bIgnoreRestartSelf;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x68 , Size: 1]
--------------------------------
Class: BTService.BTAuxiliaryNode.BTNode.Object
float interval;//[Offset: 0x58 , Size: 4]
float RandomDeviation;//[Offset: 0x5c , Size: 4]
bool bCallTickOnSearchStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x60 , Size: 1]
bool bRestartTimerOnEachActivation;//(ByteOffset: 0, ByteMask: 2, FieldMask:
2)[Offset: 0x60 , Size: 1]
--------------------------------
Class: BTAuxiliaryNode.BTNode.Object
--------------------------------
Class: BTDecorator.BTAuxiliaryNode.BTNode.Object
bool bInverseCondition;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x58 , Size: 1]
byte FlowAbortMode;//[Offset: 0x59 , Size: 1]
--------------------------------
Class: BTDecoratorLogic
byte Operation;//[Offset: 0x0 , Size: 1]
uint16 Number;//[Offset: 0x2 , Size: 2]
--------------------------------
Class: GameplayTag
FName TagName;//[Offset: 0x0 , Size: 8]
--------------------------------
Class: AIController.Controller.Actor.Object
bool bStopAILogicOnUnposses;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x438 , Size: 1]
bool bLOSflag;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x438 ,
Size: 1]
bool bSkipExtraLOSChecks;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x438 , Size: 1]
bool bAllowStrafe;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x438 , Size: 1]
bool bWantsPlayerState;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x438 , Size: 1]
bool bSetControlRotationFromPawnOrientation;//(ByteOffset: 0, ByteMask: 32,
FieldMask: 32)[Offset: 0x438 , Size: 1]
PathFollowingComponent* PathFollowingComponent;//[Offset: 0x440 , Size: 8]
BrainComponent* BrainComponent;//[Offset: 0x448 , Size: 8]
AIPerceptionComponent* PerceptionComponent;//[Offset: 0x450 , Size: 8]
PawnActionsComponent* ActionsComp;//[Offset: 0x458 , Size: 8]
BlackboardComponent* Blackboard;//[Offset: 0x460 , Size: 8]
GameplayTasksComponent* CachedGameplayTasksComponent;//[Offset: 0x468 , Size:
8]
class NavigationQueryFilter* DefaultNavigationFilterClass;//[Offset: 0x470 ,
Size: 8]
delegate ReceiveMoveCompleted;//[Offset: 0x478 , Size: 16]
bool UseGameplayTasksComponent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x489 , Size: 1]
bool bShareNavigationSystem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x48a , Size: 1]
Vector ShareNavSysOffset;//[Offset: 0x48c , Size: 12]
bool UseBlackboard(BlackboardData* BlackboardAsset, out BlackboardComponent*
BlackboardComponent);// 0x4692ba4
void UnclaimTaskResource(class GameplayTaskResource ResourceClass);//
0x4692b28
void SetMoveBlockDetection(bool bEnable);// 0x4692aa4
bool RunBehaviorTree(BehaviorTree* BTAsset);// 0x4692a0c
void OnUsingBlackBoard(BlackboardComponent* BlackboardComp, BlackboardData*
BlackboardAsset);// 0x37db6c4
void OnUnpossess(Pawn* UnpossessedPawn);// 0x37db6c4
void OnPossess(Pawn* PossessedPawn);// 0x37db6c4
void OnGameplayTaskResourcesClaimed(GameplayResourceSet NewlyClaimed,
GameplayResourceSet FreshlyReleased);// 0x469294c
byte MoveToLocation(out const Vector Dest, float AcceptanceRadius, bool
bStopOnOverlap, bool bUsePathfinding, bool bProjectDestinationToNavigation, bool
bCanStrafe, class NavigationQueryFilter FilterClass, bool bAllowPartialPath);//
0x46926d4
byte MoveToActor(Actor* Goal, float AcceptanceRadius, bool bStopOnOverlap,
bool bUsePathfinding, bool bCanStrafe, class NavigationQueryFilter FilterClass,
bool bAllowPartialPath);// 0x46924b8
void K2_SetFocus(Actor* NewFocus);// 0x469243c
void K2_SetFocalPoint(Vector FP);// 0x46923c0
void K2_ClearFocus();// 0x46923ac
bool HasPartialPath();// 0x4692374
PathFollowingComponent* GetPathFollowingComponent();// 0x4692358
byte GetMoveStatus();// 0x4692324
Vector GetImmediateMoveDestination();// 0x46922ec
Actor* GetFocusActor();// 0x46922b8
Vector GetFocalPointOnActor(const Actor* Actor);// 0x4692220
Vector GetFocalPoint();// 0x46921e8
AIPerceptionComponent* GetAIPerceptionComponent();// 0x46921cc
void ClaimTaskResource(class GameplayTaskResource ResourceClass);// 0x4692150
--------------------------------
Class: PathFollowingComponent.ActorComponent.Object
NavMovementComponent* MovementComp;//[Offset: 0x158 , Size: 8]
NavigationData* MyNavData;//[Offset: 0x168 , Size: 8]
void OnNavDataRegistered(NavigationData* NavData);// 0x46b9c5c
void OnActorBump(Actor* SelfActor, Actor* OtherActor, Vector NormalImpulse,
out const HitResult Hit);// 0x46b9b04
Vector GetPathDestination();// 0x46b9acc
byte GetPathActionType();// 0x46b9a98
--------------------------------
Class: AIPerceptionComponent.ActorComponent.Object
AISenseConfig*[] SensesConfig;//[Offset: 0x110 , Size: 16]
class AISense* DominantSense;//[Offset: 0x120 , Size: 8]
AIController* AIOwner;//[Offset: 0x138 , Size: 8]
delegate OnPerceptionUpdated;//[Offset: 0x1c0 , Size: 16]
delegate OnTargetPerceptionUpdated;//[Offset: 0x1d0 , Size: 16]
void SetSenseEnabled(class AISense SenseClass, const bool bEnable);//
0x4694964
void RequestStimuliListenerUpdate();// 0x4694950
void OnOwnerEndPlay(Actor* Actor, byte EndPlayReason);// 0x4694898
void GetPerceivedHostileActors(out Actor*[] OutActors);// 0x46947e0
void GetPerceivedActors(class AISense SenseToUse, out Actor*[] OutActors);//
0x46946e8
void GetKnownPerceivedActors(class AISense SenseToUse, out Actor*[]
OutActors);// 0x46945f0
void GetCurrentlyPerceivedActors(class AISense SenseToUse, out Actor*[]
OutActors);// 0x46944f8
bool GetActorsPerception(Actor* Actor, out ActorPerceptionBlueprintInfo
Info);// 0x46943dc
--------------------------------
Class: AISenseConfig.Object
Color DebugColor;//[Offset: 0x28 , Size: 4]
float MaxAge;//[Offset: 0x2c , Size: 4]
bool bStartsEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30
, Size: 1]
--------------------------------
Class: AISense.Object
float DefaultExpirationAge;//[Offset: 0x28 , Size: 4]
enum NotifyType;//[Offset: 0x2c , Size: 1]
bool bWantsNewPawnNotification;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x2d , Size: 1]
bool bAutoRegisterAllPawnsAsSources;//(ByteOffset: 0, ByteMask: 2, FieldMask:
2)[Offset: 0x2d , Size: 1]
AIPerceptionSystem* PerceptionSystemInstance;//[Offset: 0x30 , Size: 8]
--------------------------------
Class: AIPerceptionSystem.Object
AISense*[] Senses;//[Offset: 0x80 , Size: 16]
float PerceptionAgingRate;//[Offset: 0x90 , Size: 4]
static void ReportPerceptionEvent(Object* WorldContextObject, AISenseEvent*
PerceptionEvent);// 0x4695934
void ReportEvent(AISenseEvent* PerceptionEvent);// 0x46958b8
static bool RegisterPerceptionStimuliSource(Object* WorldContextObject, class
AISense Sense, Actor* Target);// 0x46957c4
void OnPerceptionStimuliSourceEndPlay(Actor* Actor, byte EndPlayReason);//
0x469570c
static class AISense GetSenseClassForStimulus(Object* WorldContextObject, out
const AIStimulus Stimulus);// 0x4695578
--------------------------------
Class: AISenseEvent.Object
--------------------------------
Class: AIStimulus
float Age;//[Offset: 0x0 , Size: 4]
float ExpirationAge;//[Offset: 0x4 , Size: 4]
float Strength;//[Offset: 0x8 , Size: 4]
Vector StimulusLocation;//[Offset: 0xc , Size: 12]
Vector ReceiverLocation;//[Offset: 0x18 , Size: 12]
FName Tag;//[Offset: 0x28 , Size: 8]
int iExtraData;//[Offset: 0x40 , Size: 4]
int iExtraData;//[Offset: 0x44 , Size: 4]
int iExtraData;//[Offset: 0x48 , Size: 4]
float fExtraData;//[Offset: 0x4c , Size: 4]
float fExtraData;//[Offset: 0x50 , Size: 4]
float fExtraData;//[Offset: 0x54 , Size: 4]
bool bSuccessfullySensed;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x58 , Size: 1]
--------------------------------
Class: ActorPerceptionBlueprintInfo
Actor* Target;//[Offset: 0x0 , Size: 8]
AIStimulus[] LastSensedStimuli;//[Offset: 0x8 , Size: 16]
bool bIsHostile;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x18 ,
Size: 1]
--------------------------------
Class: PawnActionsComponent.ActorComponent.Object
Pawn* ControlledPawn;//[Offset: 0x110 , Size: 8]
PawnActionStack[] ActionStacks;//[Offset: 0x118 , Size: 16]
PawnActionEvent[] ActionEvents;//[Offset: 0x128 , Size: 16]
PawnAction* CurrentAction;//[Offset: 0x138 , Size: 8]
bool K2_PushAction(PawnAction* NewAction, byte Priority, Object*
Instigator);// 0x46bb4b8
static bool K2_PerformAction(Pawn* Pawn, PawnAction* Action, byte
Priority);// 0x46bb3bc
byte K2_ForceAbortAction(PawnAction* ActionToAbort);// 0x46bb330
byte K2_AbortAction(PawnAction* ActionToAbort);// 0x46bb2a4
--------------------------------
Class: PawnActionStack
PawnAction* TopAction;//[Offset: 0x0 , Size: 8]
--------------------------------
Class: PawnAction.Object
PawnAction* ChildAction;//[Offset: 0x28 , Size: 8]
PawnAction* ParentAction;//[Offset: 0x30 , Size: 8]
PawnActionsComponent* OwnerComponent;//[Offset: 0x38 , Size: 8]
Object* Instigator;//[Offset: 0x40 , Size: 8]
BrainComponent* BrainComp;//[Offset: 0x48 , Size: 8]
bool bAllowNewSameClassInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x80 , Size: 1]
bool bReplaceActiveSameClassInstance;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0x80 , Size: 1]
bool bShouldPauseMovement;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x80 , Size: 1]
bool bAlwaysNotifyOnFinished;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x80 , Size: 1]
byte GetActionPriority();// 0x46ba2dc
void Finish(byte WithResult);// 0x46ba250
static PawnAction* CreateActionInstance(Object* WorldContextObject, class
PawnAction ActionClass);// 0x46ba19c
--------------------------------
Class: PawnActionEvent
PawnAction* Action;//[Offset: 0x0 , Size: 8]
--------------------------------
Class: GameplayTasksComponent.ActorComponent.Object
GameplayTask*[] SimulatedTasks;//[Offset: 0x118 , Size: 16]
GameplayTask*[] TaskPriorityQueue;//[Offset: 0x128 , Size: 16]
GameplayTask*[] TickingTasks;//[Offset: 0x148 , Size: 16]
GameplayTask*[] KnownTasks;//[Offset: 0x158 , Size: 16]
delegate OnClaimedResourcesChange;//[Offset: 0x170 , Size: 16]
void OnRep_SimulatedTasks();// 0x45e1bb8
static enum K2_RunGameplayTask(interface classNone TaskOwner, GameplayTask*
Task, byte Priority, class GameplayTaskResource[] AdditionalRequiredResources,
class GameplayTaskResource[] AdditionalClaimedResources);// 0x45e18c0
--------------------------------
Class: GameplayTask.Object
FName InstanceName;//[Offset: 0x30 , Size: 8]
enum ResourceOverlapPolicy;//[Offset: 0x3a , Size: 1]
GameplayTask* ChildTask;//[Offset: 0x58 , Size: 8]
void ReadyForActivation();// 0x45dfc74
void GenericGameplayTaskDelegate__DelegateSignature();// 0x37db6c4
void EndTask();// 0x45dfc60
--------------------------------
Class: GameplayTaskResource.Object
int ManualResourceID;//[Offset: 0x28 , Size: 4]
int8 AutoResourceID;//[Offset: 0x2c , Size: 1]
bool bManuallySetID;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2d
, Size: 1]
--------------------------------
Class: GameplayResourceSet
--------------------------------
Class: NoiseCheckResult
bool Result;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 ,
Size: 1]
enum NoiseType;//[Offset: 0x1 , Size: 1]
float LoudnessHeard;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: STExtraSimpleCharacterPhysics.ActorComponent.Object
float VelocityDampingOnGround;//[Offset: 0x110 , Size: 4]
float VelocityDampingInMidAir;//[Offset: 0x114 , Size: 4]
float StepHeight;//[Offset: 0x118 , Size: 4]
float VehicleHitFeedBack;//[Offset: 0x11c , Size: 4]
float VehicleImpluseScale;//[Offset: 0x120 , Size: 4]
float HorizontalVelocitySquaredForSimulate;//[Offset: 0x124 , Size: 4]
float ResetSimulatePreventPenetrationTime;//[Offset: 0x128 , Size: 4]
bool bPreventPenetration;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x12c , Size: 1]
CharacterMovementComponent* CharacterMovement;//[Offset: 0x168 , Size: 8]
bool StopSkillSimulate();// 0x2ecf13c
bool StartSkillSimulate(Vector InVelocity, bool PreventPenetration);//
0x2ecf068
void SetVelocity(Vector InVelocity);// 0x2ecefec
void SetSimulatePhysics(bool bInEnabled);// 0x2ecef6c
void SetEnabled(bool InEnabled);// 0x2eceeec
void SetCharacterMovementActive(bool _bIsActive);// 0x2ecee68
bool IsOnGround();// 0x2ecee30
Vector GetVelocity();// 0x2ecedf8
bool FindGround();// 0x2ecedc0
void AddVelocity(Vector InVelocity);// 0x2eced44
void ActivatePhysics();// 0x2eced30
--------------------------------
Class: UnitAttrComponent.ActorComponent.Object
byte Category;//[Offset: 0x110 , Size: 1]
byte Type;//[Offset: 0x111 , Size: 1]
int TypeID;//[Offset: 0x114 , Size: 4]
void SetActorVisible(bool bEnable);// 0x2f60de4
--------------------------------
Class: CircleMgrComponent.TimerRegistComponent.ActorComponent.Object
bool GM_IsEnableNarrowCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x161 , Size: 1]
bool IsInActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x162 , Size: 1]
bool bMakePainToHealth;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x163 , Size: 1]
CirCleCfg[] CircleConfigs;//[Offset: 0x168 , Size: 16]
float DestinyThreshold;//[Offset: 0x178 , Size: 4]
int RoundNum;//[Offset: 0x17c , Size: 4]
bool bEnableDebugMultiCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x180 , Size: 1]
bool bEnableLowProbCenter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x181 , Size: 1]
Vector2D LowProbCenter;//[Offset: 0x184 , Size: 8]
float LowProbCenterRadius;//[Offset: 0x18c , Size: 4]
float LowProbRatio;//[Offset: 0x190 , Size: 4]
bool bEnableInnerCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x194 , Size: 1]
class Actor* InnerCircleClass;//[Offset: 0x198 , Size: 8]
float TimeForForbidMakePain;//[Offset: 0x1a0 , Size: 4]
Actor* InnerCircle;//[Offset: 0x1a8 , Size: 8]
Vector InnerCircleInfo;//[Offset: 0x1b0 , Size: 12]
Actor* ContainActor;//[Offset: 0x210 , Size: 8]
bool bCircleCenterInExtend;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x228 , Size: 1]
CirleAreaVolume* BindedCirleAreaVolume;//[Offset: 0x338 , Size: 8]
void SetGMCicleTime(float cdTime, float LastTime);// 0x2c533a8
void RetriveGetCircleInfo(out GetCircleInfo CurInfo);// 0x2c532f0
void RetriveCircleInfo(out ReConnectGameStateInfo CurInfo);// 0x2c53228
void MakeDesiredCircle(Vector circleInfo, int CircleType);// 0x2c53170
bool HasDoubleCircleEnabled();// 0x2c53154
Vector GetInnerCircleInfo();// 0x2c5312c
--------------------------------
Class: TimerRegistComponent.ActorComponent.Object
bool bEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x110 ,
Size: 1]
RegisterTimer[] TimerRegister;//[Offset: 0x118 , Size: 16]
FString TimerName;//[Offset: 0x128 , Size: 16]
--------------------------------
Class: CirCleCfg
int CircleID;//[Offset: 0x0 , Size: 4]
float DelayTime;//[Offset: 0x4 , Size: 4]
float RadiusWhenDestoryMap;//[Offset: 0x8 , Size: 4]
float SafeZoneAppeartime;//[Offset: 0xc , Size: 4]
float[] BlueCirclePreWarning;//[Offset: 0x10 , Size: 16]
float LastTime;//[Offset: 0x20 , Size: 4]
float Pain;//[Offset: 0x24 , Size: 4]
bool bUseCustomBluePoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x28 , Size: 1]
Vector2D bluepoint;//[Offset: 0x2c , Size: 8]
float blueradius;//[Offset: 0x34 , Size: 4]
bool bUseCustomWhitePoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x38 , Size: 1]
Vector[] Whitepoints;//[Offset: 0x40 , Size: 16]
float whiteradius;//[Offset: 0x50 , Size: 4]
float Alpha;//[Offset: 0x54 , Size: 4]
bool bUseContainActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x58 , Size: 1]
float DestinyChance;//[Offset: 0x5c , Size: 4]
bool bActiveScreenSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x60 , Size: 1]
float ScreenSizeFactor;//[Offset: 0x64 , Size: 4]
float ExtraRadius;//[Offset: 0x68 , Size: 4]
bool bEnableDamageMagnifier;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x6c , Size: 1]
float DamageMagnifierRange;//[Offset: 0x70 , Size: 4]
float DamageMagnifier;//[Offset: 0x74 , Size: 4]
CurveFloat* DamageMagnifierCurve;//[Offset: 0x78 , Size: 8]
Vector[] AvoidPoints;//[Offset: 0x80 , Size: 16]
float EdgeDistance;//[Offset: 0x90 , Size: 4]
bool bUseAvoidPoints;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x94 , Size: 1]
--------------------------------
Class: RegisterTimer
int waveindex;//[Offset: 0x0 , Size: 4]
float[] Times;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: CirleAreaVolume.Actor.Object
BoxComponent* CircleBoxArea;//[Offset: 0x398 , Size: 8]
--------------------------------
Class: GetCircleInfo
bool bIsLessning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 ,
Size: 1]
float CircleStateStartServerWorldSecond;//[Offset: 0x4 , Size: 4]
float CircleStatusLastTime;//[Offset: 0x8 , Size: 4]
float CircleStatusElapsedTime;//[Offset: 0xc , Size: 4]
byte CircleStatus;//[Offset: 0x10 , Size: 1]
Vector BlueCircle;//[Offset: 0x14 , Size: 12]
Vector OriginalBlueCircle;//[Offset: 0x20 , Size: 12]
Vector WhiteCircle;//[Offset: 0x2c , Size: 12]
bool bActiveScreenSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x38 , Size: 1]
float ScreenSizeFactor;//[Offset: 0x3c , Size: 4]
float ExtraRadius;//[Offset: 0x40 , Size: 4]
int CurrentCircleIndex;//[Offset: 0x44 , Size: 4]
--------------------------------
Class: ReConnectGameStateInfo
bool bIsLessning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 ,
Size: 1]
float CircleStateStartServerWorldSecond;//[Offset: 0x4 , Size: 4]
float CircleStatusLastTime;//[Offset: 0x8 , Size: 4]
float CircleStatusElapsedTime;//[Offset: 0xc , Size: 4]
byte CircleStatus;//[Offset: 0x10 , Size: 1]
Vector BlueCircle;//[Offset: 0x14 , Size: 12]
Vector OriginalBlueCircle;//[Offset: 0x20 , Size: 12]
Vector WhiteCircle;//[Offset: 0x2c , Size: 12]
bool bActiveScreenSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x38 , Size: 1]
float ScreenSizeFactor;//[Offset: 0x3c , Size: 4]
float ExtraRadius;//[Offset: 0x40 , Size: 4]
byte AirAttackStatus;//[Offset: 0x44 , Size: 1]
Vector AirAttackArea;//[Offset: 0x48 , Size: 12]
int AirAttackWave;//[Offset: 0x54 , Size: 4]
Vector AirplaneStartLocation;//[Offset: 0x58 , Size: 12]
Vector AirplaneStopLocation;//[Offset: 0x64 , Size: 12]
Vector AirplaneCanJumpLocation;//[Offset: 0x70 , Size: 12]
Vector AirplaneForceJumpLocation;//[Offset: 0x7c , Size: 12]
int PlayerNumOnPlane;//[Offset: 0x88 , Size: 4]
int BossCountDown;//[Offset: 0x8c , Size: 4]
Vector BossBornPos;//[Offset: 0x90 , Size: 12]
--------------------------------
Class: BodyTypeDef
int UpThreshold;//[Offset: 0x0 , Size: 4]
int DownThreshold;//[Offset: 0x4 , Size: 4]
--------------------------------
Class:
PVELagCompensationComponent.LagCompensationComponent.LagCompensationComponentBase.E
ntityAntiCheatComponent.ActorComponent.Object
float SimulatedCharacterServerTimeHighPrecision();// 0x2d91e7c
float SimulatedCharacterServerTime();// 0x2d91e40
byte ShootSimpleCharacterVerify(STExtraShootWeapon* Weapon,
STExtraBaseCharacter* shooter, out const BulletHitInfoUploadData ShootData);//
0x2d91d24
--------------------------------
Class:
LagCompensationComponent.LagCompensationComponentBase.EntityAntiCheatComponent.Acto
rComponent.Object
DistanceContinueHitCheck DistanceContinueHitCheck;//[Offset: 0x364 , Size:
44]
int KeepStillMinTime;//[Offset: 0x390 , Size: 4]
float StillMaxSpeed;//[Offset: 0x394 , Size: 4]
Vector StandStillBoundBoxExtent;//[Offset: 0x398 , Size: 12]
Vector StandStillHeadBoundBoxExtent;//[Offset: 0x3a4 , Size: 12]
Vector StandStillHeadBoxOffset;//[Offset: 0x3b0 , Size: 12]
Vector CrouchStillBoundBoxExtent;//[Offset: 0x3bc , Size: 12]
Vector CrouchStillHeadBoundBoxExtent;//[Offset: 0x3c8 , Size: 12]
Vector CrouchStillHeadBoxOffset;//[Offset: 0x3d4 , Size: 12]
byte VerifyWeaponOwnerPosByNetDelay(out const BulletHitInfoUploadData
ShootData, STExtraShootWeapon* Weapon);// 0x2d0449c
byte VerifyServerVictmPosByNetDelay(out const BulletHitInfoUploadData
ShootData, STExtraShootWeapon* Weapon, STExtraCharacter* Victim);// 0x2d0436c
float SimulatedCharacterServerTime();// 0x2d04330
--------------------------------
Class: DistanceContinueHitCheck
float CheckDisSquared;//[Offset: 0x0 , Size: 4]
int MaxContinueTimes;//[Offset: 0x4 , Size: 4]
float ShootIntervalBuff;//[Offset: 0x8 , Size: 4]
float MaxCheatTimes;//[Offset: 0xc , Size: 4]
--------------------------------
Class: VehicleDamageEvent.STPointDamageEvent.PointDamageEvent.DamageEvent
--------------------------------
Class: RadialDamageEvent.DamageEvent
RadialDamageParams Params;//[Offset: 0x10 , Size: 20]
Vector Origin;//[Offset: 0x24 , Size: 12]
HitResult[] ComponentHits;//[Offset: 0x30 , Size: 16]
--------------------------------
Class: RadialDamageParams
float BaseDamage;//[Offset: 0x0 , Size: 4]
float MinimumDamage;//[Offset: 0x4 , Size: 4]
float InnerRadius;//[Offset: 0x8 , Size: 4]
float OuterRadius;//[Offset: 0xc , Size: 4]
float DamageFalloff;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: PoisonDamageEvent.STPointDamageEvent.PointDamageEvent.DamageEvent
--------------------------------
Class: MeleeDamageEvent.STPointDamageEvent.PointDamageEvent.DamageEvent
--------------------------------
Class: FallingDamageEvent.STPointDamageEvent.PointDamageEvent.DamageEvent
--------------------------------
Class: DrowningDamageEvent.STPointDamageEvent.PointDamageEvent.DamageEvent
--------------------------------
Class: STBurningDamageEvent.STPointDamageEvent.PointDamageEvent.DamageEvent
--------------------------------
Class: STAirAttackRadialDamageEvent.RadialDamageEvent.DamageEvent
--------------------------------
Class: RoadPointInfo
int ID;//[Offset: 0x0 , Size: 4]
int Radius;//[Offset: 0x4 , Size: 4]
Vector pos;//[Offset: 0x8 , Size: 12]
--------------------------------
Class: ExplosionProjectileHitInfo
Vector ImpactPoint;//[Offset: 0x0 , Size: 12]
Vector ImpactNormal;//[Offset: 0xc , Size: 12]
float BulletHitTime;//[Offset: 0x18 , Size: 4]
float BulletLaunchTime;//[Offset: 0x1c , Size: 4]
float BulletMovedDistance;//[Offset: 0x20 , Size: 4]
--------------------------------
Class: ProjectileBulletBase.STExtraShootWeaponBulletBase.Actor.Object
bool DisableSimulateBulletCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x5e6 , Size: 1]
bool DisableServerBulletCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x5e7 , Size: 1]
Vector ServerShootPos;//[Offset: 0x5e8 , Size: 12]
float ServerShootTime;//[Offset: 0x5f4 , Size: 4]
ProjectileBulletLaunchParams ServerLaunchParams;//[Offset: 0x600 , Size: 96]
bool bIsValidImpact;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x679 , Size: 1]
Controller* CachedInstigator;//[Offset: 0x680 , Size: 8]
void RPC_Multicast_StartLaunch(float Speed, out const Transform Trans, Actor*
InOwningWeapon, Actor* InInstigator, uint32 _ShootID);// 0x2d81718
void ProjectileComponentHandleShootDamageCallback(NormalProjectileComponent*
Comp);// 0x2d8169c
void OnRep_ServerLaunchParams(out const ProjectileBulletLaunchParams
OldParam);// 0x2d815c8
void OnImpactEnd(out const HitResult _ImpactResult);// 0x2d81520
void OnImpact(out const HitResult _ImpactResult);// 0x2d81478
void HandleBeginOverlap(PrimitiveComponent* OverlappedComponent, Actor*
OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out
const HitResult SweepResult);// 0x2d812a0
--------------------------------
Class: ProjectileBulletLaunchParams
float Speed;//[Offset: 0x0 , Size: 4]
Transform Trans;//[Offset: 0x10 , Size: 48]
Actor* OwningWeapon;//[Offset: 0x40 , Size: 8]
Actor* Instigator;//[Offset: 0x48 , Size: 8]
uint32 ShootID;//[Offset: 0x50 , Size: 4]
--------------------------------
Class: SeekAndLockWeaponComponent.WeaponLogicBaseComponent.ActorComponent.Object
class Actor[] SeekAndLockTargetClassConfigList;//[Offset: 0x130 , Size: 16]
float SeekAreaPixelSize;//[Offset: 0x140 , Size: 4]
SeekAndLockStageConfig Stage1Confog;//[Offset: 0x144 , Size: 8]
SeekAndLockStageConfig Stage2Confog;//[Offset: 0x14c , Size: 8]
float ScopeInDelayTime;//[Offset: 0x154 , Size: 4]
float InitialLockFrameLength;//[Offset: 0x158 , Size: 4]
float FinalLockFrameLength;//[Offset: 0x15c , Size: 4]
float MaxSeekDeistance;//[Offset: 0x160 , Size: 4]
float LineTraceTargetMaxDistance;//[Offset: 0x164 , Size: 4]
float HistoryLockDataMaxCacheTime;//[Offset: 0x168 , Size: 4]
float TrySeekAndGetLockTargetInterval;//[Offset: 0x16c , Size: 4]
float CheckSeekAndGetLockTargetVisibilityInterval;//[Offset: 0x170 , Size: 4]
float TraceTargetInterval;//[Offset: 0x174 , Size: 4]
float TraceTargetIntervalNoLaserTrace;//[Offset: 0x178 , Size: 4]
<enum,FString> SeekAndLockStageTipsMap;//[Offset: 0x180 , Size: 80]
<enum,AkAudioEvent*> LockStageBeginSoundConfig;//[Offset: 0x1d0 , Size: 80]
<enum,AkAudioEvent*> EnemyLockStageBeginSoundConfig;//[Offset: 0x220 , Size:
80]
AkAudioEvent* LockStopSoundConfig;//[Offset: 0x270 , Size: 8]
AkAudioEvent* EnemyLockStopSoundConfig;//[Offset: 0x278 , Size: 8]
AkAudioEvent* EnemyLaunchRocketSound;//[Offset: 0x280 , Size: 8]
AkAudioEvent* EnemyLaunchRocketStopSound;//[Offset: 0x288 , Size: 8]
STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x290 , Size: 8]
bool bNeedDrawUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x298
, Size: 1]
delegate OnSeekAndLockStageEnterDelegate;//[Offset: 0x2a0 , Size: 16]
delegate OnChangeTraceTargetLocDelegate;//[Offset: 0x2b0 , Size: 16]
delegate OnChangeSeekAndLockStageTipDelegate;//[Offset: 0x2c0 , Size: 16]
float CurTrySeekAndGetLockTargetInterval;//[Offset: 0x2e0 , Size: 4]
float CurCheckSeekAndGetLockTargetVisibilityInterval;//[Offset: 0x2e4 , Size:
4]
float CurTraceTargetCountTime;//[Offset: 0x2e8 , Size: 4]
bool bHasShowSeekAndLock3DUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2ec , Size: 1]
void ShowEnemyLaunchRocketTips();// 0x2daba90
void SetCurrentLockTarget(Actor* InTarget);// 0x2daba14
void RPC_Server_NotifyServerEnterNewStage(Actor* LockTarget, enum Stage);//
0x2dab924
void RPC_Server_NotifyServerCancelLock(Actor* LockTarget);// 0x2dab874
void RPC_Client_NotifyServerEnterNewStage(Actor* LockTarget, enum Stage);//
0x2dab784
void RPC_Client_NotifyServerCancelLock(Actor* LockTarget);// 0x2dab6d4
void RemoveTargetList(Actor*[] TargetList);// 0x2dab5a0
void RemoveTarget(Actor* Target);// 0x2dab524
void OnSeekAndLockStageEnterDelegate__DelegateSignature(enum Stage);//
0x37db6c4
void OnChangeTraceTargetLocDelegate__DelegateSignature(out const HitResult
HitInfo);// 0x37db6c4
void OnChangeSeekAndLockStageTipDelegate__DelegateSignature(FString Tip);//
0x37db6c4
void InitComplete();// 0x2dab510
void HandleTargetOutOfSeekArea();// 0x2dab4fc
void HandleReconnectOnServer(STExtraWeapon* Weapon);// 0x2dab478
void HandleDisconnectOnServer(STExtraWeapon* Weapon);// 0x2dab3f4
enum GetCurrentSeekAndLockStage();// 0x2dab3b8
Actor* GetCurrentLockTarget();// 0x2dab384
bool CheckTargetIsVisible(Actor* Target);// 0x2dab2ec
bool CheckTargetClassIsIncluedByClassMap(Actor* Target);// 0x2dab25c
void AddTarget(Actor* Target);// 0x2dab1e0
--------------------------------
Class: SeekAndLockStageConfig
float LockTotalTime;//[Offset: 0x0 , Size: 4]
float ShrinkSpeed;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: UnmannedVehicleSyncData
enum EUAVUseType;//[Offset: 0x0 , Size: 1]
STExtraVehicleBase* CurrentUnmannedVehicle;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: STBaseBuffSystemComponent.ActorComponent.Object
delegate OnBuffAttached;//[Offset: 0x130 , Size: 16]
delegate OnBuffDetached;//[Offset: 0x140 , Size: 16]
UTBuffSynData[] BuffSyncList;//[Offset: 0x1a8 , Size: 16]
FString ServerBuffString;//[Offset: 0x1b8 , Size: 16]
float BuffSyncRemainingPeriod;//[Offset: 0x1c8 , Size: 4]
BuffInstancedItem[] AllBuffs;//[Offset: 0x1d0 , Size: 16]
bool isNeedCheckValidation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1e8 , Size: 1]
bool SetBuffExpiry(FName BuffName, float ExpirySeconds);// 0x307136c
void ResetForDeath();// 0x3071358
void RepBuffSyncList();// 0x3071344
bool RemoveBuffWithCauser(FName BuffName, bool RemoveLayerOnly, Controller*
pCauser);// 0x3071234
bool RemoveBuffByID(int BuffID, bool RemoveLayerOnly, Controller* pCauser,
Actor* BuffApplierActor);// 0x30710ec
bool RemoveBuff(FName BuffName, bool RemoveLayerOnly, Actor*
BuffApplierActor);// 0x3070fdc
void RefreshAllBuffs();// 0x3070fc0
bool IsBufferMutexed(FName NewBuffName);// 0x3070f30
bool HasBuffID(int BuffID);// 0x3070ea0
bool HasBuff(FName BuffName);// 0x3070e10
Pawn* GetPawnOwner();// 0x3070ddc
FName GetBuffName(int BuffID);// 0x3070d50
int GetBuffID(FName BuffName);// 0x3070cc4
float GetBuffExpiry(out const FName BuffName);// 0x3070c28
STBaseBuff* GetBuffByName(FName BuffName);// 0x3070b9c
Actor* GetActorOwner();// 0x3070b68
void ClientSimulateRemoveBuff(FName BuffName, bool RemoveLayerOnly, Actor*
BuffApplierActor);// 0x3070a64
void ClientSimulateAddBuff(FName BuffName, Controller* BuffCauser, int
LayerCount, Actor* BuffApplierActor);// 0x3070938
void ClientMulticastSimulateRemoveBuff(FName BuffName, bool RemoveLayerOnly,
Actor* BuffApplierActor);// 0x3070834
void ClientMulticastSimulateAddBuff(FName BuffName, Controller* BuffCauser,
int LayerCount, Actor* BuffApplierActor);// 0x3070708
void ClientMulticastSetBuffExpiry(FName BuffName, float
LeftSecondsAfterNow);// 0x3070650
void ClearBuff(bool bDebuff, bool bGainBuff);// 0x3070580
bool CheckBuffStatus(class STBaseBuffStatusType Status, out bool Value);//
0x30704a4
void BuffDetached__DelegateSignature(out const FName BuffName);// 0x37db6c4
void BuffAttached__DelegateSignature(out const FName BuffName);// 0x37db6c4
bool AddBuffLayer(FName BuffName, int layerNum);// 0x30703d8
bool AddBuffExpiry(FName BuffName, float ExpirySeconds);// 0x307030c
int AddBuffByID(int BuffID, Controller* BuffCauser, int LayerCount, Actor*
BuffApplierActor);// 0x30701c4
int AddBuff(FName BuffName, Controller* BuffCauser, int LayerCount, Actor*
BuffApplierActor, Actor* CauserActor);// 0x3070050
--------------------------------
Class: UTBuffSynData
FName BuffName;//[Offset: 0x0 , Size: 8]
Controller* BuffCauser;//[Offset: 0x8 , Size: 8]
int LayerCount;//[Offset: 0x10 , Size: 4]
Actor* BuffApplierActor;//[Offset: 0x18 , Size: 8]
float RemainingTime;//[Offset: 0x20 , Size: 4]
float ExpireTime;//[Offset: 0x24 , Size: 4]
--------------------------------
Class: BuffInstancedItem
FName BuffName;//[Offset: 0x0 , Size: 8]
int BuffID;//[Offset: 0x8 , Size: 4]
STBaseBuff* Buff;//[Offset: 0xc , Size: 8]
int LayerCount;//[Offset: 0x14 , Size: 4]
Controller* CauserPawnController;//[Offset: 0x18 , Size: 8]
bool PendingRemove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x20 , Size: 1]
float Expiry;//[Offset: 0x24 , Size: 4]
Actor* Target;//[Offset: 0x28 , Size: 8]
Actor* BuffApplier;//[Offset: 0x30 , Size: 8]
int BuffIndex;//[Offset: 0x38 , Size: 4]
uint32 DamageCauseID;//[Offset: 0x3c , Size: 4]
--------------------------------
Class: STBaseBuff.Object
FString BuffName;//[Offset: 0x38 , Size: 16]
FString DisplayName;//[Offset: 0x48 , Size: 16]
FString Message;//[Offset: 0x58 , Size: 16]
Texture2D* Icon;//[Offset: 0x68 , Size: 8]
SoundBase* SoundData;//[Offset: 0x70 , Size: 8]
bool IsDeBuff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x78 ,
Size: 1]
bool IgnoreMagicalImmunity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x79 , Size: 1]
bool bAllowOtherPawnRefreshBuff;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x7a , Size: 1]
bool Layerable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7b ,
Size: 1]
bool NeedDetachAndAttachForReplaceExit;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x7c , Size: 1]
bool NeedDetachAndAttachForAddLayer;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x7d , Size: 1]
bool ReplaceExsist;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x7e , Size: 1]
bool StaysOnDeath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7f
, Size: 1]
int LayerMax;//[Offset: 0x80 , Size: 4]
int InitialLayerCount;//[Offset: 0x84 , Size: 4]
int LayerCount;//[Offset: 0x88 , Size: 4]
float ValidityTime;//[Offset: 0x8c , Size: 4]
float Internal;//[Offset: 0x90 , Size: 4]
UTSkillCondition*[] BuffConditions;//[Offset: 0x98 , Size: 16]
float Expiry;//[Offset: 0xa8 , Size: 4]
StatusChange[] StatusChanges;//[Offset: 0xb0 , Size: 16]
bool NeedSimulateToClientMulticast;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xc0 , Size: 1]
bool NeedSimulateToClient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xc1 , Size: 1]
byte SimulateAddBuffRole;//[Offset: 0xc2 , Size: 1]
FName[] MutexBuffers;//[Offset: 0xc8 , Size: 16]
BuffActionItem[] BuffActions;//[Offset: 0xd8 , Size: 16]
BuffEventActionItem[] EventBuffActions;//[Offset: 0xe8 , Size: 16]
float fADScale;//[Offset: 0xf8 , Size: 4]
float fAPScale;//[Offset: 0xfc , Size: 4]
bool IsAlwaysExists;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x100 , Size: 1]
Controller* CauserPawnController;//[Offset: 0x108 , Size: 8]
Actor* CauserPawnActor;//[Offset: 0x110 , Size: 8]
UAEBlackboardParameter[] UAEBlackboardParamList;//[Offset: 0x128 , Size: 16]
Actor* BuffApplier;//[Offset: 0x138 , Size: 8]
<Object*,int> InstancedNodeNameToMemoryMap;//[Offset: 0x140 , Size: 80]
int InstancedNodesTotalSize;//[Offset: 0x190 , Size: 4]
--------------------------------
Class: UTSkillCondition.UTSkillBaseWidget.ActorComponent.Object
bool IsTargetOK(ActorComponent* SkillManagerComponent, Actor* Target);//
0x5c9ef80
bool IsOK_Internal();// 0x5c9ef0c
bool IsOK(ActorComponent* SkillManagerComponent);// 0x5c9ee1c
UTSkill* GetOwnerSkill();// 0x5c9edb4
--------------------------------
Class: UTSkillBaseWidget.ActorComponent.Object
bool bWidgetEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x118 , Size: 1]
FString WidgetDescription;//[Offset: 0x120 , Size: 16]
Actor* BuffTargetActor;//[Offset: 0x130 , Size: 8]
UTSkill* OwnerSkill;//[Offset: 0x138 , Size: 8]
ActorComponent* CurOwnerActorComponent;//[Offset: 0x140 , Size: 8]
void SetValueAsWeakObject(out const UAEBlackboardKeySelector Key, Object*
ObjectValue);// 0x5ca26e8
void SetValueAsVector(out const UAEBlackboardKeySelector Key, Vector
VectorValue);// 0x5ca256c
void SetValueAsString(out const UAEBlackboardKeySelector Key, FString
StringValue);// 0x5ca237c
void SetValueAsRotator(out const UAEBlackboardKeySelector Key, Rotator
RotatorValue);// 0x5ca2200
void SetValueAsObject(out const UAEBlackboardKeySelector Key, Object*
ObjectValue);// 0x5ca2080
void SetValueAsName(out const UAEBlackboardKeySelector Key, FName
NameValue);// 0x5ca1ee4
void SetValueAsInt(out const UAEBlackboardKeySelector Key, int IntValue);//
0x5ca1d68
void SetValueAsFloat(out const UAEBlackboardKeySelector Key, float
FloatValue);// 0x5ca1bec
void SetValueAsEnum(out const UAEBlackboardKeySelector Key, byte
EnumValue);// 0x5ca1a6c
void SetValueAsClass(out const UAEBlackboardKeySelector Key, class Object
ClassValue);// 0x5ca18ec
void SetValueAsBool(out const UAEBlackboardKeySelector Key, bool
BoolValue);// 0x5ca174c
bool IsExistWeakObject(out const UAEBlackboardKeySelector Key);// 0x5ca1630
bool IsExistVector(out const UAEBlackboardKeySelector Key);// 0x5ca1514
bool IsExistString(out const UAEBlackboardKeySelector Key);// 0x5ca13f8
bool IsExistRotator(out const UAEBlackboardKeySelector Key);// 0x5ca12dc
bool IsExistObject(out const UAEBlackboardKeySelector Key);// 0x5ca11c0
bool IsExistName(out const UAEBlackboardKeySelector Key);// 0x5ca10a4
bool IsExistInt(out const UAEBlackboardKeySelector Key);// 0x5ca0f88
bool IsExistFloat(out const UAEBlackboardKeySelector Key);// 0x5ca0e6c
bool IsExistEnum(out const UAEBlackboardKeySelector Key);// 0x5ca0d50
bool IsExistClass(out const UAEBlackboardKeySelector Key);// 0x5ca0c34
bool IsExistBool(out const UAEBlackboardKeySelector Key);// 0x5ca0b18
Object* GetValueAsWeakObject(out const UAEBlackboardKeySelector Key);//
0x5ca0a00
Actor* GetValueAsWeakActor(out const UAEBlackboardKeySelector Key);//
0x5ca0898
Vector GetValueAsVector(out const UAEBlackboardKeySelector Key);// 0x5ca0758
FString GetValueAsString(out const UAEBlackboardKeySelector Key);// 0x5ca0614
Rotator GetValueAsRotator(out const UAEBlackboardKeySelector Key);//
0x5ca04d4
Object* GetValueAsObject(out const UAEBlackboardKeySelector Key);// 0x5ca03bc
FName GetValueAsName(out const UAEBlackboardKeySelector Key);// 0x5ca0294
int GetValueAsInt(out const UAEBlackboardKeySelector Key);// 0x5ca017c
float GetValueAsFloat(out const UAEBlackboardKeySelector Key);// 0x5ca0064
byte GetValueAsEnum(out const UAEBlackboardKeySelector Key);// 0x5c9ff4c
class Object GetValueAsClass(out const UAEBlackboardKeySelector Key);//
0x5c9fe34
bool GetValueAsBool(out const UAEBlackboardKeySelector Key);// 0x5c9fd18
Actor* GetValueAsActor(out const UAEBlackboardKeySelector Key);// 0x5c9fbb0
UAEBlackboard* GetUAEBlackboardBySkillComp(UTSkillManagerComponent*
InOwnerSkillManager);// 0x5c9fac4
UAEBlackboard* GetUAEBlackboard();// 0x5c9fa54
UTSkillManagerComponent* GetOwnerSkillManager();// 0x5c9f9e4
Actor* GetOwnerPawn();// 0x5c9f974
<Actor*,UAEBlackboard*>
GetActorBlackboardBySkillComp(UTSkillManagerComponent* InOwnerSkillManager);//
0x5c9f858
<Actor*,UAEBlackboard*> GetActorBlackboard();// 0x5c9f7c4
--------------------------------
Class: UTSkill.Actor.Object
Pawn* OwnerPawn;//[Offset: 0x3a8 , Size: 8]
bool bNeedSync;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b8 ,
Size: 1]
FString SkillName;//[Offset: 0x3c0 , Size: 16]
FName SkillGroup;//[Offset: 0x3d0 , Size: 8]
bool bSinglePhaseRep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3d8 , Size: 1]
bool bOBResimulate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3d9 , Size: 1]
enum SkillCastType;//[Offset: 0x3da , Size: 1]
bool bShouldMonopolize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3db , Size: 1]
bool bMonopolizeSelf;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3dc , Size: 1]
int SkillID;//[Offset: 0x3e0 , Size: 4]
enum SkillTargetType;//[Offset: 0x3e4 , Size: 1]
FString SkillDescription;//[Offset: 0x3e8 , Size: 16]
FString SkillDetailDes;//[Offset: 0x3f8 , Size: 16]
bool bMeleeSkill;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x408
, Size: 1]
bool bNeedAutonomousClientSimulate;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x409 , Size: 1]
bool bKeepCastingWhenDisconnect;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x40a , Size: 1]
bool bClearInputCache;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x40b , Size: 1]
UTSkillCreateData BaseData;//[Offset: 0x410 , Size: 392]
int SkillCategory;//[Offset: 0x598 , Size: 4]
Texture2D* SkillIcon;//[Offset: 0x5a0 , Size: 8]
Texture2D* SkillVehicleIcon;//[Offset: 0x5a8 , Size: 8]
FString SkillVehicleName;//[Offset: 0x5b0 , Size: 16]
bool NegativeSkill;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x5c0 , Size: 1]
bool ShouldShowTargetPrompt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x5c1 , Size: 1]
bool ChangePawnStatus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x5c2 , Size: 1]
bool bUseNewSkillCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x5c3 , Size: 1]
UAEBlackboardParameter[] BlackboardParamList;//[Offset: 0x5c8 , Size: 16]
bool IsCanInterrupt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x5d8 , Size: 1]
FString SkillTimeScaleAttrName;//[Offset: 0x5e0 , Size: 16]
Actor* LastSpawnedActor;//[Offset: 0x5f0 , Size: 8]
Pawn* LastSpawnedPawn;//[Offset: 0x5f8 , Size: 8]
float PhasePercentage;//[Offset: 0x62c , Size: 4]
<Object*,int> InstancedNodeNameToMemoryMap;//[Offset: 0x630 , Size: 80]
int InstancedNodesTotalSize;//[Offset: 0x680 , Size: 4]
FString[] ParentFolderPath;//[Offset: 0x688 , Size: 16]
int64 LastEditBluePrintTime;//[Offset: 0x698 , Size: 8]
int CurComponentNameIndex;//[Offset: 0x6a0 , Size: 4]
bool IsSkillEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x6a4 , Size: 1]
SkillGlobalUIDDataAsset* LoadedGlobalUIDDataAsset;//[Offset: 0x6b0 , Size: 8]
UTSkillManagerComponent* SpecificSkillCompRef;//[Offset: 0x6b8 , Size: 8]
UAEBlackboard* SpecificBlackBlackRef;//[Offset: 0x6c0 , Size: 8]
void StopSkillCoolDown(UTSkillManagerComponent* SkillManagerComponent, int
coolDownIndex);// 0x5c9bc7c
void SetSkillPhasePercentage(UTSkillManagerComponent* SkillManagerComponent,
float Percentage);// 0x5c9bb38
bool OnEvent(UTSkillManagerComponent* SkillManagerComponent, byte
TheEventType, int PhaseIndex);// 0x5c9b970
bool IsCDOK(UTSkillManagerComponent* SkillManagerComponent);// 0x5c9b880
UTSkillManagerComponent* GetSpecificSkillManager();// 0x5c9b818
UAEBlackboard* GetSpecificBlackboard();// 0x5c9b7b0
float GetSkillPhasePercentage(UTSkillManagerComponent*
SkillManagerComponent);// 0x5c9b6d0
UTSkillPhase* GetSkillPhase(int PhaseIndex);// 0x5c9b5e8
ActorComponent* GetComponentByTag(class ActorComponent ComponentClass, FName
Tag);// 0x5c9b460
void DoSkillCoolDown(UTSkillManagerComponent* SkillManagerComponent, int
coolDownIndex);// 0x5c9b310
bool CanBePlayed(UTSkillManagerComponent* SkillManagerComponent, bool
bShowErrorMsg);// 0x5c9b190
--------------------------------
Class: UTSkillCreateData
bool bSkillActived;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0
, Size: 1]
int SkillGroupIndex;//[Offset: 0x4 , Size: 4]
float interval;//[Offset: 0x8 , Size: 4]
float IntervalSincePrevFinish;//[Offset: 0xc , Size: 4]
FString CoolDownMessage;//[Offset: 0x10 , Size: 16]
int CoolDownMessageID;//[Offset: 0x20 , Size: 4]
float Range;//[Offset: 0x24 , Size: 4]
UTSkillPhase*[] Phases;//[Offset: 0x28 , Size: 16]
bool bIgnoreDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x38 , Size: 1]
UTSkillCDBase*[] SkillCDs;//[Offset: 0x40 , Size: 16]
<int,UTSkillWidget*> SkillUIs;//[Offset: 0x50 , Size: 80]
<FString,int> SkillUIPathToHandle;//[Offset: 0xa0 , Size: 80]
SoftClassPath SkillMainWidget;//[Offset: 0xf0 , Size: 24]
bool bInitMainSkillUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x108 , Size: 1]
<enum,SlateBrush> SkillIcons;//[Offset: 0x110 , Size: 80]
int SkillMainWidgetHandle;//[Offset: 0x160 , Size: 4]
FName[] AsyncLoadingSkillUI;//[Offset: 0x168 , Size: 16]
UTSkillEventEffectMapForEditor*[] EditorEventEffectMap;//[Offset: 0x178 ,
Size: 16]
--------------------------------
Class: UTSkillPhase.ActorComponent.Object
FString PhaseName;//[Offset: 0x118 , Size: 16]
FString PhaseDescription;//[Offset: 0x128 , Size: 16]
bool bPhaseEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x138 , Size: 1]
UTSkill* OwnerSkill;//[Offset: 0x13c , Size: 8]
int ActionsTopHalfCount;//[Offset: 0x15c , Size: 4]
UTSkillPhaseCreateData BaseData;//[Offset: 0x160 , Size: 136]
UTSkillPicker* InEffectPickerOnAction;//[Offset: 0x1e8 , Size: 8]
bool TryJumpToPhase(UTSkillManagerComponent* SkillManagerComponent, int
PhaseID);// 0x5cba204
void StopPhase(UTSkillManagerComponent* SkillManagerComponent);// 0x5cba120
void StartPhase(UTSkillManagerComponent* SkillManagerComponent);// 0x5cba03c
void RepeatPhase(UTSkillManagerComponent* SkillManagerComponent);// 0x5cb9f58
bool PlaySkillHurtEffect(UTSkillManagerComponent* SkillManagerComponent,
Actor* Victim);// 0x5cb9df8
bool PlaySkillHurtAppearances(UTSkillManagerComponent* SkillManagerComponent,
Actor* Victim);// 0x5cb9c98
void PickTargets(UTSkillManagerComponent* SkillManagerComponent);// 0x5cb9bb4
bool OnEvent(UTSkillManagerComponent* SkillManagerComponent, byte
TheEventType);// 0x5cb9a58
bool OnCustomEvent(UTSkillManagerComponent* SkillManagerComponent, byte
TheEventType);// 0x5cb98fc
float GetChargePhaseRate(UTSkillManagerComponent* SkillManagerComponent);//
0x5cb981c
bool ForceStopPhase(UTSkillManagerComponent* SkillManagerComponent);//
0x5cb972c
bool ClearAttachments();// 0x5cb96c0
--------------------------------
Class: UTSkillPhaseCreateData
float PhaseDuration;//[Offset: 0x0 , Size: 4]
FString TimeAdjustAttr;//[Offset: 0x8 , Size: 16]
float AltPhaseDuration;//[Offset: 0x18 , Size: 4]
float CacheMouseInputTime;//[Offset: 0x1c , Size: 4]
bool bMustHasTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x20 , Size: 1]
bool bCoolDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21 ,
Size: 1]
UTSkillCondition*[] PhaseConditions;//[Offset: 0x28 , Size: 16]
UTSkillPicker* Picker;//[Offset: 0x38 , Size: 8]
UTSkillEffect*[] Actions;//[Offset: 0x40 , Size: 16]
UTSkillEffect*[] HurtAppearances;//[Offset: 0x50 , Size: 16]
enum PhaseType;//[Offset: 0x60 , Size: 1]
FString EnterPhaseTipString;//[Offset: 0x68 , Size: 16]
UTSkillEventEffectMapForEditor*[] EditorEventEffectMap;//[Offset: 0x78 ,
Size: 16]
--------------------------------
Class: UTSkillPicker.UTSkillBaseWidget.ActorComponent.Object
UTSkillPickerCreateData BaseData;//[Offset: 0x148 , Size: 32]
UTSkillPickedTarget[] PickedResultTargets;//[Offset: 0x178 , Size: 16]
Actor*[] IgnoreTargets;//[Offset: 0x188 , Size: 16]
--------------------------------
Class: UTSkillPickerCreateData
enum PickerType;//[Offset: 0x0 , Size: 1]
UAEBlackboardKeySelector PickerOriginBlackboardKey;//[Offset: 0x8 , Size: 8]
enum PickerTargetType;//[Offset: 0x10 , Size: 1]
int PickerMaxCount;//[Offset: 0x14 , Size: 4]
bool bIncludeOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x18 , Size: 1]
bool bOnlyHero;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19 ,
Size: 1]
bool bEnableTrace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a
, Size: 1]
bool bIsUsingViewRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1b , Size: 1]
bool bUseNewOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1c , Size: 1]
bool bIgnoreOwnerVehicleWhenTracePlayer;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x1d , Size: 1]
--------------------------------
Class: UTSkillPickedTarget
Actor* Target;//[Offset: 0x0 , Size: 8]
PrimitiveComponent* TargetComponent;//[Offset: 0x8 , Size: 8]
bool IsHeadShot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 ,
Size: 1]
byte HitPos;//[Offset: 0x11 , Size: 1]
FName BoneName;//[Offset: 0x18 , Size: 8]
Vector HitEnvLocation;//[Offset: 0x20 , Size: 12]
byte hitPhysMatType;//[Offset: 0x2c , Size: 1]
bool IgnoreTakeDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2d , Size: 1]
--------------------------------
Class: UTSkillEffect.UTSkillBaseWidget.ActorComponent.Object
float fADScale;//[Offset: 0x148 , Size: 4]
float fAPScale;//[Offset: 0x14c , Size: 4]
Object*[] CacheSoftObject;//[Offset: 0x150 , Size: 16]
void UpdateAction(UTSkillManagerComponent* SkillManagerComponent, float
DeltaSeconds);// 0x5ca3f50
void UndoAction(UTSkillManagerComponent* SkillManagerComponent);// 0x5ca3e6c
void PreCloseSkill(UTSkillManagerComponent* SkillManagerComponent, UTSkill*
CurOwnerSkill);// 0x5ca3d18
void PostInitSkill(UTSkillManagerComponent* SkillManagerComponent, UTSkill*
CurOwnerSkill);// 0x5ca3bc4
void PostActiveSkill(UTSkillManagerComponent* SkillManagerComponent, UTSkill*
CurOwnerSkill);// 0x5ca3a70
void OnAsyncLoadSoftPathDone();// 0x5ca3a10
UTSkill* GetOwnerSkill();// 0x5ca39a8
void DoHurtAppearance(UTSkillManagerComponent* SkillManagerComponent, Actor*
Victim);// 0x5ca3854
bool DoAction(UTSkillManagerComponent* SkillManagerComponent);// 0x5ca3764
--------------------------------
Class: UTSkillManagerComponent.ActorComponent.Object
Pawn* OwnerPawn;//[Offset: 0x118 , Size: 8]
UTSkill* CurSkill;//[Offset: 0x120 , Size: 8]
UTSkillSynData SkillSynData_WithID;//[Offset: 0x13c , Size: 24]
Actor* OwnerActor;//[Offset: 0x158 , Size: 8]
class UTSkill[] SkillArchetypes;//[Offset: 0x160 , Size: 16]
int[] SkillInitIndices;//[Offset: 0x170 , Size: 16]
bool isNeedCheckValidation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x180 , Size: 1]
bool UseSkillsCache;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x181 , Size: 1]
bool DestroySkillsOnDie;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x182 , Size: 1]
bool LoadSkillsAllClient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x183 , Size: 1]
bool NeedAutonomousClientSimulate;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x184 , Size: 1]
UTSkill*[] Skills;//[Offset: 0x188 , Size: 16]
<int,UTSkill*> SkillIDToSkills;//[Offset: 0x198 , Size: 80]
UAEUserWidget*[] AsyncLoadedSkillUI;//[Offset: 0x1e8 , Size: 16]
UAEUserWidget* SkillUIRoot;//[Offset: 0x1f8 , Size: 8]
PanelWidget* SkillUIRootPanel;//[Offset: 0x200 , Size: 8]
<UTSkill*,UAEBlackboard*> SkillsBlackboardMap;//[Offset: 0x208 , Size: 80]
<Actor*,UAEBlackboard*> ActorBlackboardMap;//[Offset: 0x258 , Size: 80]
delegate ChangeActorBlackboard;//[Offset: 0x2a8 , Size: 16]
Actor* Target;//[Offset: 0x2b8 , Size: 8]
<int,UTSkillCreateData> SkillBaseDataMaps;//[Offset: 0x2c0 , Size: 80]
UTSkillLastCastInfo[] LastCastArray;//[Offset: 0x310 , Size: 16]
delegate OnSkillHit;//[Offset: 0x320 , Size: 16]
delegate OnSkillCast;//[Offset: 0x330 , Size: 16]
float PhasePercentage;//[Offset: 0x360 , Size: 4]
<int,int> IDToSyncSkillActiveStateData;//[Offset: 0x368 , Size: 80]
SkillActiveRepData[] SyncSkillActiveStateDatas;//[Offset: 0x3b8 , Size: 16]
<int,int> IDToSyncSkillCDDatas;//[Offset: 0x3c8 , Size: 80]
SkillCDRepData[] SyncSkillCDDatas;//[Offset: 0x418 , Size: 16]
UTSkillHitInfo SkillHitInfo;//[Offset: 0x430 , Size: 48]
UTSkillHitEnvInfo SkillHitEnvInfo;//[Offset: 0x460 , Size: 48]
FString[] MutexMontageGroupBeenPlayed;//[Offset: 0x490 , Size: 16]
FString LastESkillTargetDesc;//[Offset: 0x4a8 , Size: 16]
int SkillSynRandomSeed;//[Offset: 0x4b8 , Size: 4]
RandomStream SkillSynRandStream;//[Offset: 0x4bc , Size: 8]
int SkillSynRandomSeedExpireCount;//[Offset: 0x4c4 , Size: 4]
<FString,TimerHandle> SkillTimerMap;//[Offset: 0x4c8 , Size: 80]
bool bNeedBeginInitOnSimulate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x520 , Size: 1]
float ZombieModeUseSkillCD;//[Offset: 0x524 , Size: 4]
int ZombieModeMaxSkillPropLevel;//[Offset: 0x52c , Size: 4]
SkillParamater[] SkillParamaters;//[Offset: 0x548 , Size: 16]
UTMutilSkillSynData[] SkillSynData;//[Offset: 0x558 , Size: 16]
UTSkillSynSinglePhaseData[] SkillSynSinglePhaseData;//[Offset: 0x578 , Size:
16]
<UTSkill*,int> SkillCurPhaseIndexes;//[Offset: 0x5a0 , Size: 80]
<UTSkill*,int> LastPhaseIndexes;//[Offset: 0x5f0 , Size: 80]
delegate SkillStartEvent;//[Offset: 0x6a0 , Size: 16]
delegate SkillStopEvent;//[Offset: 0x6b0 , Size: 16]
delegate SkillNormalStopEvent;//[Offset: 0x6c0 , Size: 16]
UTReplaceSkillData[] ReplacedSkillDatas;//[Offset: 0x6d0 , Size: 16]
void UpdateSyncSkillCDData(int SkillID);// 0x5cb747c
void UpdateSyncSkillActiveState(int SkillID);// 0x5cb73a8
void UnRegisterActorBlackBorad(Actor* InActor);// 0x5cb72d0
void TryDeleteOneSkill(int SkillID);// 0x5cb71fc
void TryAddOneSkill(int SkillID, bool bActive);// 0x5cb7098
void TriggerEvent(int SkillID, byte EventType);// 0x5cb6f4c
bool TraceTarget(Vector StartTrace, Vector EndTrace, enum TargetType, float
Radius, out Actor* TargetActor);// 0x5cb6c58
void SyncOneSkillState(bool RepSkillCD, bool RepSkillActiveState, int
RequestID);// 0x5cb6a64
bool StopSkillWithSlot(int SkillSlot, enum StopReason);// 0x5cb690c
void StopSkillSpecific(UTSkill* Skill, enum StopReason);// 0x5cb67c4
void StopSkillAll(enum StopReason);// 0x5cb66e0
void StopSkill_WithID(int SkillID, enum StopReason);// 0x5cb6590
int StopSkill_Mutil(int SkillID, enum StopReason);// 0x5cb6438
void StopSkill(int SkillID, enum StopReason);// 0x5cb62e8
bool ShouldTriggerEvent_WithID(int SkillID, byte EventType);// 0x5cb6190
bool ShouldTriggerEvent(int SkillID, byte EventType);// 0x5cb6038
bool SetupOwnerAndSystem();// 0x5cb5fcc
void SetSkillState(out const UTSkillStateSyncData[] InSyncStateDatas);//
0x5cb5e88
void SetSkillOwner(Actor* tempActor);// 0x5cb5da4
void SetSkillLastPhase(UTSkill* Skill, int PhaseIndex);// 0x5cb5c60
void SetSkillCurPhase(UTSkill* Skill, int PhaseIndex);// 0x5cb5b1c
bool SetSkillActive(int SkillID, bool bActive, bool bForceSet);// 0x5cb5910
void SetCurSkill(int SkillID, int SkillSlot);// 0x5cb57d0
void ServerTriggerEvent_WithID(int SkillID, byte EventType);// 0x5cb5654
void ServerTriggerEvent(int SkillID, byte EventType);// 0x5cb54d8
bool ServerStartSkill(int SkillID, bool bAutoCast);// 0x5cb535c
void ServerNotifyRandomSeed(int Seed);// 0x5cb5250
void ResimulateAllSynData();// 0x5cb51e8
void RequestSkillStates(bool RepSkillCD, bool RepSkillActiveState, const
int[] RequestIDs);// 0x5cb4f3c
void RepSkillSynData_WithID();// 0x5cb4ed4
void RepSkillHitInfo();// 0x5cb4e74
void RepOneSkillSynData(int SkillSlot, int InLastSkillID);// 0x5cb4d34
void RepLastCastTime();// 0x5cb4cd4
void ReplaceSkill(int OldSkillID, int NewSkillID);// 0x5cb4b94
void RemoveSkillUIWidget(FString SkillClassName, SoftObjectPath ObjPath);//
0x5cb4984
void RemoveReplacedSkill(int OldSkillID);// 0x5cb48b0
void RegistSkillUIWidgetBP(FString SkillClassName, SoftObjectPath ObjPath);//
0x5cb46a0
void RegisterActorBlackBorad(Actor* InActor, UAEBlackboard*
RegisterBlackboard);// 0x5cb4558
int RandRangeSyn(int StartIndex, int EndIndex);// 0x5cb4410
void PlayHurtSkillEffect(UTSkillHitInfo TheSkillHitInfo);// 0x5cb42d8
void OnStopSkill(UTSkill* Skill, enum StopReason);// 0x5cb4184
static bool OnSameTeam(Actor* A, Actor* B);// 0x5cb403c
void OnRep_SkillSynSinglePhaseData();// 0x5cb3fd4
void OnRep_SkillSynData();// 0x5cb3f6c
void OnRep_SkillHitInfo();// 0x5cb3f04
void OnRep_SkillCDDatas();// 0x5cb3ea4
void OnRep_SkillActiveState();// 0x5cb3e44
void OnRep_ReplaceSkill();// 0x5cb3de4
void OnInterruptSkill(UTSkill* Skill, enum StopReason);// 0x5cb3c90
bool IsReadyToCastSkill(int SkillID);// 0x5cb3ba4
bool IsCurrentUseSkillID(int InSkillID);// 0x5cb3ac4
bool IsConfigUseSkillID();// 0x5cb3a58
bool IsCastingSkill();// 0x5cb39e4
void InitSkillSystem_WithID(bool IsDedicateServer);// 0x5cb38e0
void InitSkillSystem(bool IsDedicateServer);// 0x5cb37dc
UAEBlackboard* GetUAEBlackboard(UTSkill* InSkill);// 0x5cb36fc
UTSkillStateSyncData[] GetSkillState();// 0x5cb3668
int GetSkillSlotBySkillID(int SkillID);// 0x5cb358c
int GetSkillSlotBySkill(UTSkill* Skill);// 0x5cb34ac
UTSkill*[] GetSkillsByGroup(FName SkillGroup);// 0x5cb3374
int GetSkillLastPhase(UTSkill* Skill);// 0x5cb3294
int GetSkillIDFromSkillIndex(int InSkillIndex);// 0x5cb31ac
int GetSkillIDByClass(class Object SkillClass);// 0x5cb30c0
int GetSkillCurPhase(UTSkill* Skill);// 0x5cb2fe0
UTSkill* GetSkillByName(FString SkillName);// 0x5cb2e78
UTSkill* GetSkillByClassName(FString SkillClassName);// 0x5cb2d10
UTSkillCreateData GetSkillBaseDataBySkill(UTSkill* Skill);// 0x5cb2c18
UTSkillCreateData GetSkillBaseDataByClass(class Object SkillClass);//
0x5cb2b20
UTSkillCreateData GetSkillBaseData(int SkillID);// 0x5cb2a2c
UTSkill* GetSkill(int SkillID);// 0x5cb2944
int GetReplacedSkill(int OldSkillID);// 0x5cb2868
byte GetRealOwnerRoleSafety();// 0x5cb27e0
UTSkill*[] GetCurSkills();// 0x5cb274c
UTSkillPhase*[] GetCurSkillPhases();// 0x5cb26b8
UTSkillPhase* GetCurSkillPhase_Mutil(int SkillSlot);// 0x5cb25dc
UTSkillPhase* GetCurSkillPhase(int SkillSlot);// 0x5cb2500
int GetCurSkillID(UTSkill* Skill);// 0x5cb2420
UTSkill* GetCurSkill_Mutil(int SkillSlot);// 0x5cb2344
UTSkill* GetCurSkill(int SkillSlot);// 0x5cb2268
int[] GetCurMonopolizeSkills();// 0x5cb21d4
int FindRelatedCurSkillID(int SkillID, out int OutRelatedSkillSlot, bool
bPeekSlotIndex);// 0x5cb1fc8
UTSkill* FetchSkill_WithID(out int SkillID);// 0x5cb1eac
bool EnableMultiSkillSync();// 0x5cb1e40
void ClientStartSkill(int SkillID, bool bAutoCast);// 0x5cb1cd0
void ClearSkill();// 0x5cb1c68
--------------------------------
Class: UTSkillSynData
int CurSkillID;//[Offset: 0x0 , Size: 4]
int CurSkillPhase;//[Offset: 0x4 , Size: 4]
bool ReplicateImpulseFlag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x8 , Size: 1]
int CurLoadDynSkillID;//[Offset: 0xc , Size: 4]
bool ReplicatePhaseIndexImpulseFlag;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x10 , Size: 1]
int Reason;//[Offset: 0x14 , Size: 4]
--------------------------------
Class: UTSkillLastCastInfo
int SkillID;//[Offset: 0x0 , Size: 4]
float LastCastTime;//[Offset: 0x4 , Size: 4]
float LastCastFinishTime;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: SkillActiveRepData
int SkillID;//[Offset: 0x0 , Size: 4]
bool bActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 ,
Size: 1]
--------------------------------
Class: SkillCDRepData
int SkillID;//[Offset: 0x0 , Size: 4]
UTSkillSyncData_CD[] CDSyncDatas;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: UTSkillSyncData_CD
int SkillCDIndex;//[Offset: 0x0 , Size: 4]
float LastActiveTime;//[Offset: 0x4 , Size: 4]
bool bIsCDReady;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8 ,
Size: 1]
bool bIsTickFinish;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9
, Size: 1]
float InitEnergy;//[Offset: 0xc , Size: 4]
float MaxEnergy;//[Offset: 0x10 , Size: 4]
float CurEnergy;//[Offset: 0x14 , Size: 4]
float DeltaEnergy;//[Offset: 0x18 , Size: 4]
float SyncCount;//[Offset: 0x1c , Size: 4]
float TickCountTime;//[Offset: 0x20 , Size: 4]
--------------------------------
Class: UTSkillHitInfo
Actor*[] ToPawn;//[Offset: 0x0 , Size: 16]
Actor* FromPawn;//[Offset: 0x10 , Size: 8]
int SkillID;//[Offset: 0x18 , Size: 4]
int SkillPhaseID;//[Offset: 0x1c , Size: 4]
bool Flag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20 , Size:
1]
bool IsHeadShot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21 ,
Size: 1]
byte HitSurfaceType;//[Offset: 0x22 , Size: 1]
Vector HitEnvLocation;//[Offset: 0x24 , Size: 12]
--------------------------------
Class: UTSkillHitEnvInfo
Actor*[] ToPawn;//[Offset: 0x0 , Size: 16]
Actor* FromPawn;//[Offset: 0x10 , Size: 8]
int SkillID;//[Offset: 0x18 , Size: 4]
int SkillPhaseID;//[Offset: 0x1c , Size: 4]
byte HitSurfaceType;//[Offset: 0x20 , Size: 1]
Vector HitEnvLocation;//[Offset: 0x24 , Size: 12]
--------------------------------
Class: SkillParamater
bool bUseTag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 ,
Size: 1]
FName SkillTag;//[Offset: 0x8 , Size: 8]
enum SkillType;//[Offset: 0x10 , Size: 1]
float CDRecoveryScale;//[Offset: 0x14 , Size: 4]
float SkillRuntimeScale;//[Offset: 0x18 , Size: 4]
--------------------------------
Class: UTMutilSkillSynData
int CurSkillID;//[Offset: 0x0 , Size: 4]
int Token;//[Offset: 0x4 , Size: 4]
int PhaseIndexes;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: UTSkillSynSinglePhaseData
int CurSkillID;//[Offset: 0x0 , Size: 4]
int CurSkillPhase;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: UTReplaceSkillData
int OldSkillID;//[Offset: 0x0 , Size: 4]
int NewSkillID;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: UTSkillStateSyncData
UTSkillStateSyncDataParam SyncParam;//[Offset: 0x0 , Size: 2]
int SkillID;//[Offset: 0x4 , Size: 4]
bool bSkillActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x8 , Size: 1]
UTSkillSyncData_CD[] CDSyncDatas;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: UTSkillStateSyncDataParam
bool bSyncActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 ,
Size: 1]
bool bSyncCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1 ,
Size: 1]
--------------------------------
Class: UTSkillEventEffectMapForEditor.UTSkillBaseWidget.ActorComponent.Object
byte SkillEventType;//[Offset: 0x148 , Size: 1]
FName[] InterestedOwnerTags;//[Offset: 0x150 , Size: 16]
FName PreEventActionTag;//[Offset: 0x160 , Size: 8]
UTSkillEffect* SkillEffect;//[Offset: 0x168 , Size: 8]
SkillConditionWarpper[] Conditions;//[Offset: 0x170 , Size: 16]
SkillConditionWarpper[] TargetConditions;//[Offset: 0x180 , Size: 16]
--------------------------------
Class: SkillConditionWarpper
UTSkillCondition* SkillCondition;//[Offset: 0x0 , Size: 8]
--------------------------------
Class: UTSkillCDBase.Object
UTSkillManagerComponent* OwnerSkillManager;//[Offset: 0x28 , Size: 8]
UTSkill* OwnerSkill;//[Offset: 0x30 , Size: 8]
enum cdType;//[Offset: 0x38 , Size: 1]
FString cdTypeStr;//[Offset: 0x40 , Size: 16]
UTSkillManagerComponent* CurOwnerManager;//[Offset: 0x50 , Size: 8]
--------------------------------
Class: UTSkillWidget.UAEUserWidget.UserWidget.Widget.Visual.Object
UTSkillManagerComponent* SkillManager;//[Offset: 0x3d0 , Size: 8]
class Object* SkillClass;//[Offset: 0x3d8 , Size: 8]
int SkillUIID;//[Offset: 0x3e0 , Size: 4]
void TriggerPassiveEvent(byte SkillEvent);// 0x5cc18ac
void TriggerEvent(byte SkillEvent);// 0x5cc17d8
void SetSkillUIID(int ID);// 0x5cc1704
void SetSkillManager(UTSkillManagerComponent* manager);// 0x5cc162c
void SetSkillClass(class Object InSkillClass);// 0x5cc1554
void RemoveSkillUI();// 0x5cc14ec
void RemoveFromUIManager();// 0x5cc148c
void OnSkillWidgetInitFinish();// 0x5cc1424
bool IsCDReady();// 0x5cc13b8
int GetSkillUIID();// 0x5cc1350
FString GetSkillName();// 0x5cc12bc
UTSkillManagerComponent* GetSkillManger();// 0x5cc1254
int GetSkillIndexBySkillComponent(UTSkillManagerComponent* InComponent);//
0x5cc1174
int GetSkillID();// 0x5cc110c
class Object GetSkillClass();// 0x5cc10a4
float[] GetSkillCDProgess();// 0x5cc1010
float[] GetSkillCDByType(int Type);// 0x5cc0f08
UTSkillCDBase*[] GetSkillCDBases();// 0x5cc0e74
UTSkill* GetSkill();// 0x5cc0e0c
float GetMaxEnergy(int Index);// 0x5cc0d30
PlayerController* GetLocalPlayerController();// 0x5cc0cc8
float GetEnergyValue(int Index);// 0x5cc0bec
float GetEnergyThreshold(int Index);// 0x5cc0b10
float GetDeltaEnergy(int Index);// 0x5cc0a34
void DoRemove();// 0x5cc09d4
--------------------------------
Class: SkillGlobalUIDDataAsset.DataAsset.Object
<FString,int> AllSkillUIDMap;//[Offset: 0x30 , Size: 80]
<int,FString> AllSkillPathMap;//[Offset: 0x80 , Size: 80]
--------------------------------
Class: StatusChange
class STBaseBuffStatusType* StatusName;//[Offset: 0x0 , Size: 8]
bool StatusValue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8 ,
Size: 1]
--------------------------------
Class: STBaseBuffStatusType.Object
--------------------------------
Class: BuffActionItem
UTSkillAction* BuffAction;//[Offset: 0x0 , Size: 8]
--------------------------------
Class: UTSkillAction.UTSkillEffect.UTSkillBaseWidget.ActorComponent.Object
UTSkillActionCreateData BaseData;//[Offset: 0x160 , Size: 4]
UTSkillAction* OwnerPeriodAction;//[Offset: 0x168 , Size: 8]
Object* EventObj;//[Offset: 0x178 , Size: 8]
void UpdateAction_Internal(float DeltaSeconds);// 0x5c9d3bc
void UpdateAction(UTSkillManagerComponent* SkillManagerComponent, float
DeltaSeconds);// 0x5c9d278
void UndoAction_Internal();// 0x5c9d210
void UndoAction(UTSkillManagerComponent* SkillManagerComponent);// 0x5c9d138
void TimerRealDoAction(UTSkillManagerComponent* SkillManagerComponent);//
0x5c9d060
void Reset_Internal();// 0x5c9cff8
void Reset(ActorComponent* SkillManagerComponent);// 0x5c9cf20
bool RealDoAction_Internal();// 0x5c9ceac
bool RealDoAction(UTSkillManagerComponent* SkillManagerComponent);//
0x5c9cdc8
void PreCloseSkill(UTSkillManagerComponent* SkillManagerComponent, UTSkill*
CurOwnerSkill);// 0x5c9cc74
void PostInitSkill(UTSkillManagerComponent* SkillManagerComponent, UTSkill*
CurOwnerSkill);// 0x5c9cb20
void PostActiveSkill(UTSkillManagerComponent* SkillManagerComponent, UTSkill*
CurOwnerSkill);// 0x5c9c9cc
bool JudgeNeedPhaseWait();// 0x5c9c958
bool DoAction(UTSkillManagerComponent* SkillManagerComponent);// 0x5c9c868
--------------------------------
Class: UTSkillActionCreateData
float DelayTime;//[Offset: 0x0 , Size: 4]
--------------------------------
Class: BuffEventActionItem
STBaseBuffEventType* EventType;//[Offset: 0x0 , Size: 8]
UTSkillAction* BuffEventAction;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: STBaseBuffEventType.Object
--------------------------------
Class: ActorAttributeComponent.ActorComponent.Object
FString tableName;//[Offset: 0x110 , Size: 16]
void UpdateAttribute(int TemplateID);// 0x2b936f4
void InitializeFollow();// 0x2b936d8
void Initialize(Actor* Actor);// 0x2b93654
--------------------------------
Class: PartHitComponent.ActorComponent.Object
STExtraCharacter* OwnerCharacter;//[Offset: 0x110 , Size: 8]
float UpdateHitBoxDeltaTime;//[Offset: 0x118 , Size: 4]
bool bActivePartHit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x11c , Size: 1]
Transform[] HitBoxs_Stand_Tran;//[Offset: 0x120 , Size: 16]
Transform[] HitBoxs_Prone_Tran;//[Offset: 0x130 , Size: 16]
PrimitiveComponent*[] HitBoxs_Stand;//[Offset: 0x140 , Size: 16]
PrimitiveComponent*[] HitBoxs_Prone;//[Offset: 0x150 , Size: 16]
FString HitBox_Stand_Tag;//[Offset: 0x168 , Size: 16]
FString HitBox_Prone_Tag;//[Offset: 0x178 , Size: 16]
bool bDebugCollisionLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x188 , Size: 1]
OpenCollisionLODAngle[] ConfigCollisionDistSqAngles;//[Offset: 0x190 , Size:
16]
float Server_HitBox_Stand_HalfHeight;//[Offset: 0x1a0 , Size: 4]
float Server_HitBox_Stand_Radius;//[Offset: 0x1a4 , Size: 4]
float Server_HitBox_Prone_HalfHeight;//[Offset: 0x1a8 , Size: 4]
float Server_HitBox_Prone_Radius;//[Offset: 0x1ac , Size: 4]
BodyTypeDef ProneBodyDef;//[Offset: 0x1b0 , Size: 8]
BodyTypeDef StandBodyDef;//[Offset: 0x1b8 , Size: 8]
BodyTypeDef CrouchBodyDef;//[Offset: 0x1c0 , Size: 8]
BodyTypeDef DyingBodyDef;//[Offset: 0x1c8 , Size: 8]
BodyTypeDef VechicleBodyDef;//[Offset: 0x1d0 , Size: 8]
<FString,enum> NewHitBodyPosMap;//[Offset: 0x1d8 , Size: 80]
float PawnCollisionCountdown;//[Offset: 0x228 , Size: 4]
bool IsRefreshPawnCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x22c , Size: 1]
float BoxCollisionCountdown;//[Offset: 0x230 , Size: 4]
bool IsRefreshBoxCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x234 , Size: 1]
void UpdatePoseCollisionShapes(byte PoseState);// 0x2d4fcec
void UpdateAllInstanceBodyTransform(int Type);// 0x2d4fc68
PrimitiveComponent* GetHitBoxByState(enum InPoseState);// 0x2d4fbdc
enum GetHitBodyTypeByHitPos(out const Vector InHitPos);// 0x2d4fb3c
enum GetHitBodyTypeByBoneName(FString InBoneName);// 0x2d4fa7c
enum GetHitBodyType(out const Vector InHitPos, out const Vector InImpactVec,
FString InBoneName);// 0x2d4f918
byte GetCurHitPartJugementType();// 0x2d4f8e4
void CloseBodyBulletCollision();// 0x2d4f8c8
enum CalcHitBodyType(out const Vector HitPos, out const Vector Projvec, out
const Vector CenterPos, out const BodyTypeDef bodyDef);// 0x2d4f738
--------------------------------
Class: OpenCollisionLODAngle
float DistSq;//[Offset: 0x0 , Size: 4]
float Angle;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: TickControlComponent.ActorComponent.Object
enum CustomTickType;//[Offset: 0x110 , Size: 1]
<class Object,enum> NeedTickComponentClassList;//[Offset: 0x118 , Size: 80]
TickListItem[] NeedTickComponentList;//[Offset: 0x168 , Size: 16]
byte RoleBits;//[Offset: 0x178 , Size: 1]
--------------------------------
Class: TickListItem
ActorComponent* Comp;//[Offset: 0x0 , Size: 8]
enum RoleType;//[Offset: 0x8 , Size: 1]
--------------------------------
Class: MoveAntiCheatComponent.ActorComponent.Object
bool bUseMoveAntiCheatCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x110 , Size: 1]
float MinMoveAntiCheatCheckIntervel;//[Offset: 0x114 , Size: 4]
int MaxCheatTimes;//[Offset: 0x118 , Size: 4]
float TolerateDistanceFractor;//[Offset: 0x11c , Size: 4]
float MaxPacketLossRate;//[Offset: 0x120 , Size: 4]
float MinDistanceSqAtStaticColliderCheck;//[Offset: 0x124 , Size: 4]
int MaxTotalMoveCheatTimes;//[Offset: 0x128 , Size: 4]
int MaxTotalPassWallTimes;//[Offset: 0x12c , Size: 4]
float MinMoveAntiCheatCheckIntervel2;//[Offset: 0x130 , Size: 4]
bool bIsForceAdjustZWhenExceed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x134 , Size: 1]
int MaxShootPointPassWall;//[Offset: 0x138 , Size: 4]
int MaxGunPosErrorTimes;//[Offset: 0x13c , Size: 4]
float MaxSkeletonLength;//[Offset: 0x140 , Size: 4]
int MaxMuzzleHeightTime;//[Offset: 0x144 , Size: 4]
int MaxLocusFailTime;//[Offset: 0x148 , Size: 4]
int MaxBulletVictimClientPassWallTimes;//[Offset: 0x14c , Size: 4]
int MaxAllowVehicleTimeSpeedRawTime;//[Offset: 0x150 , Size: 4]
int MaxAllowVehicleTimeSpeedConvTime;//[Offset: 0x154 , Size: 4]
int MaxShooterDataNumErrorCnt;//[Offset: 0x158 , Size: 4]
VerifySwitch VsBoneInfo;//[Offset: 0x15c , Size: 12]
VerifySwitch VsTimeLineUpFailed;//[Offset: 0x168 , Size: 12]
VerifySwitch VsTimeLineDnFailed;//[Offset: 0x174 , Size: 12]
VerifySwitch VsTimeLineBlock;//[Offset: 0x180 , Size: 12]
VerifySwitch VsSysTimeCheckNoBack;//[Offset: 0x18c , Size: 12]
VerifySwitch VsSysTimeRateCheck;//[Offset: 0x198 , Size: 12]
VerifySwitch VsShootRpgShootTimeVerify;//[Offset: 0x1a4 , Size: 12]
VerifySwitch VsShootLockShootTimeVerify;//[Offset: 0x1b0 , Size: 12]
VerifySwitch VsShootRpgHitNewVerify;//[Offset: 0x1bc , Size: 12]
VerifySwitch VsShootGunInfoCheck;//[Offset: 0x1c8 , Size: 12]
VerifySwitch VsDynamicBasePassWall;//[Offset: 0x1d4 , Size: 12]
VerifySwitch VsShootTimeConDelta;//[Offset: 0x1e0 , Size: 12]
VerifySwitch VsSkeletonLengthCheck;//[Offset: 0x1ec , Size: 12]
VerifySwitch VsJumpMaxHeight;//[Offset: 0x1f8 , Size: 12]
MoveCheatAntiStrategy MoveCheatAntiStrategy3;//[Offset: 0x278 , Size: 144]
MoveCheatAntiStrategy2 MoveCheatAntiStrategy4;//[Offset: 0x308 , Size: 88]
CharacterZMoveDistanceCheck CharacterZMoveDistanceCheck;//[Offset: 0x360 ,
Size: 52]
ShovelAntiCheat ShovelAntiCheat;//[Offset: 0x398 , Size: 136]
ClientTimeSpeedCheck TimeSpeedCheck;//[Offset: 0x480 , Size: 60]
RealtimeMoveSpeedCheck RealtimeMoveSpeedCheck;//[Offset: 0x4e0 , Size: 32]
MoveCheatAntiStrategy6 MoveCheatAntiStrategy6;//[Offset: 0x500 , Size: 1396]
float MaxJumpHeight;//[Offset: 0xa78 , Size: 4]
Character* CharacterOwner;//[Offset: 0xa80 , Size: 8]
bool IsOpenRTPunish;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xaf4 , Size: 1]
int ServerControlMaxThreshold;//[Offset: 0xafc , Size: 4]
void SendShovelDataToServer(const ShovelInfo InShovelData);// 0x2d36d10
void RefreshRealMaxJumpHeight();// 0x2d36cfc
void Ping2Server(float ServerTime, float ClientTime, const
Vector_NetQuantize100 ClientLoc, float MaxSpeed);// 0x2d36ba0
void Ping2Client(float ServerTime);// 0x2d36b24
void OnPreReconnectOnServer();// 0x2d36b10
bool K2_MoveSweepTest(out const Vector Start, out const Vector End, byte
TraceChannel, out HitResult OutHit, bool bSweep, float SphereRadius, float
PadLength);// 0x2d368bc
void DebugDrawLine(const Vector Start, const Vector End);// 0x2d3680c
void ClearJumpLimit();// 0x2d367f8
--------------------------------
Class: VerifySwitch
int PunishThresHold;//[Offset: 0x0 , Size: 4]
bool bShouldPunish;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5
, Size: 1]
--------------------------------
Class: MoveCheatAntiStrategy
uint32 bIsOpen;//[Offset: 0x0 , Size: 4]
float MaxAllowClientSideTimeLag;//[Offset: 0x4 , Size: 4]
float CheckTimeSpeedIntervel;//[Offset: 0x8 , Size: 4]
int MaxAllowCheatMoveTimes;//[Offset: 0xc , Size: 4]
float MaxMoveDistanceScaleFactor;//[Offset: 0x10 , Size: 4]
float MaxPublishForbidMoveTime;//[Offset: 0x14 , Size: 4]
float ServerSendPingIntervel;//[Offset: 0x18 , Size: 4]
float MaxMoveSpeedValue;//[Offset: 0x1c , Size: 4]
int MaxSpeedSplitNum;//[Offset: 0x20 , Size: 4]
int MaxContinuousCheatMoveTimes;//[Offset: 0x24 , Size: 4]
int MaxClientSpeed;//[Offset: 0x28 , Size: 4]
--------------------------------
Class: MoveCheatAntiStrategy2
uint32 bIsOpen;//[Offset: 0x0 , Size: 4]
float CheckTimeSpeedIntervel;//[Offset: 0x4 , Size: 4]
int MaxAllowCheatMoveTimes;//[Offset: 0x8 , Size: 4]
float MaxMoveDistanceScaleFactor;//[Offset: 0xc , Size: 4]
float MaxPublishForbidMoveTime;//[Offset: 0x10 , Size: 4]
float MaxMoveSpeedValue;//[Offset: 0x14 , Size: 4]
int MaxSpeedSplitNum;//[Offset: 0x18 , Size: 4]
--------------------------------
Class: CharacterZMoveDistanceCheck
uint32 bIsOpen;//[Offset: 0x0 , Size: 4]
int MaxAllowCheatMoveTimes;//[Offset: 0x4 , Size: 4]
float MaxAllowMoveZHeight;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: ShovelAntiCheat
float DataSendInterval;//[Offset: 0x0 , Size: 4]
float DataSampleInterval;//[Offset: 0x4 , Size: 4]
float SampleMoveVelocityTorelate;//[Offset: 0x8 , Size: 4]
float CheatLockTime;//[Offset: 0xc , Size: 4]
int MaxServerClientDeltaCount;//[Offset: 0x10 , Size: 4]
MoveAntiCheatComponent* OwnerMoveAntiCheat;//[Offset: 0x80 , Size: 8]
--------------------------------
Class: ClientTimeSpeedCheck
float CheckTimeDeltaInterval;//[Offset: 0x24 , Size: 4]
float MaxClientTimeDeltaAheadServer;//[Offset: 0x28 , Size: 4]
float MaxPublishForbidMoveTime;//[Offset: 0x2c , Size: 4]
float MaxServerTimeDelta;//[Offset: 0x30 , Size: 4]
float MaxClientAheadServerTotalTime;//[Offset: 0x34 , Size: 4]
int MaxProcessCounterOneFrame;//[Offset: 0x38 , Size: 4]
--------------------------------
Class: RealtimeMoveSpeedCheck
--------------------------------
Class: MoveCheatAntiStrategy6
uint32 bIsOpen;//[Offset: 0x0 , Size: 4]
int MaxAllowCheatMoveTimes;//[Offset: 0x4 , Size: 4]
float MaxPublishForbidMoveTime;//[Offset: 0x8 , Size: 4]
float MaxVectorAccAngel;//[Offset: 0xc , Size: 4]
float MaxSumVectorLength;//[Offset: 0x10 , Size: 4]
float MaxVectorAccTime;//[Offset: 0x14 , Size: 4]
float MaxMoveDeltaTime;//[Offset: 0x18 , Size: 4]
--------------------------------
Class: ShovelInfo
--------------------------------
Class: CharacterMaterialComponent.ActorComponent.Object
--------------------------------
Class: CharacterBodyOffset
Vector HeadOffset;//[Offset: 0x0 , Size: 12]
Vector PitchOffset;//[Offset: 0xc , Size: 12]
Vector FootOffset;//[Offset: 0x18 , Size: 12]
Vector TPPSpringArmOffset;//[Offset: 0x24 , Size: 12]
--------------------------------
Class: ActivitySyncData
bool bIsDuringActivity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x0 , Size: 1]
bool bIsAttachedToActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1 , Size: 1]
bool bIsMovementDisabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2 , Size: 1]
Vector AttachedOffsetLocation;//[Offset: 0x4 , Size: 12]
Rotator AttachedOffsetRotation;//[Offset: 0x10 , Size: 12]
--------------------------------
Class: BaseCharacterEffectCom.ActorComponent.Object
ParticleSystem* DeathFX;//[Offset: 0x110 , Size: 8]
STExtraBaseCharacter* OwningCharacter;//[Offset: 0x118 , Size: 8]
void HandleOwnerDeath(STExtraBaseCharacter* DeadCharacter, Controller*
Killer, Actor* DamageCauser, out const HitResult KillingHitInfo, Vector
KillingHitImpulseDir, class DamageType KillingHitDamageType);// 0x2c04ee4
--------------------------------
Class: CharacterParachuteComponent.ActorComponent.Object
float CurrentDiveRate;//[Offset: 0x118 , Size: 4]
float FreeFall_InputTriggerThreshold;//[Offset: 0x12c , Size: 4]
float FreeFall_AcceFall;//[Offset: 0x130 , Size: 4]
float FreeFall_MaxFreeFallSpeed;//[Offset: 0x134 , Size: 4]
float FreeFall_MaxFallSpeedChangeAccel;//[Offset: 0x138 , Size: 4]
float FreeFall_AcceForward;//[Offset: 0x13c , Size: 4]
float FreeFall_MaxForwardSpeed;//[Offset: 0x140 , Size: 4]
float FreeFall_MaxForwardExtraFallSpeed;//[Offset: 0x144 , Size: 4]
float FreeFall_AcceRight;//[Offset: 0x148 , Size: 4]
float FreeFall_MaxRightSpeed;//[Offset: 0x14c , Size: 4]
float FreeFall_MaxRightExtraFallSpeed;//[Offset: 0x150 , Size: 4]
float FreeFall_MaxPitchForwardAngle;//[Offset: 0x154 , Size: 4]
float FreeFall_MaxPitchBackAngle;//[Offset: 0x158 , Size: 4]
float FreeFall_RotationYawInterpSpeed;//[Offset: 0x15c , Size: 4]
float FreeFall_RotationPitchInterpSpeed;//[Offset: 0x160 , Size: 4]
float FreeFall_MinDiveAngle;//[Offset: 0x164 , Size: 4]
float FreeFall_DiveExtraAcceFall;//[Offset: 0x168 , Size: 4]
float FreeFall_MaxDiveExtraFallSpeed;//[Offset: 0x16c , Size: 4]
bool bOpened_EnableInputMode8Dirs;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x170 , Size: 1]
float Opened_AcceFall;//[Offset: 0x174 , Size: 4]
float Opened_MaxFreeFallSpeed;//[Offset: 0x178 , Size: 4]
float Opened_AcceForward;//[Offset: 0x17c , Size: 4]
float Opened_MaxForwardSpeed;//[Offset: 0x180 , Size: 4]
float Opened_MaxBackwardSpeed;//[Offset: 0x184 , Size: 4]
float Opened_MaxForwardExtraFallSpeed;//[Offset: 0x188 , Size: 4]
float Opened_MaxBackExtraFallSpeed;//[Offset: 0x18c , Size: 4]
float Opened_GlidingSpeedRemainPercent;//[Offset: 0x190 , Size: 4]
float Opened_AcceRight;//[Offset: 0x194 , Size: 4]
float Opened_MaxRightSpeed;//[Offset: 0x198 , Size: 4]
float Opened_MaxLeftRightExtraFallSpeed;//[Offset: 0x19c , Size: 4]
float Opened_MaxRollAngle;//[Offset: 0x1a0 , Size: 4]
float Opened_MaxPitchForwardAngle;//[Offset: 0x1a4 , Size: 4]
float Opened_MaxPitchBackAngle;//[Offset: 0x1a8 , Size: 4]
float Opened_MaxYawAngleSpeed;//[Offset: 0x1ac , Size: 4]
float Opened_RotationInterpSpeed;//[Offset: 0x1b0 , Size: 4]
Vector Launch_InitSpeed;//[Offset: 0x1b4 , Size: 12]
Vector Launch_SpeedRandomDelta;//[Offset: 0x1c0 , Size: 12]
Vector Launch_Accel;//[Offset: 0x1cc , Size: 12]
float Launch_YawRandomDelta;//[Offset: 0x1d8 , Size: 4]
float Launch_WingUpAngle;//[Offset: 0x1dc , Size: 4]
float Launch_WingForwardDecreaseRate;//[Offset: 0x1e0 , Size: 4]
float Launch_WingForwardDecreaseConstRate;//[Offset: 0x1e4 , Size: 4]
float Launch_WingForwardEnterFreeFallSpeed;//[Offset: 0x1e8 , Size: 4]
float Launch_WingForwardToUpRate;//[Offset: 0x1ec , Size: 4]
float Launch_WingUpDampingRate;//[Offset: 0x1f0 , Size: 4]
float Launch_WingUpDampingConstRate;//[Offset: 0x1f4 , Size: 4]
float Launch_MaxWingUpSpeed;//[Offset: 0x1f8 , Size: 4]
float Launch_WingUpDropPlus;//[Offset: 0x1fc , Size: 4]
delegate OnInitLaunch;//[Offset: 0x200 , Size: 16]
delegate OnResetLaunch;//[Offset: 0x210 , Size: 16]
delegate OnChangeMovementModeWhenLaunch;//[Offset: 0x220 , Size: 16]
float CurrentFallSpeed;//[Offset: 0x230 , Size: 4]
float AllowMaxDiatanceSqAtServer;//[Offset: 0x234 , Size: 4]
float MaxZAllowDistance;//[Offset: 0x238 , Size: 4]
bool bIsPauseTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x23c , Size: 1]
float FollowerDist;//[Offset: 0x260 , Size: 4]
float ReletiveStaticNearbyDistanceSquare;//[Offset: 0x264 , Size: 4]
bool bEanbleRadiouBlur;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2a8 , Size: 1]
bool bEanbleRadiouBlurDynamic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2a9 , Size: 1]
MaterialInterface* RadiouBlurMat;//[Offset: 0x2b0 , Size: 40]
MaterialInterface* RadiouBlurMatCache;//[Offset: 0x2d8 , Size: 8]
bool VerifyClientTimeStamp(float TimeStamp);// 0x2c4af50
void UpdateRotation(float DeltaTime, float ThrottleInput, float SteerInput,
byte State, out const Rotator CameraRotation);// 0x2c4addc
void UpdateRadiouBlurState(float DeltaTime, float ThrottleInput, float
SteerInput, byte State);// 0x2c4acb0
void UpdateParachuteState(float DeltaTime, float ThrottleInput, float
SteerInput, byte State, out const Rotator CameraRotation);// 0x2c4ab3c
void UpdateParachuteOpenedRotation(float InputForward, float InputRight,
float DeltaTime);// 0x2c4aa4c
void UpdateLaunchRotation(float InputForward, float InputRight, float
DeltaTime);// 0x2c4a95c
void UpdateFreeFallRotation(Rotator CameraWorldRotation, float InputForward,
float InputRight, float DeltaTime);// 0x2c4a830
void TickParachuteComponent(float DeltaTime, float ThrottleInput, float
SteeringInput, out const Rotator CameraRotation);// 0x2c4a6f8
void StopParachute();// 0x2c4a6e4
void StartParachute();// 0x2c4a6d0
void Set_UseServerAuthorize(const bool InUseServerAuthor);// 0x2c4a64c
void ResetVelocity();// 0x2c4a638
void RemoveRadiouBlur();// 0x2c4a624
void PostNetReceiveNewState();// 0x2c4a610
void OnPreReconnectOnServer();// 0x2c4a5fc
void OnAsyncLoadRadiouBlurDone();// 0x2c4a5e8
void InvalidateAdjustFollowerLocation();// 0x2c4a5d4
void InitRadiouBlurMat();// 0x2c4a5c0
float GetReplicatedRightInput();// 0x2c4a58c
float GetReplicatedForwardInput();// 0x2c4a558
Vector GetParachuteVelocity();// 0x2c4a520
Vector GetLaunchInitVelocity();// 0x2c4a4e0
void ClearParachuteStatusCache();// 0x2c4a4cc
Vector CalWingUpVelocity(float InputForward, float InputRight, float
DeltaTime);// 0x2c4a3c0
Vector CalParachuteOpenedVelocity(float InputForward, float InputRight, float
DeltaTime);// 0x2c4a2bc
Vector CalLaunchVelocity(float InputForward, float InputRight, float
DeltaTime);// 0x2c4a1b0
Vector CalFreeFallVelocity(float InputForward, float InputRight, float
DeltaTime);// 0x2c4a0ac
float AngleInterpTo(float Current, float Target, float DeltaTime, float
Speed);// 0x2c49f74
void AdjustFollowerLocation();// 0x2c49f60
void AddRadiouBlur(float InWeight);// 0x2c49ee4
--------------------------------
Class: WeaponSlotSwitchTimeData
byte EquipSlot;//[Offset: 0x0 , Size: 1]
float TotalTime;//[Offset: 0x4 , Size: 4]
float AttachWeaponTime;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: SpecialAmbientData
AkAudioEvent* Sound;//[Offset: 0x0 , Size: 8]
FString SwitchGroupName;//[Offset: 0x8 , Size: 16]
FString SwitchValue;//[Offset: 0x18 , Size: 16]
--------------------------------
Class: STCharacterNearDeathComp.ActorComponent.Object
float BreathMax;//[Offset: 0x158 , Size: 4]
float AssistAccountableDuration;//[Offset: 0x15c , Size: 4]
float EnterNearDeathDamageInvincibleTime;//[Offset: 0x160 , Size: 4]
bool IsTurnOnDebugSameTeamAccountable;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x164 , Size: 1]
CurveFloat* CurveLayeredDeathInterval;//[Offset: 0x168 , Size: 8]
int MaxDeathTimes;//[Offset: 0x170 , Size: 4]
bool IsDebugging;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x174
, Size: 1]
int NDStatusEnterTimes;//[Offset: 0x178 , Size: 4]
STExtraBaseCharacter* PawnOwner;//[Offset: 0x180 , Size: 8]
float EnterNearDeathSeconds;//[Offset: 0x188 , Size: 4]
float Breath;//[Offset: 0x18c , Size: 4]
int NearDeathRestoredOrignalHealth;//[Offset: 0x190 , Size: 4]
int NearDeathRestoredOrignalBreathAmount;//[Offset: 0x194 , Size: 4]
Controller* EventInstigatorRecorded;//[Offset: 0x1a0 , Size: 8]
Actor* DamageCauserRecorded;//[Offset: 0x1a8 , Size: 8]
DamageEvent DamageEventRecorded;//[Offset: 0x1b0 , Size: 16]
float SetHealthSafety(float AddVal);// 0x2df80b4
void S2C_HelpOther(Character* HelpWho, bool IsTurnInfo, float
RemainingRescueTime);// 0x2df7fa8
void S2C_BeHelpedByOther(Character* ByWho, bool IsTurnInfo, float
RemainingRescueTime);// 0x2df7e9c
void ResetDataOnRespawn();// 0x2df7e88
void RescueFinishSuccessfully();// 0x2df7e74
void OnRep_BreathChanged();// 0x2df7e60
bool IsNearDeathInvincible();// 0x2df7e28
bool IsHealthAlive();// 0x2df7df0
bool IsHaveLastBreathStatus();// 0x2df7db8
bool IsFinishedLastBreathStatus();// 0x2df7d80
void InitializeOwner(Pawn* TempPawn);// 0x2df7d04
bool GotoLastBreathStatus(Controller* EventInstigator, Actor* DamageCauser,
out const DamageEvent DamageEvent, float _finalDamage, bool IsHeadShot);//
0x2df7b60
Controller* GetRecordedEventInstigator();// 0x2df7b44
float GetBreathMax();// 0x2df7b28
float GetBreath();// 0x2df7b0c
void EnterSwimWhileDying();// 0x2df7af8
void DoFinishLastBreath();// 0x2df7ae4
void ClearNearDeathTeammate();// 0x2df7ad0
float AddHealthSafety(float AddVal, bool ForceIgnoreInvinceTime);// 0x2df7a00
void AddDeadBuff();// 0x2df79ec
--------------------------------
Class: STCharacterRescueOtherComp.ActorComponent.Object
int WanderingRadius;//[Offset: 0x110 , Size: 4]
float ReturnToCheckConditionCDTimeSetting;//[Offset: 0x114 , Size: 4]
anPickerData FanData;//[Offset: 0x118 , Size: 20]
STExtraBaseCharacter* RescueWho;//[Offset: 0x148 , Size: 8]
float RescueingStatusStartTimeSeconds;//[Offset: 0x150 , Size: 4]
float RestoringDuration;//[Offset: 0x16c , Size: 4]
FString DurationAttrModifyRef;//[Offset: 0x170 , Size: 16]
STExtraBaseCharacter* PawnOwner;//[Offset: 0x180 , Size: 8]
STCharacterNearDeathComp* ParentNDComp;//[Offset: 0x188 , Size: 8]
bool WaitingConfirmState_IsConditionSatisfied();// 0x2df9078
void WaitingConfirmState_ActOnUnsatisfied();// 0x2df9064
void WaitingConfirmState_ActOnSatisfied(float DeltaTime);// 0x2df8fe8
void TickAsHelper(float DeltaTime);// 0x2df8f6c
void ServerPlayerConfirm(STExtraBaseCharacter* _RescueWho);// 0x2df8ebc
void SelectedPickedTargetChangeNotifyHUD(Pawn* previousTarget);// 0x2df8e40
bool RescueingState_IsConditionSatisfied();// 0x2df8e08
void RescueingState_ActOnUnsatisfied();// 0x2df8df4
void RescueingState_ActOnSatisfied(float DeltaTime);// 0x2df8d78
void RescueingProcessFinished();// 0x2df8d64
bool PlayerConfirmToRescueClientSide();// 0x2df8d2c
bool PickTargetsAsHelper(out STExtraBaseCharacter*[] pickedTargets);//
0x2df8c60
void OnRep_IsRescueingOtherStatusChange();// 0x2df8c4c
bool IsInRescueingStatus();// 0x2df8c14
void InitializeOwner(Pawn* _TempPawn, STCharacterNearDeathComp* _Outer);//
0x2df8b60
float GetRestoringDuration();// 0x2df8b2c
void DrawDebugFan();// 0x2df8b18
--------------------------------
Class: anPickerData
float Radius;//[Offset: 0x0 , Size: 4]
float Angle;//[Offset: 0x4 , Size: 4]
float Offset;//[Offset: 0x8 , Size: 4]
bool IsShowDebugFan;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xc , Size: 1]
bool bEnableTrace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xd , Size: 1]
float LowerTraceRatio;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: STCharacterFollowComp.ActorComponent.Object
TargetJumpOperation* CurRecordingVaultOperation;//[Offset: 0x110 , Size: 8]
TargetJumpOperation* CurPlayingVaultOperation;//[Offset: 0x118 , Size: 8]
STExtraBaseCharacter* Target;//[Offset: 0x128 , Size: 8]
float CanFollowDist;//[Offset: 0x130 , Size: 4]
float QuitFollowAngleInput;//[Offset: 0x134 , Size: 4]
float QuitFollowDist;//[Offset: 0x138 , Size: 4]
float PointDensityTimeInterval;//[Offset: 0x13c , Size: 4]
float DistThrehold;//[Offset: 0x140 , Size: 4]
bool IsEnableAutoFollow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x144 , Size: 1]
STExtraBaseCharacter* PawnOwner;//[Offset: 0x148 , Size: 8]
STCharacterNearDeathComp* ParentNDComp;//[Offset: 0x150 , Size: 8]
TargetKeyOperation*[] TargetOps;//[Offset: 0x190 , Size: 16]
TargetKeyOperation* CurOp;//[Offset: 0x1a0 , Size: 8]
bool WaitingConfirmState_IsConditionSatisfied();// 0x2df43ac
void WaitingConfirmState_ActOnUnsatisfied();// 0x2df4398
void WaitingConfirmState_ActOnSatisfied(float DeltaTime);// 0x2df431c
TargetJumpOperation* TargetStartVault(Vector vaultStartPos);// 0x2df4290
void SetInterruptAutoFollowByInput(int InterrupteReason);// 0x2df4214
void SelectedPickedTargetChangeNotifyHUD(Pawn* previousTarget);// 0x2df4198
bool PlayerStopFollow();// 0x2df4160
bool PlayerConfirmToFollow();// 0x2df4128
void InitializeOwner(Pawn* _TempPawn);// 0x2df40ac
void FollowingTargetChangeNotifyHUD(Pawn* previousTarget);// 0x2df4030
bool FollowingState_IsConditionSatisfied();// 0x2df3ff8
void FollowingState_ActOnUnsatisfied();// 0x2df3fe4
void FollowingState_ActOnSatisfied(float DeltaTime);// 0x2df3f68
--------------------------------
Class: TargetJumpOperation.TargetKeyOperation.Object
void TaskRemoved();// 0x2ef89e0
byte Start();// 0x2ef89a4
bool IsValidate();// 0x2ef8964
void DebugDraw(Color DebugColor, bool isPersist);// 0x2ef88a0
void Awake();// 0x2ef8884
--------------------------------
Class: TargetKeyOperation.Object
STExtraBaseCharacter* PawnOwner;//[Offset: 0x88 , Size: 8]
STExtraBaseCharacter* Target;//[Offset: 0x90 , Size: 8]
byte Update(float DeltaTime);// 0x2ef77f0
FString ToString();// 0x2ef774c
void TaskRemoved();// 0x2ef7730
byte Start();// 0x2ef76f4
bool IsValidate();// 0x2ef76b4
bool IsReachable();// 0x2ef7674
byte Finish();// 0x2ef7638
void DebugDraw(Color DebugColor, bool isPersist);// 0x2ef7574
void Awake();// 0x2ef7558
--------------------------------
Class:
CustomSpringArmComponent.STExtraSpringArmComponent.SpringArmComponent.SceneComponen
t.ActorComponent.Object
float SpringArmLengthModifier1;//[Offset: 0x418 , Size: 4]
float SpringArmLengthModifier2;//[Offset: 0x41c , Size: 4]
float SpringArmLengthModifier3;//[Offset: 0x420 , Size: 4]
CurveFloat* SpringArmForwadOffsetByPitchCurve;//[Offset: 0x428 , Size: 8]
bool bDrawDebugLineAndShap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x430 , Size: 1]
bool bUseLocalSpaceClamp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x451 , Size: 1]
bool bClampPitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x452
, Size: 1]
float ResultMinPitch;//[Offset: 0x454 , Size: 4]
float ResultMaxPitch;//[Offset: 0x458 , Size: 4]
bool bEnableShoulderCameraMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x45c , Size: 1]
float FreeCamRotationReturnRate;//[Offset: 0x460 , Size: 4]
CameraOffsetData CrouchCameraData;//[Offset: 0x464 , Size: 28]
CameraOffsetData ProneCameraData;//[Offset: 0x480 , Size: 28]
CameraOffsetData IndoorCameraData;//[Offset: 0x49c , Size: 28]
CameraOffsetData LeanLeftCameraData;//[Offset: 0x4b8 , Size: 28]
CameraOffsetData LeanRightCameraData;//[Offset: 0x4d4 , Size: 28]
CameraOffsetData InVehicleCameraData;//[Offset: 0x4f0 , Size: 28]
CameraOffsetData NearDeathCameraData;//[Offset: 0x50c , Size: 28]
CameraOffsetData PeekLeftCameraData;//[Offset: 0x528 , Size: 28]
CameraOffsetData PeekRightCameraData;//[Offset: 0x544 , Size: 28]
CameraOffsetData IndoorLowerCameraStand;//[Offset: 0x560 , Size: 28]
CameraOffsetData IndoorLowerCameraCrouch;//[Offset: 0x57c , Size: 28]
CameraOffsetData IndoorLowerCameraProne;//[Offset: 0x598 , Size: 28]
CameraOffsetData VaultCameraData;//[Offset: 0x5b4 , Size: 28]
CameraOffsetData ShovelingCameraData;//[Offset: 0x5d0 , Size: 28]
CameraOffsetData InHelicopterCameraData;//[Offset: 0x5ec , Size: 28]
CameraOffsetData InFireBalloonCameraData;//[Offset: 0x608 , Size: 28]
bool bIsShoulderMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x624 , Size: 1]
CameraOffsetData ShoulderCameraData;//[Offset: 0x628 , Size: 28]
float AdditionalSocketOffetZMax;//[Offset: 0x648 , Size: 4]
Vector2D AdditionalSocketOffetZPitch;//[Offset: 0x64c , Size: 8]
CurveVector* LandingHeavyCameraOffset;//[Offset: 0x658 , Size: 8]
float LandingHeavyCameraOffsetDurationTime;//[Offset: 0x660 , Size: 4]
float LandingHeavyCameraOffsetPlaySpeed;//[Offset: 0x664 , Size: 4]
bool bNeedAddTargetOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x66d , Size: 1]
bool bIsPlayingCurveAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x66e , Size: 1]
float OffsetCountTime;//[Offset: 0x670 , Size: 4]
float OffSetDurTime;//[Offset: 0x674 , Size: 4]
float RevertMoveSpeed;//[Offset: 0x678 , Size: 4]
CurveVector* TargetOffsetAnimCurve;//[Offset: 0x680 , Size: 8]
Transform PrevRelativeTrans;//[Offset: 0x690 , Size: 48]
Vector PrevRelativeSocketLocation;//[Offset: 0x6c0 , Size: 12]
Quat PrevRelativeSocketRotation;//[Offset: 0x6d0 , Size: 16]
void SetSelfieCameraDefRotation();// 0x2c62b30
void SetCustomCameraDataEnable(out CameraOffsetData CustomCameraData, bool
IsEnable);// 0x2c62a2c
void SetCameraDataEnable(byte CameraDataType, bool IsEnable);// 0x2c6296c
void ForceUpdateDesiredArmLocation(bool bDoTrace, bool bDoLocationLag, bool
bDoRotationLag, float DeltaTime);// 0x2c62814
void DelayRotationLagEnabledEnd();// 0x2c62800
void DelayRotationLagEnabled(bool bEnabled, float Time);// 0x2c62738
--------------------------------
Class:
STExtraSpringArmComponent.SpringArmComponent.SceneComponent.ActorComponent.Object
float SocketOffsetInterpSpeed;//[Offset: 0x378 , Size: 4]
float TargetOffsetInterpSpeed;//[Offset: 0x37c , Size: 4]
float ArmLengthInterpSpeed;//[Offset: 0x380 , Size: 4]
bool bViewTargetIsAnActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x408 , Size: 1]
PlayerController* CachedPC;//[Offset: 0x410 , Size: 8]
void OnRespawned();// 0x2ed12d0
Rotator GetTargetRotation();// 0x2ed1290
void ForceUpdateDesiredArmLocation(bool bDoTrace, bool bDoLocationLag, bool
bDoRotationLag, float DeltaTime);// 0x2ed1138
void ClearCameraData();// 0x2ed111c
--------------------------------
Class: SyncAKEvent
int AkEventID;//[Offset: 0x0 , Size: 4]
Vector AkLocation;//[Offset: 0x4 , Size: 12]
--------------------------------
Class: DamageCauserRecordData
Controller* Causer;//[Offset: 0x0 , Size: 8]
float Time;//[Offset: 0x8 , Size: 4]
float Damage;//[Offset: 0xc , Size: 4]
int StatusChangeMargin;//[Offset: 0x10 , Size: 4]
int DamageType;//[Offset: 0x14 , Size: 4]
int AdditionalParam;//[Offset: 0x18 , Size: 4]
bool bIsHeadshot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1c , Size: 1]
int WeaponId;//[Offset: 0x20 , Size: 4]
int FloorType;//[Offset: 0x24 , Size: 4]
--------------------------------
Class:
STCharacterMovementComponent.CharacterMovementComponent.PawnMovementComponent.NavMo
vementComponent.MovementComponent.ActorComponent.Object
bool bServerMoveCheckPassWall;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x794 , Size: 1]
bool bCheckPassWallUseSweep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x795 , Size: 1]
float CheckPassWallShapeShrinkScale;//[Offset: 0x798 , Size: 4]
float AdjustRadiusScaleWhenPassWall;//[Offset: 0x79c , Size: 4]
float RadiusScaleWhenCheckPassWall;//[Offset: 0x7a0 , Size: 4]
float MaxPrisonmentMove;//[Offset: 0x7a4 , Size: 4]
bool NoPrisonReport;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x7a8 , Size: 1]
bool bIgnoreClientRotationErrorChecksAndCorrection;//(ByteOffset: 0,
ByteMask: 1, FieldMask: 255)[Offset: 0x7a9 , Size: 1]
bool bIsServerPriorityControlShoveling;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x7c0 , Size: 1]
float ShovelingStopMaxRelianceClientTime;//[Offset: 0x7c4 , Size: 4]
float EnterShovelCD;//[Offset: 0x7c8 , Size: 4]
float DSEnterShovelCD;//[Offset: 0x7cc , Size: 4]
float ShovelingCollisionHalfHeight;//[Offset: 0x7d0 , Size: 4]
float MaxShovelFloorAngle;//[Offset: 0x7d4 , Size: 4]
float UseVelocityDirMinSpeed;//[Offset: 0x7d8 , Size: 4]
float StandMinEnterShovelingSpeed;//[Offset: 0x7dc , Size: 4]
float CrounchMinEnterShovelingSpeed;//[Offset: 0x7e0 , Size: 4]
float DefaultShovelingSpeed;//[Offset: 0x7e4 , Size: 4]
float DefaultShovelingDCC;//[Offset: 0x7e8 , Size: 4]
float ExtraShovelingDCC1;//[Offset: 0x7ec , Size: 4]
float ExtraShovelingDCC2;//[Offset: 0x7f0 , Size: 4]
float ExtraShovelingDCC3;//[Offset: 0x7f4 , Size: 4]
float MinusGradeShovelingACC;//[Offset: 0x7f8 , Size: 4]
float MinusGradeShovelingDCC;//[Offset: 0x7fc , Size: 4]
float MaxShovelingSpeed;//[Offset: 0x800 , Size: 4]
float StopShovelingSpeed;//[Offset: 0x808 , Size: 4]
float MinNoDCCInShovelingSlopeAngle;//[Offset: 0x80c , Size: 4]
float MAxNoDCCInShovelingSlopeAngle;//[Offset: 0x810 , Size: 4]
float EnterShovelingMinHeightInFalling;//[Offset: 0x814 , Size: 4]
float ShovelingFPPFovVaule;//[Offset: 0x818 , Size: 4]
float EnterShovelingFPPFovChangeSpeed;//[Offset: 0x81c , Size: 4]
float ExitShovelingFPPFovChangeSpeed;//[Offset: 0x820 , Size: 4]
float ShovelingTPPFovVaule;//[Offset: 0x824 , Size: 4]
float EnterShovelingTPPFovChangeSpeed;//[Offset: 0x828 , Size: 4]
float ExitShovelingTPPFovChangeSpeed;//[Offset: 0x82c , Size: 4]
float ShovelingLegBodyMaxAngle;//[Offset: 0x830 , Size: 4]
float ShovelingLegStartFollowBodyMinAngle;//[Offset: 0x834 , Size: 4]
float ShovelingLegFollowBodySpeed;//[Offset: 0x838 , Size: 4]
float MaxAngleShovelingLegFollowBodySpeed;//[Offset: 0x83c , Size: 4]
float ShovelingLegFollowFloorSpeed;//[Offset: 0x840 , Size: 4]
SoftObjectPath ShovelingEffectPath;//[Offset: 0x848 , Size: 24]
AkAudioEvent* EnterShovelingSound;//[Offset: 0x860 , Size: 8]
AkAudioEvent* ExitShovelingSound;//[Offset: 0x868 , Size: 8]
AkAudioEvent* InterruptShovelingSound;//[Offset: 0x870 , Size: 8]
float nowShovelingSpeed;//[Offset: 0x878 , Size: 4]
Rotator ShovelingRotation;//[Offset: 0x87c , Size: 12]
bool ShovelingIsTrigger;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x888 , Size: 1]
bool ShovelingIsHold;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x889 , Size: 1]
byte ShovelingPrePoseState;//[Offset: 0x88b , Size: 1]
float PreShovelFov;//[Offset: 0x88c , Size: 4]
ParticleSystemComponent* ShovelingParticleSystemComponent;//[Offset: 0x8c0 ,
Size: 8]
bool StopTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8c8 ,
Size: 1]
float TimeSpeedFactor;//[Offset: 0x8cc , Size: 4]
bool CheatCheckSumFailed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x8d0 , Size: 1]
bool bCanSendCmdAck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x8d1 , Size: 1]
bool bCheatClientLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x8d2 , Size: 1]
float MaxPenetrationAdjustmentSize;//[Offset: 0x8d4 , Size: 4]
float JumpOffVelocityFactor;//[Offset: 0x8d8 , Size: 4]
bool mb_UseVehiclePushSwim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x8dc , Size: 1]
bool mb_UseVehiclePushUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x8dd , Size: 1]
float MaxDecideClientTimeSpeedDeltaTime;//[Offset: 0x8e0 , Size: 4]
bool bUseTimeSpeedAntiCheatCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x8e4 , Size: 1]
bool bUseUserCmdDeltaCompress;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x8e4 , Size: 1]
float SimulatedNearDistanceSqAtClient;//[Offset: 0x8e8 , Size: 4]
float SimulatedNearTickIntervalAtClient;//[Offset: 0x8ec , Size: 4]
float SimulatedMiddleDistanceSqAtClient;//[Offset: 0x8f0 , Size: 4]
float SimulatedMiddleTickIntervalAtClient;//[Offset: 0x8f4 , Size: 4]
float SimulatedFarDistanceSqAtClient;//[Offset: 0x8f8 , Size: 4]
float SimulatedFarTickIntervalAtClient;//[Offset: 0x8fc , Size: 4]
float WalkSpeedCurveScale;//[Offset: 0x900 , Size: 4]
CurveFloat* MaxWalkSpeedCurve;//[Offset: 0x908 , Size: 8]
float ProneFloorAngle;//[Offset: 0x910 , Size: 4]
float ProneFloorZ;//[Offset: 0x914 , Size: 4]
float JumpFloorAngle;//[Offset: 0x918 , Size: 4]
float JumpFloorZ;//[Offset: 0x91c , Size: 4]
float ResolvePenetrationPosDiffSq;//[Offset: 0x920 , Size: 4]
float ResolvePenetrationAdjustment;//[Offset: 0x924 , Size: 4]
bool bOpenLocationSmoothOnDynamicMovementBase;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x928 , Size: 1]
float DistSqOnDynamicMovementBaseAtSimulateProxy;//[Offset: 0x92c , Size: 4]
float DistAngleOnDynamicMovementBaseAtSimulateProxy;//[Offset: 0x930 , Size:
4]
bool bProcessDeltaRotationWhenKnockedDown;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x94c , Size: 1]
bool EnabledResetPredictionData;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x94d , Size: 1]
bool bEnableAdjustWhenStepUpFailed;//(ByteOffset: 0, ByteMask: 1, FieldMask:
1)[Offset: 0x94e , Size: 1]
float AdjustDistanceWhenStepUpFailed;//[Offset: 0x950 , Size: 4]
bool ForceSimulatedOpti;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x954 , Size: 1]
bool bFixParachuteEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xa50 , Size: 1]
float CheckDistanceAhead;//[Offset: 0xa54 , Size: 4]
bool bPrintMoveStatusDataDebugs;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xa58 , Size: 1]
int PrintMoveStatusDataDebugsMaxNum;//[Offset: 0xa5c , Size: 4]
float BaseSolvedWallCheckDistance;//[Offset: 0xa74 , Size: 4]
float BaseSolvedWallTraceDistance;//[Offset: 0xa78 , Size: 4]
float BaseSolvedWallOutDistance;//[Offset: 0xa7c , Size: 4]
float BaseSolvedWallMoveWithForwardCos;//[Offset: 0xa80 , Size: 4]
bool bStepUpHardIgnoreEdgeTolerance;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xa84 , Size: 1]
float fStepDownEdgeToleranceRate;//[Offset: 0xa88 , Size: 4]
float fStepDownSuccessEdgeToleranceRate;//[Offset: 0xa8c , Size: 4]
float MaxBaseStepUpHeight;//[Offset: 0xa90 , Size: 4]
bool bEnableDSAITickDistanceOptimize;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xa94 , Size: 1]
CharacterDistanceSquareTickInternal[] AIDSTickDistanceInternal;//[Offset:
0xa98 , Size: 16]
bool bEnableDSAIPhysicsDistanceOptimize;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xaac , Size: 1]
CharacterDistanceSquareTickInternal[]
AIDSPhysicsQueryDistanceInternal;//[Offset: 0xab8 , Size: 16]
float DSAIDistanceOptimizeEnhanceAngle;//[Offset: 0xac8 , Size: 4]
float AIMovementSimulatePredictTime;//[Offset: 0xae0 , Size: 4]
STExtraBaseCharacter* STCharacter_PRIVATE;//[Offset: 0xae8 , Size: 8]
bool bOpenServerControlPunish;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xb01 , Size: 1]
bool UpdatedComponentWithBase(float DeltaSeconds, Vector Delta, Rotator
NewRotation, out HitResult OutHit, bool bSweep, bool bTeleport);// 0x2df68c0
void ToggleUserCmdDelta(bool Val);// 0x2df680c
void TimeSpeedCheck(bool Val);// 0x2df6758
void SeverAddRotationVelocity(const Vector RotationVelocity);// 0x2df66ac
void SetProneFloorZ(float InProneFloorZ);// 0x2df6630
void SetProneFloorAngle(float InProneFloorAngle);// 0x2df65b4
void SetJumpFloorZ(float InJumpFloorZ);// 0x2df6538
void SetJumpFloorAngle(float InJumpFloorAngle);// 0x2df64bc
void SetBase(PrimitiveComponent* NewBase, const FName BoneName, bool
bNotifyActor);// 0x2df63bc
void ServerUserMoveCmdOld(int ClientApplySequence, const byte[]
UserCmdDelta);// 0x2df62ac
void ServerUserMoveCmdDual(uint32 Sequence, uint32 CheckSum,
PrimitiveComponent* ClientMovementBase, const byte[] UserCmd, const byte[]
UserCmdDelta);// 0x2df60bc
void ServerUserMoveCmd(uint32 Sequence, uint32 CheckSum, PrimitiveComponent*
ClientMovementBase, const byte[] UserCmd);// 0x2df5f2c
void RefreshCharacterWithBase();// 0x2df5f18
void Ping2Server(float ServerTime, float ClientTime);// 0x2df5e40
void Ping2Client(float ServerTime);// 0x2df5dc4
void PhysicsFlyDistance(float DeltaTime, out const Vector flyVelocity);//
0x2df5d00
void OnRecoverOnServer();// 0x2df5ce4
void OnPreReconnectOnServer();// 0x2df5cd0
void OnClientCloseUserCmdDelta();// 0x2df5cbc
float K2_GetProneFloorZ();// 0x2df5c88
float K2_GetProneFloorAngle();// 0x2df5c54
float K2_GetJumpFloorZ();// 0x2df5c20
float K2_GetJumpFloorAngle();// 0x2df5bec
bool IsWalkable(out const HitResult Hit);// 0x2df5b30
bool IsProning();// 0x2df5af8
STExtraBaseCharacter* GetSTCharacter();// 0x2df5ac4
Vector GetLocationOffsetToBase();// 0x2df5a8c
float GetLastServerMoveTime();// 0x2df5a58
bool GetIsOpenShovelingAbility();// 0x2df5a20
Vector GetBaseLocation();// 0x2df59e8
bool DragOnGround(float DeltaTime);// 0x2df5958
void ClientVeryShortAdjustPositionAndRotation(float TimeStamp, Vector NewLoc,
Rotator NewRot, PrimitiveComponent* NewBase, FName NewBaseBoneName, bool bHasBase,
bool bBaseRelativePosition, byte ServerMovementMode);// 0x2df571c
void ClientUserMoveCmdAck(int Sequence);// 0x2df56a0
void ClientAdjustPositionAndRotation(float TimeStamp, Vector NewLoc, Rotator
NewRot, Vector NewVel, PrimitiveComponent* NewBase, FName NewBaseBoneName, bool
bHasBase, bool bBaseRelativePosition, byte ServerMovementMode);// 0x2df5424
void ChangePhysxShapeFlag();// 0x2df5410
--------------------------------
Class: CharacterDistanceSquareTickInternal
float DistanceSquare;//[Offset: 0x0 , Size: 4]
float TickInternal;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: SimViewData
byte ViewPitch;//[Offset: 0x0 , Size: 1]
byte ViewYaw;//[Offset: 0x1 , Size: 1]
byte ViewRoll;//[Offset: 0x2 , Size: 1]
bool FreeCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3 ,
Size: 1]
--------------------------------
Class: AnchorPlatData
int AnchorPlatResID;//[Offset: 0x0 , Size: 4]
int AnchorPlatColorID;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: TrailMarkActor.Actor.Object
int MaxQuadNum;//[Offset: 0x398 , Size: 4]
float MaxQuadLength;//[Offset: 0x39c , Size: 4]
float QuadDirectionAcceptAngle;//[Offset: 0x3a0 , Size: 4]
MaterialInterface* TrailMarkMaterial;//[Offset: 0x3a8 , Size: 8]
float DefaultTrailWidth;//[Offset: 0x3b0 , Size: 4]
bool bUseTrailLength;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3b4 , Size: 1]
float DefaultTrailLength;//[Offset: 0x3b8 , Size: 4]
float TextureLength;//[Offset: 0x3bc , Size: 4]
int USegmentNum;//[Offset: 0x3c0 , Size: 4]
int CoordU;//[Offset: 0x3c4 , Size: 4]
int SlippingCoordU;//[Offset: 0x3c8 , Size: 4]
int BrokenCoordU;//[Offset: 0x3cc , Size: 4]
bool bUseAdditionalType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3d0 , Size: 1]
float AdditionalTrailWidth;//[Offset: 0x3d4 , Size: 4]
float AdditionalTextureLength;//[Offset: 0x3d8 , Size: 4]
int AdditionalCoordU;//[Offset: 0x3dc , Size: 4]
int AdditionalSlippingCoordU;//[Offset: 0x3e0 , Size: 4]
int AdditionalBrokenCoordU;//[Offset: 0x3e4 , Size: 4]
bool bDeferUpdateTrailMark;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3e8 , Size: 1]
RuntimeMeshComponent* TrailMesh;//[Offset: 0x3f0 , Size: 8]
void UpdateInput(out const TrailMarkInputData[] NewInput);// 0x2f05640
void StopUpdate();// 0x2f0562c
bool IsUpdating();// 0x2f055f4
--------------------------------
Class:
RuntimeMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent
.Object
delegate CollisionUpdated;//[Offset: 0x6a0 , Size: 16]
bool bUseComplexAsSimpleCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x6b0 , Size: 1]
bool bUseAsyncCooking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x6b1 , Size: 1]
bool bShouldSerializeMeshData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x6b2 , Size: 1]
enum CollisionMode;//[Offset: 0x6b3 , Size: 1]
BodySetup* BodySetup;//[Offset: 0x6b8 , Size: 8]
RuntimeMeshCollisionSection[] MeshCollisionSections;//[Offset: 0x6f0 , Size:
16]
RuntimeConvexCollisionSection[] ConvexCollisionSections;//[Offset: 0x700 ,
Size: 16]
BoxSphereBounds LocalBounds;//[Offset: 0x710 , Size: 28]
RuntimeMeshComponentPrePhysicsTickFunction PrePhysicsTick;//[Offset: 0x730 ,
Size: 88]
BodySetup*[] AsyncBodySetupQueue;//[Offset: 0x788 , Size: 16]
void UpdateMeshSection_Blueprint(int SectionIndex, out const Vector[]
Vertices, out const int[] Triangles, out const Vector[] Normals, out const
RuntimeMeshTangent[] Tangents, out const Vector2D[] UV0, out const Vector2D[] UV1,
out const LinearColor[] Colors, bool bCalculateNormalTangent, bool
bGenerateTessellationTriangles);// 0x6059ff0
void SetSectionTessellationTriangles(int SectionIndex, out const int[]
TessellationTriangles, bool bShouldMoveArray);// 0x6059ea8
void SetMeshSectionVisible(int SectionIndex, bool bNewVisibility);//
0x6059de8
void SetMeshSectionCollisionEnabled(int SectionIndex, bool
bNewCollisionEnabled);// 0x6059d28
void SetMeshSectionCastsShadow(int SectionIndex, bool bNewCastsShadow);//
0x6059c68
void SetMeshCollisionSection(int CollisionSectionIndex, out const Vector[]
Vertices, out const int[] Triangles);// 0x6059af0
void RuntimeMeshCollisionUpdatedDelegate__DelegateSignature();// 0x37db6c4
bool IsMeshSectionVisible(int SectionIndex);// 0x6059a60
bool IsMeshSectionCollisionEnabled(int SectionIndex);// 0x60599d0
bool IsMeshSectionCastingShadows(int SectionIndex);// 0x6059940
int GetNumSections();// 0x605990c
int GetLastSectionIndex();// 0x60598d8
int FirstAvailableMeshSectionIndex();// 0x60598a4
void EndBatchUpdates();// 0x6059890
bool DoesSectionExist(int SectionIndex);// 0x6059800
void CreateMeshSection_Blueprint(int SectionIndex, out const Vector[]
Vertices, out const int[] Triangles, out const Vector[] Normals, out const
RuntimeMeshTangent[] Tangents, out const Vector2D[] UV0, out const Vector2D[] UV1,
out const LinearColor[] Colors, bool bCreateCollision, bool
bCalculateNormalTangent, bool bGenerateTessellationTriangles, enum
UpdateFrequency);// 0x60592f0
void CookCollisionNow();// 0x60592dc
void ClearMeshSection(int SectionIndex);// 0x6059260
void ClearMeshCollisionSection(int CollisionSectionIndex);// 0x60591e4
void ClearCollisionConvexMeshes();// 0x60591d0
void ClearAllMeshSections();// 0x60591bc
void ClearAllMeshCollisionSections();// 0x60591a8
void BeginBatchUpdates();// 0x605918c
void AddCollisionConvexMesh(Vector[] ConvexVerts);// 0x6059054
--------------------------------
Class: RuntimeMeshCollisionSection
Vector[] VertexBuffer;//[Offset: 0x0 , Size: 16]
int[] IndexBuffer;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: RuntimeConvexCollisionSection
Vector[] VertexBuffer;//[Offset: 0x0 , Size: 16]
Box BoundingBox;//[Offset: 0x10 , Size: 28]
--------------------------------
Class: RuntimeMeshComponentPrePhysicsTickFunction.TickFunction
--------------------------------
Class: RuntimeMeshTangent
Vector TangentX;//[Offset: 0x0 , Size: 12]
bool bFlipTangentY;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc
, Size: 1]
--------------------------------
Class: TrailMarkInputData
bool bContainValidData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x0 , Size: 1]
Transform Trans;//[Offset: 0x10 , Size: 48]
Vector Normal;//[Offset: 0x40 , Size: 12]
enum Type;//[Offset: 0x4c , Size: 1]
bool bBackWheel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4d ,
Size: 1]
--------------------------------
Class: KilledTipsBlock
byte DamageType;//[Offset: 0x0 , Size: 1]
FString attackerName;//[Offset: 0x8 , Size: 16]
FString WeaponName;//[Offset: 0x18 , Size: 16]
FString DeadName;//[Offset: 0x28 , Size: 16]
--------------------------------
Class: PlayerGunCollosionComp.ActorComponent.Object
float DetectInterval;//[Offset: 0x110 , Size: 4]
int DetectThreshold;//[Offset: 0x114 , Size: 4]
float FoldFactor;//[Offset: 0x118 , Size: 4]
STExtraBaseCharacter* pCharOwner;//[Offset: 0x120 , Size: 8]
Vector BoxHalfSize;//[Offset: 0x130 , Size: 12]
Vector QEoffsetPeekLeftOnVehicle;//[Offset: 0x13c , Size: 12]
Vector QEoffsetPeekRightOnVehicle;//[Offset: 0x148 , Size: 12]
Vector QEoffsetPeekLeft;//[Offset: 0x154 , Size: 12]
Vector QEoffsetPeekRight;//[Offset: 0x160 , Size: 12]
float StaticTraceLengthOffset;//[Offset: 0x16c , Size: 4]
Vector QEoffsetPeekStandAdd;//[Offset: 0x170 , Size: 12]
Vector QEoffsetPeekCrouchAdd;//[Offset: 0x17c , Size: 12]
Vector QEoffsetPeekProneAdd;//[Offset: 0x188 , Size: 12]
int FoldFactorDelt;//[Offset: 0x194 , Size: 4]
int FoldFactorDeltChange;//[Offset: 0x198 , Size: 4]
int TraceDis;//[Offset: 0x19c , Size: 4]
float TickDeltTime;//[Offset: 0x1a0 , Size: 4]
bool IsDrawDebugLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1a4 , Size: 1]
Actor*[] SweepIgnoreActors;//[Offset: 0x1b0 , Size: 16]
bool IsUseCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1c0 , Size: 1]
void SetEffect(const bool Visbile, out const Vector EffectLoc);// 0x2d685a0
void CheckCollision(out const int InFoldFactor, out const Vector FoldPoint,
out const Vector FoldNormal);// 0x2d6846c
--------------------------------
Class: STExtraPlayerState.UAEPlayerState.PlayerState.Info.Actor.Object
int CommonRank;//[Offset: 0xe30 , Size: 4]
FString IniTeamLeaderName;//[Offset: 0xe38 , Size: 16]
enum LiveState;//[Offset: 0xe48 , Size: 1]
CharacterAutoFollowStruct AutoFollowInfo;//[Offset: 0xe50 , Size: 16]
STExtraBaseCharacter* CharacterOwner;//[Offset: 0xe60 , Size: 8]
STExtraBaseCharacter* SpectatingCharacterOwner;//[Offset: 0xe68 , Size: 8]
float PlayerHealth;//[Offset: 0xe70 , Size: 4]
float PlayerHealthMax;//[Offset: 0xe74 , Size: 4]
float PlayerTemperature;//[Offset: 0xe78 , Size: 4]
float PlayerTemperatureMax;//[Offset: 0xe7c , Size: 4]
CharacterLocAndRot SelfLocAndRot;//[Offset: 0xe80 , Size: 24]
CharacterLocAndRot UAVLocAndRot;//[Offset: 0xe98 , Size: 24]
enum EUAVUseType;//[Offset: 0xeb0 , Size: 1]
bool bIsRemoteControlling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xeb1 , Size: 1]
enum eCurVehicleType;//[Offset: 0xeb2 , Size: 1]
enum EUAVCharacterMsgType;//[Offset: 0xeb3 , Size: 1]
Vector PlayerDeadLocation;//[Offset: 0xeb4 , Size: 12]
Vector PlayerBoxLocation;//[Offset: 0xec0 , Size: 12]
Vector MapMark;//[Offset: 0xecc , Size: 12]
bool IsRestartAtPosition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xed8 , Size: 1]
Vector RestartLocation;//[Offset: 0xedc , Size: 12]
Rotator RestartRotate;//[Offset: 0xee8 , Size: 12]
<int,int> UseQuickMsgMap;//[Offset: 0xef8 , Size: 80]
<int,int> UseWheelMsgMap;//[Offset: 0xf48 , Size: 80]
byte PlayerUseQuickSight;//[Offset: 0xf98 , Size: 1]
byte ShowMsgCnt;//[Offset: 0xf99 , Size: 1]
byte UserConfirmCnt;//[Offset: 0xf9a , Size: 1]
byte UserCancelCnt;//[Offset: 0xf9b , Size: 1]
byte UserDoNothingCnt;//[Offset: 0xf9c , Size: 1]
float FPSBeforeAdapt;//[Offset: 0xfa0 , Size: 4]
float FPSAfterAdapt;//[Offset: 0xfa4 , Size: 4]
int AirDropBoxFirstPickUpNum;//[Offset: 0xfc8 , Size: 4]
STExtraPlayerState*[] TeamMatePlayerStateList;//[Offset: 0xfd0 , Size: 16]
int TeamMatePlayerStateIndex;//[Offset: 0xfe0 , Size: 4]
int PlayerLayerID;//[Offset: 0xfe4 , Size: 4]
VisualFieldInfo VisualFieldInfo;//[Offset: 0xfe8 , Size: 24]
int Breath;//[Offset: 0x1000 , Size: 4]
DriveCarNotify DriveCarNotify;//[Offset: 0x1008 , Size: 24]
float EnegyBuffStage1;//[Offset: 0x1020 , Size: 4]
float EnegyBuffStage2;//[Offset: 0x1024 , Size: 4]
float EnegyBuffStage3;//[Offset: 0x1028 , Size: 4]
float EnegyBuffStage4;//[Offset: 0x102c , Size: 4]
float EnegyBuffReduceSpeedPerSec;//[Offset: 0x1030 , Size: 4]
float CurEnegyBuff;//[Offset: 0x1034 , Size: 4]
float EnegyBuffStage1RecoverHealthTime;//[Offset: 0x1038 , Size: 4]
float EnegyBuffStage1RecoverHealthVal;//[Offset: 0x103c , Size: 4]
float EnegyBuffStage2RecoverHealthTime;//[Offset: 0x1040 , Size: 4]
float EnegyBuffStage2RecoverHealthVal;//[Offset: 0x1044 , Size: 4]
float EnegyBuffStage3RecoverHealthTime;//[Offset: 0x1048 , Size: 4]
float EnegyBuffStage3RecoverHealthVal;//[Offset: 0x104c , Size: 4]
float EnegyBuffStage4RecoverHealthTime;//[Offset: 0x1050 , Size: 4]
float EnegyBuffStage4RecoverHealthVal;//[Offset: 0x1054 , Size: 4]
delegate OnLocalCharacterHPChangeDel;//[Offset: 0x1058 , Size: 16]
delegate OnPlayerKillsChangeDelegate;//[Offset: 0x1068 , Size: 16]
bool IsShowingRescueingUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1079 , Size: 1]
bool isReconnected;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1084 , Size: 1]
bool isLostConnection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1085 , Size: 1]
int[] TeamMatesExitState;//[Offset: 0x1088 , Size: 16]
bool PlayerGameOver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1098 , Size: 1]
bool bGodSon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1099 ,
Size: 1]
int PlayersCountOnPlane;//[Offset: 0x10a4 , Size: 4]
GameModePlayerAliasShowInfo[] playerAliasShowInfoList;//[Offset: 0x10a8 ,
Size: 16]
float SingleRoundTotalDamage;//[Offset: 0x10b8 , Size: 4]
int ContinuousKillsNum;//[Offset: 0x10bc , Size: 4]
delegate OnInfectionRoundDamageChange;//[Offset: 0x10c0 , Size: 16]
MonsterTreasureBoxData[] MonsterTreasureBoxDatas;//[Offset: 0x10d0 , Size:
16]
int MonsterTreasureBoxGetNum;//[Offset: 0x10e0 , Size: 4]
int MonsterTreasureBoxDefendNum;//[Offset: 0x10e4 , Size: 4]
int OpnedMosnterBoxNum;//[Offset: 0x10e8 , Size: 4]
bool bHasSendBattleResult;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x10ec , Size: 1]
BuildMaterialData[] BuildMat_GetList;//[Offset: 0x10f0 , Size: 16]
BuildMaterialData[] BuildMat_UseList;//[Offset: 0x1100 , Size: 16]
int MaxDecalCount;//[Offset: 0x1130 , Size: 4]
IdeaDecalActor*[] DecalActorList;//[Offset: 0x1138 , Size: 16]
PlayerStaticInfoInOB[] KickListTotalPlayers;//[Offset: 0x11b8 , Size: 16]
float SignalHP;//[Offset: 0x11c8 , Size: 4]
delegate OnSignalHPChange;//[Offset: 0x11d0 , Size: 16]
float SignalHPRemainingTime;//[Offset: 0x11e0 , Size: 4]
float LeanOutL_AimAngle;//[Offset: 0x11e4 , Size: 4]
float LeanOutR_AimAngle;//[Offset: 0x11e8 , Size: 4]
CharacterBuffRecord[] CharacterBuffRecords;//[Offset: 0x11f0 , Size: 16]
int RemainingRevivalTime;//[Offset: 0x1200 , Size: 4]
bool IsIDCardCaptured;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1204 , Size: 1]
bool IsInWaittingRevivalState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1205 , Size: 1]
bool IsInRevivingState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1206 , Size: 1]
bool IsGiveUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1207 ,
Size: 1]
bool bHasRevivalSign;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1208 , Size: 1]
int SelfRevivalCountdown;//[Offset: 0x120c , Size: 4]
bool bInRevivalArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1210 , Size: 1]
int64 RevivalCardCreateTime;//[Offset: 0x1218 , Size: 8]
delegate OnRevivalStateChangeDelegate;//[Offset: 0x1220 , Size: 16]
delegate OnRevivalRemainingTimeChangeDelegate;//[Offset: 0x1230 , Size: 16]
MarkSyncData[] SyncMarkDispatchData;//[Offset: 0x1240 , Size: 16]
MarkSyncData[] PrevSyncMarkDispatchData;//[Offset: 0x1250 , Size: 16]
MarkSyncData[] SyncMarkDispatchData_Self;//[Offset: 0x1260 , Size: 16]
MarkSyncData[] PrevSyncMarkDispatchData_Self;//[Offset: 0x1270 , Size: 16]
MarkSyncData[] LocalMarkDispatchData;//[Offset: 0x1280 , Size: 16]
float KdValue;//[Offset: 0x1290 , Size: 4]
Vector LastVehicleLocation;//[Offset: 0x12a4 , Size: 12]
delegate OnMapMultiMarkChange;//[Offset: 0x12b8 , Size: 16]
Vector[] MapMultiMark;//[Offset: 0x12c8 , Size: 16]
bool bForceHideTeamatePositionItem;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x12d8 , Size: 1]
void UpdateDeliveryData(uint32 InDeliverPlayerKey, byte DeliveryAIType);//
0x2eb76a4
void SetPlayerMapMultiMark(Vector Loc, bool bAdd, int MaxNum, bool
bClearAll);// 0x2eb755c
void SetPlayerGiveUp(bool InGiveUp);// 0x2eb74d8
void SetForceSyncTeammateData(bool IsForCE);// 0x2eb7454
void SaveBuffData();// 0x2eb7438
void RestoreBuffData();// 0x2eb741c
void RespondToPawnRescueingStatusChange(Character* _helpWho, Character*
_ownerPawn, bool IsTurningInto, float RemainingRescueTime, bool
IsFirstPlayerHelper);// 0x2eb729c
void RespondToPawnCanRescueOtherStatusChange(STExtraBaseCharacter* _helpWho,
STExtraBaseCharacter* _ownerPawn, bool IsTurningInto);// 0x2eb71a4
void RespondToPawnBreathChange(float _health, byte _healthStatus,
STExtraBaseCharacter* param2);// 0x2eb70b0
void RefreshRevivalState();// 0x2eb709c
void RefreshFollowMark();// 0x2eb7088
int PlayersCountOnMyPlane();// 0x2eb7054
void OnRevivalStateChangeDelegate__DelegateSignature(bool InRevivalState,
bool IsIDCapPick, bool PlayAniAndSound);// 0x37db6c4
void OnRevivalRemainingTimeChangeDelegate__DelegateSignature(int
RemainingTime, int MaxTime);// 0x37db6c4
void OnRep_VisualFieldInfo();// 0x2eb7040
void OnRep_UpdateKillMonsterNum();// 0x2eb7024
void OnRep_TeamMatePlayerStateList();// 0x2eb7010
void OnRep_TeamMatePlayerStateIndex();// 0x2eb6ffc
void OnRep_SingleRoundTotalDamage();// 0x2eb6fe8
void OnRep_SignalHP();// 0x2eb6fd4
void OnRep_RemainingRevivalTime();// 0x2eb6fc0
void OnRep_RankNotify();// 0x2eb6fac
void OnRep_PlayersCountOnPlane();// 0x2eb6f98
void OnRep_PlayerReconnectEvent();// 0x2eb6f84
void OnRep_PlayerName();// 0x2eb6f68
void OnRep_PlayerLostConnectionEvent();// 0x2eb6f54
void OnRep_PlayerLiveState();// 0x2eb6f38
void OnRep_PlayerKillsChange();// 0x2eb6f1c
void OnRep_PlayerIsFollowing();// 0x2eb6f08
void OnRep_PlayerGiveUp();// 0x2eb6eec
void OnRep_PlayerGameOver();// 0x2eb6ed8
void OnRep_PlayerExitGameEvent();// 0x2eb6ec4
void OnRep_PlayerAliasShowInfoList();// 0x2eb6eb0
void OnRep_MarkSyncData();// 0x2eb6e9c
void OnRep_MarkSelfSyncData();// 0x2eb6e88
void OnRep_MapMarkNotify();// 0x2eb6e74
void OnRep_LastVehicleLocation();// 0x2eb6e60
void OnRep_IsIDCardCaptured();// 0x2eb6e4c
void OnRep_HPChanged();// 0x2eb6e38
void OnRep_HasRevivalSign();// 0x2eb6e1c
void OnRep_ChangeRevivalState();// 0x2eb6e08
void OnRep_ChangeInRevivingState();// 0x2eb6df4
void OnRep_BreathChanged();// 0x2eb6de0
void OnRep_BPS();// 0x2eb6dcc
void OnPlayerKillsChangeDelegate__DelegateSignature();// 0x37db6c4
void OnNewRound();// 0x2eb6db0
void OnMapMultiMarkChange__DelegateSignature(Vector[] MapMultiMark);//
0x37db6c4
void OnLocalCharacterHPChangeDelegate__DelegateSignature(float currentHP,
float ratioHP);// 0x37db6c4
void OnClientVeteranRecruitIndexUpdated();// 0x2eb6d94
void OnClientRemoveBuff(int BuffID, int SkillID);// 0x2eb6cd8
void OnClientAddBuff(int BuffID, int SkillID);// 0x2eb6c1c
bool IsSinglePlayer();// 0x2eb6be4
bool IsInGame();// 0x2eb6ba4
bool IsInBetrayState();// 0x2eb6b64
bool IsAlive();// 0x2eb6b2c
uint32 GetUserIDByMemberID(int memberID);// 0x2eb6a98
void GetTeamMatePlayerStateList(out STExtraPlayerState*[] OutList, bool
ExcludeMyself);// 0x2eb6984
STExtraPlayerState* GetTeamMatePlayerStateFromPlayerKey(uint32
InPlayerKey);// 0x2eb68f8
int GetTeamMateIndexByName(FString TeammateName);// 0x2eb6840
int GetTeamMateIndex(STExtraPlayerState* Teammate);// 0x2eb67b4
STExtraPlayerState* GetTeammateByName(FString TeammateName);// 0x2eb66fc
FString GetStringPlayerKey();// 0x2eb6658
float GetPlayerTemperature();// 0x2eb6624
int GetPlayerTeamIndex2();// 0x2eb65f0
int GetPlayerTeamIndex();// 0x2eb65bc
float GetPlayerMaxTemperature();// 0x2eb6588
float GetPlayerMaxHealth();// 0x2eb6554
float GetPlayerHealthPercent();// 0x2eb6520
float GetPlayerHealth();// 0x2eb64ec
STExtraBaseCharacter* GetPlayerCharacter();// 0x2eb64b8
void GetPlayerAliasInfoList(out GameModePlayerAliasShowInfo[] OutList);//
0x2eb6414
float GetMaxEnegyBuff();// 0x2eb63e0
MarkSyncData GetMarkDataByInstanceID(int InInstanceID);// 0x2eb628c
void GetCampMatePlayerList(out STExtraBaseCharacter*[] playerList, bool
includeTeammate);// 0x2eb6180
float GetBreathPercentage();// 0x2eb614c
int GetBountyGold();// 0x37db6c4
MarkSyncData[] GetAllSelfMarkData();// 0x2eb60e8
void GetAllPlayerStates(out STExtraPlayerState*[] OutList);// 0x2eb6030
void GetAllPlayerStateList(out STExtraPlayerState*[] OutList, bool
ExcludeMyself);// 0x2eb5f1c
MarkSyncData[] GetAllMarkSyncData(byte _TYPE);// 0x2eb5e68
void GetAlertDataByIndex(int Index, out int IconID, out int AlertID, out
Vector Location, out enum Status);// 0x2eb5ca4
void ForceNotifyAlertUpdate();// 0x2eb5c90
void FollowInitialTeamParachuteLeaderAndShowTips(FString LeaderName);//
0x2eb5b5c
void FadeTeammatesMapMark();// 0x2eb5b48
void DispatchPlayerExitEvent();// 0x2eb5b2c
void ClientDisplayGameTipWithMsgID(int ID, FString param1, FString param2);//
0x2eb59a4
void ChangeFadeMapMarkDist(float NewDist);// 0x2eb5924
bool CanSelfRevive();// 0x2eb58ec
bool CanRevivalTeammate();// 0x2eb58b4
bool CanBeRevival();// 0x2eb587c
byte CalculateEnegyStage();// 0x2eb5848
void AddInDamageAmount(Actor* Causor, float FinalDamage);// 0x2eb5788
void AddEnegySafety(float AddVal);// 0x2eb570c
void AddDamageAmount(Character* VictimPawn, out const DamageEvent
DamageEvent, float FinalDamage, bool bHitHead);// 0x2eb55a4
--------------------------------
Class: UAEPlayerState.PlayerState.Info.Actor.Object
float surviveTime;//[Offset: 0x428 , Size: 4]
float Pronetime;//[Offset: 0x42c , Size: 4]
float marchDistance;//[Offset: 0x438 , Size: 4]
float travelDistance;//[Offset: 0x43c , Size: 4]
float DriveDistance;//[Offset: 0x440 , Size: 4]
float MonsterCatchupDistance;//[Offset: 0x444 , Size: 4]
int destroyVehicleNum;//[Offset: 0x448 , Size: 4]
int rescueTimes;//[Offset: 0x44c , Size: 4]
int NormalItemsNum;//[Offset: 0x450 , Size: 4]
int SeniorItemsNum;//[Offset: 0x454 , Size: 4]
int GVMemberID;//[Offset: 0x458 , Size: 4]
FName PlayerType;//[Offset: 0x460 , Size: 8]
uint64 FinalTeamleaderUID;//[Offset: 0x468 , Size: 8]
uint32 PlayerKey;//[Offset: 0x470 , Size: 4]
FString PlayerUID;//[Offset: 0x478 , Size: 16]
bool bAIPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x488 ,
Size: 1]
FString iconUrl;//[Offset: 0x490 , Size: 16]
int gender;//[Offset: 0x4a0 , Size: 4]
int PlayerLevel;//[Offset: 0x4a4 , Size: 4]
int SegmentLevel;//[Offset: 0x4a8 , Size: 4]
int AceImprintShowId;//[Offset: 0x4ac , Size: 4]
int AvatarBoxId;//[Offset: 0x4b0 , Size: 4]
int CampID;//[Offset: 0x4b4 , Size: 4]
int resID;//[Offset: 0x4b8 , Size: 4]
uint64 UId;//[Offset: 0x4c0 , Size: 8]
FString OpenID;//[Offset: 0x4c8 , Size: 16]
FString Nation;//[Offset: 0x4d8 , Size: 16]
int TeamID;//[Offset: 0x4e8 , Size: 4]
int PlayerBornPointID;//[Offset: 0x4ec , Size: 4]
int Kills;//[Offset: 0x4f0 , Size: 4]
int KillsBeforeDie;//[Offset: 0x4f4 , Size: 4]
int Knockouts;//[Offset: 0x4f8 , Size: 4]
int Assists;//[Offset: 0x504 , Size: 4]
byte PlatformGender;//[Offset: 0x508 , Size: 1]
int MatchStrategyLabel;//[Offset: 0x50c , Size: 4]
int MatchLabel;//[Offset: 0x510 , Size: 4]
uint32 Killer;//[Offset: 0x514 , Size: 4]
uint32 KillerIGPlayerKey;//[Offset: 0x518 , Size: 4]
FString BeKilledOpenID;//[Offset: 0x520 , Size: 16]
FString KillerName;//[Offset: 0x530 , Size: 16]
uint64 MisKillTeammatePlayerKey;//[Offset: 0x540 , Size: 8]
int ShootWeaponShotNum;//[Offset: 0x548 , Size: 4]
int ShootWeaponShotAndHitPlayerNum;//[Offset: 0x54c , Size: 4]
int ShootWeaponShotAndHitPlayerNumNoAI;//[Offset: 0x550 , Size: 4]
int ShootWeaponShotHeadNum;//[Offset: 0x554 , Size: 4]
int ShootWeaponShotHeadNumNoAI;//[Offset: 0x558 , Size: 4]
int HeadShotNum;//[Offset: 0x55c , Size: 4]
int HeadShotNumNoAI;//[Offset: 0x560 , Size: 4]
int KillNumByGrende;//[Offset: 0x564 , Size: 4]
int UseFragGrenadeNum;//[Offset: 0x568 , Size: 4]
int UseSmokeGrenadeNum;//[Offset: 0x56c , Size: 4]
int MaxKillDistance;//[Offset: 0x570 , Size: 4]
int HealTimes;//[Offset: 0x574 , Size: 4]
float DamageAmount;//[Offset: 0x578 , Size: 4]
float HealAmount;//[Offset: 0x57c , Size: 4]
FString[] KillFlow;//[Offset: 0x580 , Size: 16]
FString[] KnockOutFlow;//[Offset: 0x590 , Size: 16]
KnockOutData[] KnockOutList;//[Offset: 0x5a0 , Size: 16]
float InDamageAmount;//[Offset: 0x5b0 , Size: 4]
TLog_PickUpItemFlow[] TLog_PickUpItemFlowData;//[Offset: 0x5c8 , Size: 16]
bool bIsForbidItemFlowMerge;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x5d8 , Size: 1]
<int,TLog_BornLandGrenadeData> TLog_BornLandGrenadeData;//[Offset: 0x5e0 ,
Size: 80]
AIDeliveryTlogData TLog_AIDeliveryTlogData;//[Offset: 0x630 , Size: 88]
bool bHasSendAIDeliverData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x688 , Size: 1]
<int,bool> TLog_PickUpItemIdMap;//[Offset: 0x690 , Size: 80]
UseItemFlow[] UseItemFlow;//[Offset: 0x6e0 , Size: 16]
UseBuffFlow[] UseBuffFlow;//[Offset: 0x6f0 , Size: 16]
BuildingEnterFlow[] BuildingEnterFlow;//[Offset: 0x700 , Size: 16]
TLog_PropEquipUnequipFlow[] TLog_PropEquipUnequipFlowData;//[Offset: 0x710 ,
Size: 16]
<int,int> TLog_BulletCount;//[Offset: 0x720 , Size: 80]
TLog_SpecialStats TLog_SpecialStats;//[Offset: 0x770 , Size: 8]
bool bIsOutsideBlueCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x778 , Size: 1]
float OutsideBlueCircleTime;//[Offset: 0x77c , Size: 4]
VehicleDriveDisData[] VehicleDriveDisDataArray;//[Offset: 0x780 , Size: 16]
int FirstOpenedAirDropBoxNum;//[Offset: 0x790 , Size: 4]
int FirstOpenedPlayerTombBoxNum;//[Offset: 0x794 , Size: 4]
int FirstOpenedTreasureBoxNum;//[Offset: 0x798 , Size: 4]
float HitEnemyHeadAmount;//[Offset: 0x79c , Size: 4]
int[] BuildFlow;//[Offset: 0x7a0 , Size: 16]
int[] DestroyShelterFlow;//[Offset: 0x7b0 , Size: 16]
float ShelterTakeDamage;//[Offset: 0x7c0 , Size: 4]
float HitShelterDamage;//[Offset: 0x7c4 , Size: 4]
Vector LandLocation;//[Offset: 0x7c8 , Size: 12]
Vector ParachuteLocation;//[Offset: 0x7d4 , Size: 12]
int LandTime;//[Offset: 0x7e0 , Size: 4]
Vector DeadLocation;//[Offset: 0x7e4 , Size: 12]
FString DeadDamangeType;//[Offset: 0x7f0 , Size: 16]
int PveDeadAttacker;//[Offset: 0x800 , Size: 4]
int PveStageId;//[Offset: 0x804 , Size: 4]
FString DeadTimeStr;//[Offset: 0x808 , Size: 16]
int NearDeathDamageType;//[Offset: 0x818 , Size: 4]
uint32 NearDeathCauserId;//[Offset: 0x81c , Size: 4]
bool NearDeathIsHeadShot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x820 , Size: 1]
EquipmentData EquipmentData;//[Offset: 0x830 , Size: 112]
bool bIsGameTerminator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x8a8 , Size: 1]
int GamePlayingTime;//[Offset: 0x8ac , Size: 4]
int ObserverTime;//[Offset: 0x8b0 , Size: 4]
int TouchDownAreaID;//[Offset: 0x8b4 , Size: 4]
int TouchDownLocTypeID;//[Offset: 0x8b8 , Size: 4]
int[] TouchDownAreaList;//[Offset: 0x8c0 , Size: 16]
bool bHasTouchDownAreaList;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x8d0 , Size: 1]
GameModePlayerTaskData[] CompletedTaskList;//[Offset: 0x8d8 , Size: 16]
ReportCollection[] SpecialCollectionList;//[Offset: 0x8e8 , Size: 16]
WeaponDamageRecord[] WeaponDamageRecordList;//[Offset: 0x8f8 , Size: 16]
int[] SecretAreaIDList;//[Offset: 0x908 , Size: 16]
SpecialPickItemState[] CollectItemRecord;//[Offset: 0x918 , Size: 16]
float DrivingHelicopterTime;//[Offset: 0x928 , Size: 4]
float InHelicopterTime;//[Offset: 0x92c , Size: 4]
int RevivalNum;//[Offset: 0x930 , Size: 4]
int BeRevivedNum;//[Offset: 0x934 , Size: 4]
int KillNumInVehicle;//[Offset: 0x938 , Size: 4]
float TotalSprintDistance;//[Offset: 0x93c , Size: 4]
float TotalBeenDamageAmount;//[Offset: 0x940 , Size: 4]
float DestroyVehicleWheelNum;//[Offset: 0x944 , Size: 4]
DestroyVehicleWheelFlow[] DestroyVehicleWheelFlow;//[Offset: 0x948 , Size:
16]
int ProneTimes;//[Offset: 0x958 , Size: 4]
int CrouchTimes;//[Offset: 0x95c , Size: 4]
int JumpTimes;//[Offset: 0x960 , Size: 4]
int KillMonsterNum;//[Offset: 0x964 , Size: 4]
<int,int> MonsterID2KillNum;//[Offset: 0x968 , Size: 80]
float TotalDamageAmountToMonsters;//[Offset: 0x9b8 , Size: 4]
float TotalDamageAmountFromMonsters;//[Offset: 0x9bc , Size: 4]
<int,float> DamageAmountToMonsters;//[Offset: 0x9c0 , Size: 80]
<int,float> DamageAmountFromMonsters;//[Offset: 0xa10 , Size: 80]
int MonsterHeadShotKilledTimes;//[Offset: 0xa60 , Size: 4]
int BeMonsterDownTimes;//[Offset: 0xa64 , Size: 4]
int LightCandleNum;//[Offset: 0xa68 , Size: 4]
<int,int> ActivityButtonCount;//[Offset: 0xa70 , Size: 80]
ActivityEventReportData[] ActivityEventRecordList;//[Offset: 0xac0 , Size:
16]
float BattleStateTime;//[Offset: 0xad0 , Size: 4]
bool bIsKickedFromGame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xad4 , Size: 1]
float DriveWithTeammateDistance;//[Offset: 0xad8 , Size: 4]
int FistKillingCount;//[Offset: 0xadc , Size: 4]
int OpenedAirDropBoxNum;//[Offset: 0xae0 , Size: 4]
<uint32,uint32> VehicleUsedMap;//[Offset: 0xae8 , Size: 80]
FString[] DestroyVehicleFlow;//[Offset: 0xb38 , Size: 16]
int UseHelicoperNum;//[Offset: 0xb48 , Size: 4]
TLog_KillInfo[] PlayerKillAIInfo;//[Offset: 0xb50 , Size: 16]
TLog_KillInfo[] PlayerNearDeathDuoToAI;//[Offset: 0xb60 , Size: 16]
TLog_KillInfo AIKillPlayerInfo;//[Offset: 0xb70 , Size: 40]
float UseHelicoperDistance;//[Offset: 0xb98 , Size: 4]
byte CharmRankIndex;//[Offset: 0xb9c , Size: 1]
<uint32> UseHelicoperRecord;//[Offset: 0xba0 , Size: 80]
int SnowBoardJumpActionCount;//[Offset: 0xbf4 , Size: 4]
int EmoteOnTelpherCount;//[Offset: 0xbf8 , Size: 4]
int KillMagicWalkAI;//[Offset: 0xbfc , Size: 4]
int SendMagicWalkAI;//[Offset: 0xc00 , Size: 4]
int[] FindBlackMonsterIDs;//[Offset: 0xc08 , Size: 16]
int KillSnowManCount;//[Offset: 0xc18 , Size: 4]
<enum,int> EventCounterMap;//[Offset: 0xc20 , Size: 80]
int VeteranRecruitIndex;//[Offset: 0xc70 , Size: 4]
PlayEmoteData[] FPlayEmoteDataArray;//[Offset: 0xc78 , Size: 16]
GameModePlayerAliasInfo AliasInfo;//[Offset: 0xc88 , Size: 72]
int MemberIdInVoiceRoom;//[Offset: 0xcd0 , Size: 4]
bool PlayerVoiceEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xcd4 , Size: 1]
GameModePlayerUpassInfo UpassInfo;//[Offset: 0xcd8 , Size: 48]
int UpassShow;//[Offset: 0xd08 , Size: 4]
int upassKeepBuy;//[Offset: 0xd0c , Size: 4]
TLog_Micphone MicphoneTlog;//[Offset: 0xd10 , Size: 24]
float TeammateMicrophoneTime;//[Offset: 0xd28 , Size: 4]
float TeammateSpeakerTime;//[Offset: 0xd2c , Size: 4]
float EnemyMicrophoneTime;//[Offset: 0xd30 , Size: 4]
float EnemySpeakerTime;//[Offset: 0xd34 , Size: 4]
float TeammateInterphoneTime;//[Offset: 0xd38 , Size: 4]
float EnemyInterphoneTime;//[Offset: 0xd3c , Size: 4]
float MicrophoneUseTimeStamp;//[Offset: 0xd40 , Size: 4]
float SpeakerUseTimeStamp;//[Offset: 0xd44 , Size: 4]
bool IsOnline;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd80 ,
Size: 1]
GameBaseInfo GameBaseInfo;//[Offset: 0xda0 , Size: 128]
FString LuaFilePath;//[Offset: 0xe20 , Size: 16]
void SetGVMemberIDServerCall(int memberID);// 0x34071d8
void SetGVMemberID(int memberID);// 0x340715c
void SetDeliveryResult(uint32 InDeliverPlayerKey, bool bInSuccess);//
0x340709c
void SendLuaDSToClient(int ID, out const byte[] Content);// 0x3406fa4
void RPC_LuaDSToClient(int ID, const byte[] Content);// 0x3406e84
void ReportTaskExtInfo(int TaskID, FString ExtInfo);// 0x3406d10
void ReportTaskData(int TaskID, int process);// 0x3406c5c
void ReportSpecialCollection(int ItemID, int Count);// 0x3406ba8
void ReportSecretAreaID(int SecretAreaID);// 0x3406b2c
void ReportLandLocType(int TouchDownLocType);// 0x3406ab0
void ReportLandAreaList(out int[] TouchDownAreaIDs);// 0x34069f8
void ReportLandArea(int TouchDownArea);// 0x340697c
void RecordUseHelicoper(uint32 UseHelicoperId);// 0x3406900
void OnRepCampIDBP();// 0x37db6c4
void OnRep_VeteranRecruitIndex();// 0x34068ec
void OnRep_UpdateKillMonsterNum();// 0x34068d0
void OnRep_UID();// 0x34068bc
void OnRep_PlayerKillsChange();// 0x34068a0
void OnRep_MatchLabel();// 0x340688c
void OnRep_CollectItemRecord();// 0x3406878
void OnRep_CampID();// 0x3406864
void OnClientVeteranRecruitIndexUpdated();// 0x3406848
bool IsSpecialPickItemCollectionCompleted(int ItemID);// 0x34067b8
bool IsSpecialPickItem(int ItemID);// 0x3406728
bool IsItemForbidMerge(int ItemResId);// 0x3406690
void GetWeaponRecordData(out OnePlayerWeapon OutWeaponInfo);// 0x34065b8
int GetVeteranPlayerLevel();// 0x340657c
uint32 GetUserIDByMemberID(int memberID);// 0x34064e8
FString GetUIDString();// 0x3406444
GameModeTeammateBattleResultData GetTeammateBattleResultData();// 0x34063d8
uint32 GetPlayerKey();// 0x34063a4
GameModePlayerBattleResultData_SuperCold
GetPlayerBattleResultData_SuperCold();// 0x34062e0
GameModePlayerBattleResultData GetPlayerBattleResultData();// 0x3406274
enum GetMentorPlayerType();// 0x3406238
void ForceUpdateCampCharacterList();// 0x340621c
void ClearTlogData();// 0x3406200
void ChangeCollectItemRecord(int InItemID, bool InNewState);// 0x3406140
void AddEventCount(byte EventId, int InCount, bool bReset);// 0x3406044
--------------------------------
Class: KnockOutData
uint64 AttackerID;//[Offset: 0x0 , Size: 8]
int Times;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: TLog_PickUpItemFlow
int ItemSpesificID;//[Offset: 0x0 , Size: 4]
int Count;//[Offset: 0x4 , Size: 4]
Vector Location;//[Offset: 0x8 , Size: 12]
int SourceType;//[Offset: 0x14 , Size: 4]
int AdditionalParam;//[Offset: 0x18 , Size: 4]
FString TimeStr;//[Offset: 0x20 , Size: 16]
uint64 InstanceID;//[Offset: 0x30 , Size: 8]
--------------------------------
Class: TLog_BornLandGrenadeData
int PickupCount;//[Offset: 0x0 , Size: 4]
int ThrowCount;//[Offset: 0x4 , Size: 4]
int HitOthersCount;//[Offset: 0x8 , Size: 4]
int HitedByOthersCount;//[Offset: 0xc , Size: 4]
--------------------------------
Class: AIDeliveryTlogData
uint64 UId;//[Offset: 0x0 , Size: 8]
<uint32,AIDeliveryInfo> DeliveryMap;//[Offset: 0x8 , Size: 80]
--------------------------------
Class: AIDeliveryInfo
int DeliveryTime;//[Offset: 0x0 , Size: 4]
bool bSuccess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 ,
Size: 1]
--------------------------------
Class: UseItemFlow
int ItemSpesificID;//[Offset: 0x0 , Size: 4]
int UseCount;//[Offset: 0x4 , Size: 4]
<int,int> AreaCountMap;//[Offset: 0x8 , Size: 80]
--------------------------------
Class: UseBuffFlow
int BuffID;//[Offset: 0x0 , Size: 4]
int UseCount;//[Offset: 0x4 , Size: 4]
<int,int> AreaCountMap;//[Offset: 0x8 , Size: 80]
--------------------------------
Class: BuildingEnterFlow
int BuildingID;//[Offset: 0x0 , Size: 4]
int EnterCount;//[Offset: 0x4 , Size: 4]
<int,int> AreaCountMap;//[Offset: 0x8 , Size: 80]
--------------------------------
Class: TLog_PropEquipUnequipFlow
int ItemSpesificID;//[Offset: 0x0 , Size: 4]
enum SlotType;//[Offset: 0x4 , Size: 1]
bool bEquip;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5 ,
Size: 1]
FString TimeStr;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: TLog_SpecialStats
float MonsterDamageInNight1;//[Offset: 0x0 , Size: 4]
float MonsterDamageInNight2;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: VehicleDriveDisData
uint64 DriverID;//[Offset: 0x0 , Size: 8]
int VehicleType;//[Offset: 0x8 , Size: 4]
int AvatarID;//[Offset: 0xc , Size: 4]
float DriveDistance;//[Offset: 0x10 , Size: 4]
float DriveTime;//[Offset: 0x14 , Size: 4]
float VehicleJumpDistanceMax;//[Offset: 0x18 , Size: 4]
uint64[] PeopleInCar;//[Offset: 0x20 , Size: 16]
--------------------------------
Class: EquipmentData
int HelmetID;//[Offset: 0x0 , Size: 4]
int ArmorID;//[Offset: 0x4 , Size: 4]
int BackPackID;//[Offset: 0x8 , Size: 4]
int MainWeapon1ID;//[Offset: 0xc , Size: 4]
int[] MainWeapon1AttachmentsID;//[Offset: 0x10 , Size: 16]
int MainWeapon2ID;//[Offset: 0x20 , Size: 4]
int[] MainWeapon2AttachmentsID;//[Offset: 0x28 , Size: 16]
int ViceWeaponID;//[Offset: 0x38 , Size: 4]
int[] ViceWeaponAttachmentsID;//[Offset: 0x40 , Size: 16]
int CloseWeaponID;//[Offset: 0x50 , Size: 4]
int[] ThrowWeaponsID;//[Offset: 0x58 , Size: 16]
int8 IsLuckyClothing;//[Offset: 0x68 , Size: 1]
--------------------------------
Class: ReportCollection
int item_id;//[Offset: 0x0 , Size: 4]
int Count;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: WeaponDamageRecord
int WeaponId;//[Offset: 0x0 , Size: 4]
float TotalDamage;//[Offset: 0x4 , Size: 4]
int FireCount;//[Offset: 0x8 , Size: 4]
int HeadShootCount;//[Offset: 0xc , Size: 4]
int LimbsShootCount;//[Offset: 0x10 , Size: 4]
int BodyShootCount;//[Offset: 0x14 , Size: 4]
int HandShootCount;//[Offset: 0x18 , Size: 4]
int FootShootCount;//[Offset: 0x1c , Size: 4]
int UniqueHitCount;//[Offset: 0x20 , Size: 4]
int[] HitDistanceArray;//[Offset: 0x28 , Size: 16]
int TotalUseTime;//[Offset: 0x38 , Size: 4]
int KillCount;//[Offset: 0x3c , Size: 4]
int KnockNumber;//[Offset: 0x40 , Size: 4]
int[] Associations;//[Offset: 0x48 , Size: 16]
int AvatarID;//[Offset: 0x58 , Size: 4]
int DIYPlanID;//[Offset: 0x5c , Size: 4]
--------------------------------
Class: SpecialPickItemState
int item_id;//[Offset: 0x0 , Size: 4]
bool bIsCollectionCompleted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4 , Size: 1]
--------------------------------
Class: DestroyVehicleWheelFlow
int AreaID;//[Offset: 0x0 , Size: 4]
int UseCount;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: ActivityEventReportData
byte EventId;//[Offset: 0x0 , Size: 1]
int Count;//[Offset: 0x4 , Size: 4]
Vector Location;//[Offset: 0x8 , Size: 12]
--------------------------------
Class: TLog_KillInfo
int FakePlayerID;//[Offset: 0x0 , Size: 4]
int DeadTime;//[Offset: 0x4 , Size: 4]
int AILastFightTime;//[Offset: 0x8 , Size: 4]
int[] PlayerAreas;//[Offset: 0x10 , Size: 16]
int ArmorID;//[Offset: 0x20 , Size: 4]
int HelmetID;//[Offset: 0x24 , Size: 4]
--------------------------------
Class: PlayEmoteData
int EmoteIndex;//[Offset: 0x0 , Size: 4]
int AreaID;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: GameModePlayerAliasInfo
int aliasID;//[Offset: 0x0 , Size: 4]
FString aliasTitle;//[Offset: 0x8 , Size: 16]
FString aliasNation;//[Offset: 0x18 , Size: 16]
int aliasRank;//[Offset: 0x28 , Size: 4]
FString aliasPartnerName;//[Offset: 0x30 , Size: 16]
int aliasPartnerRelation;//[Offset: 0x40 , Size: 4]
--------------------------------
Class: TLog_Micphone
float TeammateMicrophoneTime;//[Offset: 0x0 , Size: 4]
float TeammateSpeakerTime;//[Offset: 0x4 , Size: 4]
float EnemyMicrophoneTime;//[Offset: 0x8 , Size: 4]
float EnemySpeakerTime;//[Offset: 0xc , Size: 4]
float TeammateInterphoneTime;//[Offset: 0x10 , Size: 4]
float EnemyInterphoneTime;//[Offset: 0x14 , Size: 4]
--------------------------------
Class: GameBaseInfo
FString GameSvrId;//[Offset: 0x0 , Size: 16]
FString GameAppID;//[Offset: 0x10 , Size: 16]
FString OpenID;//[Offset: 0x20 , Size: 16]
uint16 AreaID;//[Offset: 0x30 , Size: 2]
int8 PlatID;//[Offset: 0x32 , Size: 1]
FString ZoneID;//[Offset: 0x38 , Size: 16]
uint64 BattleID;//[Offset: 0x48 , Size: 8]
FString UserName;//[Offset: 0x50 , Size: 16]
uint64 RoleID;//[Offset: 0x60 , Size: 8]
int8 RoleType;//[Offset: 0x68 , Size: 1]
FString PicUrl;//[Offset: 0x70 , Size: 16]
--------------------------------
Class: OnePlayerWeapon
FString PlayerID;//[Offset: 0x0 , Size: 16]
WeaponReport[] Weapons;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: WeaponReport
int WeaponId;//[Offset: 0x0 , Size: 4]
int FireCount;//[Offset: 0x4 , Size: 4]
int HitCount;//[Offset: 0x8 , Size: 4]
int UniqueHitCount;//[Offset: 0xc , Size: 4]
int KillCount;//[Offset: 0x10 , Size: 4]
float TotalDamage;//[Offset: 0x14 , Size: 4]
float TotalMonsterDamage;//[Offset: 0x18 , Size: 4]
int TotalOwnTime;//[Offset: 0x1c , Size: 4]
int TotalUseTime;//[Offset: 0x20 , Size: 4]
int KnockDownCount;//[Offset: 0x24 , Size: 4]
int HeadShootCount;//[Offset: 0x28 , Size: 4]
int KillAICount;//[Offset: 0x2c , Size: 4]
int KnockDownAICount;//[Offset: 0x30 , Size: 4]
int HeadShootAICount;//[Offset: 0x34 , Size: 4]
int HitAICount;//[Offset: 0x38 , Size: 4]
int UniqueHitAICount;//[Offset: 0x3c , Size: 4]
int UseCount;//[Offset: 0x40 , Size: 4]
HitFlow[] HitFlow;//[Offset: 0x48 , Size: 16]
--------------------------------
Class: HitFlow
int AimType;//[Offset: 0x0 , Size: 4]
int Distance;//[Offset: 0x4 , Size: 4]
int IsKill;//[Offset: 0x8 , Size: 4]
float Damage;//[Offset: 0xc , Size: 4]
bool bFallOnGround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x10 , Size: 1]
byte[] PlayerStates;//[Offset: 0x18 , Size: 16]
byte HitPos;//[Offset: 0x28 , Size: 1]
bool IsAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29 , Size:
1]
--------------------------------
Class: GameModeTeammateBattleResultData
FString Name;//[Offset: 0x0 , Size: 16]
uint64 UId;//[Offset: 0x10 , Size: 8]
int Kill;//[Offset: 0x18 , Size: 4]
int AIKills;//[Offset: 0x1c , Size: 4]
FString State;//[Offset: 0x20 , Size: 16]
float travelDistance;//[Offset: 0x30 , Size: 4]
float marchDistance;//[Offset: 0x34 , Size: 4]
float DriveDistance;//[Offset: 0x38 , Size: 4]
float MonsterCatchupDistance;//[Offset: 0x3c , Size: 4]
float DamageAmount;//[Offset: 0x40 , Size: 4]
float HealAmount;//[Offset: 0x44 , Size: 4]
int AssistNum;//[Offset: 0x48 , Size: 4]
int HeadShotNum;//[Offset: 0x4c , Size: 4]
int HeadShotNumNoAI;//[Offset: 0x50 , Size: 4]
float surviveTime;//[Offset: 0x54 , Size: 4]
int rescueTimes;//[Offset: 0x58 , Size: 4]
int DestroyVehicles;//[Offset: 0x5c , Size: 4]
FString[] KillFlow;//[Offset: 0x60 , Size: 16]
FString[] KnockOutFlow;//[Offset: 0x70 , Size: 16]
float OutsideBlueCircleTime;//[Offset: 0x80 , Size: 4]
VehicleDriveDisData[] VehicleDriveDisDataArray;//[Offset: 0x88 , Size: 16]
int FirstOpenedAirDropBoxNum;//[Offset: 0x98 , Size: 4]
float HitEnemyHeadAmount;//[Offset: 0x9c , Size: 4]
float TotalBeenDamageAmount;//[Offset: 0xa0 , Size: 4]
PlayEmoteData[] FPlayEmoteDataArray;//[Offset: 0xa8 , Size: 16]
int FirstOpenedPlayerTombBoxNum;//[Offset: 0xb8 , Size: 4]
float InDamageAmount;//[Offset: 0xbc , Size: 4]
int ProneTimes;//[Offset: 0xc0 , Size: 4]
int CrouchTimes;//[Offset: 0xc4 , Size: 4]
int JumpTimes;//[Offset: 0xc8 , Size: 4]
int KillMonsterNum;//[Offset: 0xcc , Size: 4]
<int,int> MonsterID2KillNum;//[Offset: 0xd0 , Size: 80]
int LightCandleNum;//[Offset: 0x120 , Size: 4]
<int,int> ActivityButtonCount;//[Offset: 0x128 , Size: 80]
float TotalDamageAmountToMonsters;//[Offset: 0x178 , Size: 4]
float TotalDamageAmountFromMonsters;//[Offset: 0x17c , Size: 4]
int MonsterHeadShotKilledTimes;//[Offset: 0x180 , Size: 4]
int BeMonsterDownTimes;//[Offset: 0x184 , Size: 4]
bool bIsGameTerminator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x188 , Size: 1]
int mainWeaponID;//[Offset: 0x18c , Size: 4]
float MaxWeaponAccurate;//[Offset: 0x190 , Size: 4]
float MaxWeaponHeadShotRate;//[Offset: 0x194 , Size: 4]
--------------------------------
Class: GameModePlayerBattleResultData_SuperCold
int MakeFiresNum;//[Offset: 0x0 , Size: 4]
int DeerBBQNum;//[Offset: 0x4 , Size: 4]
int ChichenBBQNum;//[Offset: 0x8 , Size: 4]
int UseKFNum;//[Offset: 0xc , Size: 4]
int UseUAVNum;//[Offset: 0x10 , Size: 4]
int KFUsingTime;//[Offset: 0x14 , Size: 4]
int UAVUsingTime;//[Offset: 0x18 , Size: 4]
int SkateboardUsingCount;//[Offset: 0x1c , Size: 4]
int SkateboardUsingTime;//[Offset: 0x20 , Size: 4]
int SkateboardUsingDistance;//[Offset: 0x24 , Size: 4]
KillAnimalData[] AnimalKillFlow;//[Offset: 0x28 , Size: 16]
--------------------------------
Class: KillAnimalData
byte AnimalType;//[Offset: 0x0 , Size: 1]
int KillNum;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: GameModePlayerBattleResultData
FString Reason;//[Offset: 0x0 , Size: 16]
int RemainingPlayerCount;//[Offset: 0x10 , Size: 4]
int TotalPlayerCount;//[Offset: 0x14 , Size: 4]
int RemainingTeamCount;//[Offset: 0x18 , Size: 4]
int TotalTeamCount;//[Offset: 0x1c , Size: 4]
bool IsSolo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20 ,
Size: 1]
bool IsSafeExit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21 ,
Size: 1]
uint64 Killer;//[Offset: 0x28 , Size: 8]
uint64 killer_ig_uid;//[Offset: 0x30 , Size: 8]
FString KillerName;//[Offset: 0x38 , Size: 16]
FString BeKilledOpenID;//[Offset: 0x48 , Size: 16]
int ShootWeaponShotNum;//[Offset: 0x58 , Size: 4]
int ShootWeaponShotAndHitPlayerNum;//[Offset: 0x5c , Size: 4]
int ShootWeaponShotAndHitPlayerNumNoAI;//[Offset: 0x60 , Size: 4]
int ShootWeaponShotHeadNum;//[Offset: 0x64 , Size: 4]
int ShootWeaponShotHeadNumNoAI;//[Offset: 0x68 , Size: 4]
int HealTimes;//[Offset: 0x6c , Size: 4]
FString[] KillFlow;//[Offset: 0x70 , Size: 16]
FString[] KnockOutFlow;//[Offset: 0x80 , Size: 16]
TLog_PickUpItemFlow[] TLog_PickUpItemFlowData;//[Offset: 0x90 , Size: 16]
<int,TLog_BornLandGrenadeData> TLog_BornLandGrenadeData;//[Offset: 0xa0 ,
Size: 80]
<int,int> TLog_BulletCount;//[Offset: 0xf0 , Size: 80]
uint64 parachute_leader_uid;//[Offset: 0x140 , Size: 8]
UseItemFlow[] UseItemFlow;//[Offset: 0x148 , Size: 16]
UseBuffFlow[] UseBuffFlow;//[Offset: 0x158 , Size: 16]
BuildingEnterFlow[] BuildingEnterFlow;//[Offset: 0x168 , Size: 16]
DestroyVehicleWheelFlow[] DestroyVehicleWheelFlow;//[Offset: 0x178 , Size:
16]
int destroyVehicleNum;//[Offset: 0x188 , Size: 4]
int is_escape;//[Offset: 0x18c , Size: 4]
TLog_KillInfo[] PlayerKillAIInfo;//[Offset: 0x190 , Size: 16]
TLog_KillInfo[] PlayerNearDeathDuoToAI;//[Offset: 0x1a0 , Size: 16]
TLog_KillInfo AIKillPlayerInfo;//[Offset: 0x1b0 , Size: 40]
GameModeTeammateBattleResultData[] TeammateList;//[Offset: 0x1d8 , Size: 16]
Vector LandLocation;//[Offset: 0x1e8 , Size: 12]
int LandTime;//[Offset: 0x1f4 , Size: 4]
Vector ParachuteLocation;//[Offset: 0x1f8 , Size: 12]
Vector DeadLocation;//[Offset: 0x204 , Size: 12]
FString DeadDamangeType;//[Offset: 0x210 , Size: 16]
int PveDeadAttacker;//[Offset: 0x220 , Size: 4]
int PveStageId;//[Offset: 0x224 , Size: 4]
FString DeadTimeStr;//[Offset: 0x228 , Size: 16]
FString logoutime;//[Offset: 0x238 , Size: 16]
float Pronetime;//[Offset: 0x248 , Size: 4]
float BeInWaterTime;//[Offset: 0x24c , Size: 4]
float SwimmingDistance;//[Offset: 0x250 , Size: 4]
int BeDownTimes;//[Offset: 0x254 , Size: 4]
int BeSavedTimes;//[Offset: 0x258 , Size: 4]
int PickUpAirDrops;//[Offset: 0x25c , Size: 4]
EquipmentData EquipmentData;//[Offset: 0x260 , Size: 112]
int Rank;//[Offset: 0x2d0 , Size: 4]
int TotalScore;//[Offset: 0x2d4 , Size: 4]
int ProneTimes;//[Offset: 0x2d8 , Size: 4]
int CrouchTimes;//[Offset: 0x2dc , Size: 4]
int JumpTimes;//[Offset: 0x2e0 , Size: 4]
int TouchDownAreaID;//[Offset: 0x2e4 , Size: 4]
int TouchDownLocTypeID;//[Offset: 0x2e8 , Size: 4]
int[] TouchDownAreaList;//[Offset: 0x2f0 , Size: 16]
GameModePlayerTaskData[] CompletedTaskList;//[Offset: 0x300 , Size: 16]
ReportCollection[] SpecialCollectionList;//[Offset: 0x310 , Size: 16]
WeaponDamageRecord[] WeaponDamageRecordList;//[Offset: 0x320 , Size: 16]
GrenadeDamageRecord GrenadeDamageRecord;//[Offset: 0x330 , Size: 40]
KniveDamageRecord KniveDamageRecord;//[Offset: 0x358 , Size: 40]
int[] SecretAreaIDList;//[Offset: 0x380 , Size: 16]
int KillNumInVehicle;//[Offset: 0x390 , Size: 4]
float TotalSprintDistance;//[Offset: 0x394 , Size: 4]
float TotalBeenDamageAmount;//[Offset: 0x398 , Size: 4]
float DestroyVehicleWheelNum;//[Offset: 0x39c , Size: 4]
int[] BuildFlow;//[Offset: 0x3a0 , Size: 16]
int[] DestroyShelterFlow;//[Offset: 0x3b0 , Size: 16]
float ShelterTakeDamage;//[Offset: 0x3c0 , Size: 4]
float HitShelterDamage;//[Offset: 0x3c4 , Size: 4]
VehicleDriveDisData[] VehicleDriveDisDataArray;//[Offset: 0x3c8 , Size: 16]
KnockOutData[] KnockOutList;//[Offset: 0x3d8 , Size: 16]
bool IsKickedFromGame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3e8 , Size: 1]
int KillMonsterNum;//[Offset: 0x3ec , Size: 4]
int LightCandleNum;//[Offset: 0x3f0 , Size: 4]
int KillMagicWalkAI;//[Offset: 0x3f4 , Size: 4]
int SendMagicWalkAI;//[Offset: 0x3f8 , Size: 4]
float BattleStateTime;//[Offset: 0x3fc , Size: 4]
bool bIsGameTerminator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x400 , Size: 1]
<int,int> ActivityButtonCount;//[Offset: 0x408 , Size: 80]
TLog_SpecialStats TLog_SpecialStats;//[Offset: 0x458 , Size: 8]
float TotalDamage;//[Offset: 0x460 , Size: 4]
int OpenAirDropBoxesNum;//[Offset: 0x464 , Size: 4]
int FollowState;//[Offset: 0x468 , Size: 4]
FString[] DestroyVehicleFlow;//[Offset: 0x470 , Size: 16]
int UseHelicoperNum;//[Offset: 0x480 , Size: 4]
float UseHelicoperDistance;//[Offset: 0x484 , Size: 4]
int RevivalNum;//[Offset: 0x488 , Size: 4]
int BeRevivedNum;//[Offset: 0x48c , Size: 4]
int DrivingHelicopterTime;//[Offset: 0x490 , Size: 4]
int InHelicopterTime;//[Offset: 0x494 , Size: 4]
int SnowBoardJumpActionCount;//[Offset: 0x498 , Size: 4]
int EmoteOnTelpherCount;//[Offset: 0x49c , Size: 4]
int[] FindBlackMonsterIDs;//[Offset: 0x4a0 , Size: 16]
int KillSnowManCount;//[Offset: 0x4b0 , Size: 4]
<enum,int> EventCounterMap;//[Offset: 0x4b8 , Size: 80]
TLog_Micphone MicphoneTlog;//[Offset: 0x508 , Size: 24]
int NormalItemNum;//[Offset: 0x520 , Size: 4]
int SeniorItemNum;//[Offset: 0x524 , Size: 4]
--------------------------------
Class: GrenadeDamageRecord
int HitCount;//[Offset: 0x0 , Size: 4]
int[] HitDistanceArray;//[Offset: 0x8 , Size: 16]
GrenadeDamageRecordItem[] Grenades;//[Offset: 0x18 , Size: 16]
--------------------------------
Class: GrenadeDamageRecordItem
int WeaponId;//[Offset: 0x0 , Size: 4]
float TotalDamage;//[Offset: 0x4 , Size: 4]
int FireCount;//[Offset: 0x8 , Size: 4]
int KillCount;//[Offset: 0xc , Size: 4]
int KnockNumber;//[Offset: 0x10 , Size: 4]
int AvatarID;//[Offset: 0x14 , Size: 4]
--------------------------------
Class: KniveDamageRecord
int HeadShootCount;//[Offset: 0x0 , Size: 4]
int LimbsShootCount;//[Offset: 0x4 , Size: 4]
int BodyShootCount;//[Offset: 0x8 , Size: 4]
int HandShootCount;//[Offset: 0xc , Size: 4]
int FootShootCount;//[Offset: 0x10 , Size: 4]
KniveDamageRecordItem[] Knives;//[Offset: 0x18 , Size: 16]
--------------------------------
Class: KniveDamageRecordItem
int WeaponId;//[Offset: 0x0 , Size: 4]
float TotalDamage;//[Offset: 0x4 , Size: 4]
int KillCount;//[Offset: 0x8 , Size: 4]
int KnockNumber;//[Offset: 0xc , Size: 4]
int AvatarID;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: CharacterAutoFollowStruct
bool IsFollowing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 ,
Size: 1]
STExtraBaseCharacter* Target;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: CharacterLocAndRot
Vector Loc;//[Offset: 0x0 , Size: 12]
Rotator Rot;//[Offset: 0xc , Size: 12]
--------------------------------
Class: VisualFieldInfo
int ViewerLayerID;//[Offset: 0x0 , Size: 4]
VisualFieldMetaInfo[] VisualFieldMetaInfoList;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: VisualFieldMetaInfo
Vector Location;//[Offset: 0x0 , Size: 12]
int LayerID;//[Offset: 0xc , Size: 4]
--------------------------------
Class: DriveCarNotify
byte DriveCar;//[Offset: 0x0 , Size: 1]
STExtraBaseCharacter* Character;//[Offset: 0x8 , Size: 8]
STExtraWheeledVehicle* Vehicle;//[Offset: 0x10 , Size: 8]
--------------------------------
Class: STExtraWheeledVehicle.STExtraVehicleBase.Pawn.Actor.Object
STVehicleWheelDustConfig* DustConfig;//[Offset: 0x1110 , Size: 8]
ParticleSystemComponent* DustPSC;//[Offset: 0x1118 , Size: 8]
ParticleSystemComponent*[] PSCs;//[Offset: 0x1138 , Size: 16]
class TrailMarkActor* TrailMarkClass;//[Offset: 0x1148 , Size: 40]
TrailMarkActor* WeakTrailMarkActor;//[Offset: 0x1170 , Size: 8]
STExtraVehicleMovementComponent4W* VehicleMovement;//[Offset: 0x1178 , Size:
8]
float TorqueMultiplierforBoosting;//[Offset: 0x1184 , Size: 4]
float WheelEffectUpdateInterval;//[Offset: 0x1188 , Size: 4]
bool bWheelEffectUseSocketBone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x118c , Size: 1]
int ValidTransformMinWheelNum;//[Offset: 0x1190 , Size: 4]
delegate OnVehicleWheelLanded;//[Offset: 0x1198 , Size: 16]
float MinLandingWheelSuspensionOffset;//[Offset: 0x11a8 , Size: 4]
delegate OnVehicleGearChanged;//[Offset: 0x11b0 , Size: 16]
AkAudioEvent* Sfx_MoveConcrete;//[Offset: 0x11c8 , Size: 8]
AkAudioEvent* Sfx_MoveMud;//[Offset: 0x11d0 , Size: 8]
AkAudioEvent* Sfx_MoveWater;//[Offset: 0x11d8 , Size: 8]
AkAudioEvent* Sfx_Slip;//[Offset: 0x11e0 , Size: 8]
AkAudioEvent* Sfx_TireExplosion;//[Offset: 0x11e8 , Size: 8]
AkAudioEvent* Sfx_GearUp;//[Offset: 0x11f0 , Size: 8]
AkAudioEvent* Sfx_GearDown;//[Offset: 0x11f8 , Size: 8]
CurveFloat* Sfx_RPMRelativeCurve;//[Offset: 0x1200 , Size: 8]
WheelSfxConfig* WheelSfxConfig;//[Offset: 0x1208 , Size: 8]
STExtraVehicleSfxLoop WheelSlipSfxLoop;//[Offset: 0x1210 , Size: 112]
STExtraVehicleWheelSfxOnSurface WheelSfxOnSurface;//[Offset: 0x1280 , Size:
112]
AkComponent* AkComp_WheelFriction;//[Offset: 0x12f0 , Size: 8]
float RTPC_Throttle_InterpSpeed_Up;//[Offset: 0x1308 , Size: 4]
float RTPC_Throttle_InterpSpeed_Down;//[Offset: 0x130c , Size: 4]
float WheelSfxUpdateInterval;//[Offset: 0x1334 , Size: 4]
ParticleSystem* PlumeSmokeTemplate;//[Offset: 0x1340 , Size: 8]
FString LoopSmokeCmpName;//[Offset: 0x1348 , Size: 16]
STReplicatedVehicleState STReplicatedState;//[Offset: 0x1358 , Size: 5]
bool ShouldDestroyPhysxWhileFreeze;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x135d , Size: 1]
bool bEnableCheckInvalidFly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x13b0 , Size: 1]
bool bHasRefreshClientLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x13b1 , Size: 1]
float CheckInvalidFlyMaxTime;//[Offset: 0x13b4 , Size: 4]
float ConfirmInvalidFlyTime;//[Offset: 0x13b8 , Size: 4]
void STServerUpdateState(int8 InSteeringInput, int8 InThrottleInput, int8
InBrakeInput, int8 InHandbrakeInput, int8 CurrentGear);// 0x2eea728
void PostLoadFPPMesh();// 0x2eea70c
void OnWheelsLanded();// 0x2eea6f8
void OnRep_ReplicatedState();// 0x2eea6e4
void OnGearChanged(bool bIsUp);// 0x2eea660
float GetVehicleSpeed();// 0x2eea62c
float GetVehicleSlip();// 0x2eea5f0
Vector GetRotationInputDir();// 0x2eea5b0
void BroadcastClientVehicleWheelDestroyEffect();// 0x2eea594
--------------------------------
Class: STVehicleWheelDustConfig.DataAsset.Object
STVehicleWheelDust[] WheelDusts;//[Offset: 0x30 , Size: 16]
--------------------------------
Class: STVehicleWheelDust
byte ContactSurface;//[Offset: 0x0 , Size: 1]
ParticleSystem* MoveFx;//[Offset: 0x8 , Size: 8]
ParticleSystem* SlipFx;//[Offset: 0x10 , Size: 8]
ParticleSystem* HubFx;//[Offset: 0x18 , Size: 8]
float minSpeed;//[Offset: 0x20 , Size: 4]
--------------------------------
Class:
STExtraVehicleMovementComponent4W.WheeledVehicleMovementComponent4W.WheeledVehicleM
ovementComponent.PawnMovementComponent.NavMovementComponent.MovementComponent.Actor
Component.Object
WheelHubSetup[] WheelHubSetups;//[Offset: 0x450 , Size: 16]
FName[] ExtraOptBoneNames;//[Offset: 0x460 , Size: 16]
bool bHideWheelPhyBodyOnServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x480 , Size: 1]
float DebugVehicleSettingInterval;//[Offset: 0x484 , Size: 4]
VehicleWheel*[] WheelHubs;//[Offset: 0x488 , Size: 16]
STExtraVehicleBase* CharacterOwner;//[Offset: 0x4a0 , Size: 8]
float MaxRPMLimit;//[Offset: 0x618 , Size: 4]
float TorqueRate;//[Offset: 0x61c , Size: 4]
byte[] SpecialModifyCollisionList;//[Offset: 0x620 , Size: 16]
int[] SpecialModifyShapeIndexList;//[Offset: 0x630 , Size: 16]
FName RootBodyName;//[Offset: 0x640 , Size: 8]
void SetTransmissionSetup(out const VehicleTransmissionData
NewTransmissionSetup);// 0x2ee4abc
void SetEngineSetup(out const VehicleEngineData NewEngineSetup);// 0x2ee497c
void SetDifferentialSetup(out const VehicleDifferential4WData
NewDifferentialSetup);// 0x2ee48f4
void RefreshBodyCollision();// 0x2ee48e0
void OnExpoldeStopWheel();// 0x2ee48cc
void HandleOnSeatDetached(STExtraPlayerCharacter* Character, enum SeatType,
int SeatIdx);// 0x2ee47d8
void HandleOnSeatChanged(STExtraPlayerCharacter* Character, enum
LastSeatType, int LastSeatIdx, enum NewSeatType, int NewSeatIdx);// 0x2ee466c
void HandleOnSeatAttached(STExtraPlayerCharacter* Character, enum SeatType,
int SeatIdx);// 0x2ee4578
void ForceWheelsRotate(float DriveTorque);// 0x2ee44fc
void ClearDestroyedWheel();// 0x2ee44e8
--------------------------------
Class:
WheeledVehicleMovementComponent4W.WheeledVehicleMovementComponent.PawnMovementCompo
nent.NavMovementComponent.MovementComponent.ActorComponent.Object
VehicleEngineData EngineSetup;//[Offset: 0x2f0 , Size: 144]
VehicleDifferential4WData DifferentialSetup;//[Offset: 0x380 , Size: 28]
VehicleTransmissionData TransmissionSetup;//[Offset: 0x3a0 , Size: 48]
RuntimeFloatCurve SteeringCurve;//[Offset: 0x3d0 , Size: 120]
float AckermannAccuracy;//[Offset: 0x448 , Size: 4]
--------------------------------
Class: VehicleEngineData
RuntimeFloatCurve TorqueCurve;//[Offset: 0x0 , Size: 120]
float MaxRPM;//[Offset: 0x78 , Size: 4]
float MOI;//[Offset: 0x7c , Size: 4]
float DampingRateFullThrottle;//[Offset: 0x80 , Size: 4]
float DampingRateZeroThrottleClutchEngaged;//[Offset: 0x84 , Size: 4]
float DampingRateZeroThrottleClutchDisengaged;//[Offset: 0x88 , Size: 4]
--------------------------------
Class: VehicleDifferential4WData
byte DifferentialType;//[Offset: 0x0 , Size: 1]
float FrontRearSplit;//[Offset: 0x4 , Size: 4]
float FrontLeftRightSplit;//[Offset: 0x8 , Size: 4]
float RearLeftRightSplit;//[Offset: 0xc , Size: 4]
float CentreBias;//[Offset: 0x10 , Size: 4]
float FrontBias;//[Offset: 0x14 , Size: 4]
float RearBias;//[Offset: 0x18 , Size: 4]
--------------------------------
Class: WheelSfxConfig.DataAsset.Object
WheelSfxOnSurface[] WheelSfxOnSurface;//[Offset: 0x30 , Size: 16]
--------------------------------
Class: WheelSfxOnSurface
PhysicalMaterial* SurfaceMaterial;//[Offset: 0x0 , Size: 8]
AkAudioEvent* EventStart;//[Offset: 0x8 , Size: 8]
AkAudioEvent* EventStop;//[Offset: 0x10 , Size: 8]
--------------------------------
Class: STExtraVehicleWheelSfxOnSurface.STExtraVehicleSfxLoopBase
PhysicalMaterial* LastSurfaceMaterial;//[Offset: 0x58 , Size: 8]
WheelSfxConfig* WheelSfxConfig;//[Offset: 0x60 , Size: 8]
--------------------------------
Class: STReplicatedVehicleState
int8 SteeringInput;//[Offset: 0x0 , Size: 1]
int8 ThrottleInput;//[Offset: 0x1 , Size: 1]
int8 BrakeInput;//[Offset: 0x2 , Size: 1]
int8 HandbrakeInput;//[Offset: 0x3 , Size: 1]
int8 CurrentGear;//[Offset: 0x4 , Size: 1]
--------------------------------
Class: GameModePlayerAliasShowInfo
GameModePlayerAliasInfo AliasInfo;//[Offset: 0x0 , Size: 72]
FString PlayerName;//[Offset: 0x48 , Size: 16]
STExtraBaseCharacter* Character;//[Offset: 0x58 , Size: 8]
--------------------------------
Class: MonsterTreasureBoxData
float BoxStartTime;//[Offset: 0x0 , Size: 4]
Vector BoxLocation;//[Offset: 0x4 , Size: 12]
uint64 BoxStartPlayer;//[Offset: 0x10 , Size: 8]
--------------------------------
Class: BuildMaterialData
int MatID;//[Offset: 0x0 , Size: 4]
int MatCount;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: IdeaDecalActor.Actor.Object
SceneComponent* DecalRootComp;//[Offset: 0x398 , Size: 8]
int DecalId;//[Offset: 0x3a0 , Size: 4]
IdeaDecalInfo DecalInfo;//[Offset: 0x3b0 , Size: 112]
STExtraPlayerState* OwnerPS;//[Offset: 0x420 , Size: 8]
STExtraVehicleBase* Vehicle;//[Offset: 0x428 , Size: 8]
void OnRep_DecalInfo();// 0x2cf3974
--------------------------------
Class: IdeaDecalInfo
int ID;//[Offset: 0x0 , Size: 4]
Transform Transform;//[Offset: 0x10 , Size: 48]
enum ParentType;//[Offset: 0x50 , Size: 1]
PrimitiveComponent* Parent;//[Offset: 0x54 , Size: 8]
--------------------------------
Class: PlayerStaticInfoInOB
FString PlayerName;//[Offset: 0x0 , Size: 16]
FString PlayerOpenID;//[Offset: 0x10 , Size: 16]
FString PicUrl;//[Offset: 0x20 , Size: 16]
int TeamID;//[Offset: 0x30 , Size: 4]
uint64 UId;//[Offset: 0x38 , Size: 8]
uint32 PlayerKey;//[Offset: 0x40 , Size: 4]
--------------------------------
Class: CharacterBuffRecord
int BuffID;//[Offset: 0x0 , Size: 4]
int CauseSkillID;//[Offset: 0x4 , Size: 4]
int LayerCount;//[Offset: 0x8 , Size: 4]
Actor* Causer;//[Offset: 0xc , Size: 8]
--------------------------------
Class: MarkSyncData
enum Status;//[Offset: 0x0 , Size: 1]
int TypeID;//[Offset: 0x4 , Size: 4]
Vector Location;//[Offset: 0x8 , Size: 12]
Rotator Rotation;//[Offset: 0x14 , Size: 12]
int InstanceID;//[Offset: 0x20 , Size: 4]
CustomMarkEventData CustomMarkEvent;//[Offset: 0x28 , Size: 32]
enum MapAdded;//[Offset: 0x48 , Size: 1]
bool bLocalData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x49 ,
Size: 1]
Property*[] DeltaProperties;//[Offset: 0x50 , Size: 16]
--------------------------------
Class: PlayerSwimComponent.ActorComponent.Object
delegate OnPlayerTouchWater;//[Offset: 0x148 , Size: 16]
float MaxBreathAmount;//[Offset: 0x158 , Size: 4]
float DrowningHurtHight;//[Offset: 0x15c , Size: 4]
float SwimWaterSufaceOffset;//[Offset: 0x160 , Size: 4]
float BreathVauleChangeoffset;//[Offset: 0x164 , Size: 4]
float OpBreathVauleChangeoffset;//[Offset: 0x168 , Size: 4]
float BreathDeltaTime;//[Offset: 0x16c , Size: 4]
float MaxSpeedScaleHeightOffset;//[Offset: 0x170 , Size: 4]
float MinSpeedScale;//[Offset: 0x174 , Size: 4]
float MaxCrouchWaterHeight;//[Offset: 0x178 , Size: 4]
float MaxProneWaterHeight;//[Offset: 0x17c , Size: 4]
float DeadInWaterLocZOffset;//[Offset: 0x180 , Size: 4]
float RollMaxAngle;//[Offset: 0x184 , Size: 4]
float DistoVolume;//[Offset: 0x188 , Size: 4]
bool ResetEnterWaterWhenVolumeChanged;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x18c , Size: 1]
CharacterMovementComponent* CharaterMovement;//[Offset: 0x1a8 , Size: 8]
bool AdjustCharacterInvalidHeightInWater;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x1b1 , Size: 1]
float CheckCharacterInWaterInternal;//[Offset: 0x1b4 , Size: 4]
float CharacterInWaterInvalidHeight;//[Offset: 0x1b8 , Size: 4]
CharacterMovementComponent* OwnerMovementComp;//[Offset: 0x1c0 , Size: 8]
STExtraBaseCharacter* OwnerPlayerCharater;//[Offset: 0x1c8 , Size: 8]
PhysicsVolume* UnderWaterBox;//[Offset: 0x1d0 , Size: 8]
void UpdateSwimCollisionHeightCpp();// 0x2d6c128
void PhysicsVolumeChanged(PhysicsVolume* NewVolume);// 0x2d6c0ac
void LeaveWater();// 0x2d6c098
Actor* GetWaterObject();// 0x2d6c064
void EnterWater_BluePrint();// 0x37db6c4
void EnterWater(Actor* WaterObject);// 0x2d6bfe8
void BP_UnderWaterStateChanged(bool bEnterWater);// 0x37db6c4
--------------------------------
Class: PoseChangeTime
float PoseChange_Prone_Stand;//[Offset: 0x0 , Size: 4]
float PoseChange_Prone_Move;//[Offset: 0x4 , Size: 4]
float PoseChange_UnProne_Stand;//[Offset: 0x8 , Size: 4]
float PoseChange_UnProne_Move;//[Offset: 0xc , Size: 4]
--------------------------------
Class: BaseCharacterPickupProxy.PickupProxy.Object
STExtraBaseCharacter* ProxyOwnerCharacter;//[Offset: 0x30 , Size: 8]
--------------------------------
Class: PickupProxy.Object
Actor* ProxyOwner;//[Offset: 0x28 , Size: 8]
--------------------------------
Class: CharacterWeaponManagerComponent.WeaponManagerComponent.ActorComponent.Object
float AttachCheckInterval;//[Offset: 0x5f8 , Size: 4]
float AttachCheckDistance;//[Offset: 0x5fc , Size: 4]
float RefreshUIIntervalAfterReconnect;//[Offset: 0x600 , Size: 4]
int RefreshUITimesAfterReconnect;//[Offset: 0x604 , Size: 4]
STExtraPlayerCharacter* OwnerCharacter;//[Offset: 0x608 , Size: 8]
WeaponReconnectReplicateDataWrapper[]
PreWeaponReconnectReplicateDataWrapperList;//[Offset: 0x628 , Size: 16]
WeaponReconnectReplicateDataWrapper[]
WeaponReconnectReplicateDataWrapperList;//[Offset: 0x638 , Size: 16]
void UpdateDataWhenBagChangedOnServer(ItemDefineID DefineID, enum
OperationType, byte Reason);// 0x2c4c900
void UpdateDataWhenBagChangedOnAutonomous();// 0x2c4c8ec
void OnRecoverOnServer();// 0x2c4c8d0
void OnReconnectOnServer();// 0x2c4c8b4
void OnReconnectOnClient();// 0x2c4c898
void OnDisconnectToClientOnServer();// 0x2c4c884
int GetBagLevel();// 0x2c4c848
--------------------------------
Class: PlayerVehAnimList
int FrameCounter;//[Offset: 0x4 , Size: 4]
AnimationAsset* IdleAnim;//[Offset: 0x8 , Size: 8]
AnimationAsset* IdleMotorbikeAnim;//[Offset: 0x10 , Size: 8]
AnimationAsset* VacateMotorbikeAnim;//[Offset: 0x18 , Size: 8]
AnimationAsset* LeanOutAnim;//[Offset: 0x20 , Size: 8]
AnimationAsset* LeanInAnim;//[Offset: 0x28 , Size: 8]
AnimationAsset* AimAnim;//[Offset: 0x30 , Size: 8]
AnimationAsset* WeaponIdleAddition;//[Offset: 0x38 , Size: 8]
AnimationAsset* WeaponAimAddition;//[Offset: 0x40 , Size: 8]
AnimationAsset* WeaponReloadAddition;//[Offset: 0x48 , Size: 8]
AnimationAsset* SurfBoard_IdleAnim;//[Offset: 0x50 , Size: 8]
AnimationAsset* SurfBoard_MoveAnim;//[Offset: 0x58 , Size: 8]
AnimationAsset* SurfBoard_JumpAnim;//[Offset: 0x60 , Size: 8]
AnimationAsset* SurfBoard_LandAnim;//[Offset: 0x68 , Size: 8]
AnimationAsset* SurfBoard_JumpLeftTurnAnim;//[Offset: 0x70 , Size: 8]
AnimationAsset* SurfBoard_JumpRightTurnAnim;//[Offset: 0x78 , Size: 8]
AnimationAsset* Ski_JumpStationary;//[Offset: 0x80 , Size: 8]
AnimationAsset* Ski_DownTurnLR;//[Offset: 0x88 , Size: 8]
AnimationAsset* Ski_DownTurnRL;//[Offset: 0x90 , Size: 8]
AnimationAsset* Ski_DownTurnFD;//[Offset: 0x98 , Size: 8]
AnimationAsset* Ski_Falling;//[Offset: 0xa0 , Size: 8]
AnimationAsset* Ski_DownFallLandingAdditive;//[Offset: 0xa8 , Size: 8]
AnimationAsset* Ski_DownFallLandingHard;//[Offset: 0xb0 , Size: 8]
AnimationAsset* VehicleWeaponIdleAnim;//[Offset: 0xb8 , Size: 8]
AnimationAsset* VehicleWeaponReloadAnim;//[Offset: 0xc0 , Size: 8]
AnimationAsset* VehicleWeaponAimOffsetAnim;//[Offset: 0xc8 , Size: 8]
AnimationAsset* VehicleDriverForwardAnim;//[Offset: 0xd0 , Size: 8]
--------------------------------
Class: AnimVehParamList
int FrameCounter;//[Offset: 0x0 , Size: 4]
bool IsLeanOut;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 ,
Size: 1]
bool IsDriver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5 ,
Size: 1]
bool IsSwitchingSeat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x6 , Size: 1]
bool IsIdleAnimReplaced;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x7 , Size: 1]
float VacateHight;//[Offset: 0x8 , Size: 4]
bool IsVehicleMotorbike;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xc , Size: 1]
Rotator VehViewRotation;//[Offset: 0x10 , Size: 12]
Vector VehMoveVelocity;//[Offset: 0x1c , Size: 12]
byte SeatWeaponHoldType;//[Offset: 0x28 , Size: 1]
byte SeatSpecialType;//[Offset: 0x29 , Size: 1]
enum VehicleType;//[Offset: 0x2a , Size: 1]
float LeanOutPercentage;//[Offset: 0x2c , Size: 4]
--------------------------------
Class: AnimStatusKeyList
STExtraWeapon* EquipWeapon;//[Offset: 0x20 , Size: 8]
--------------------------------
Class: BodyPartCfg
float DamageScale;//[Offset: 0x0 , Size: 4]
float Durability;//[Offset: 0x4 , Size: 4]
float DamageReduceScale;//[Offset: 0x8 , Size: 4]
float BrokenArmorDamageReduceScale;//[Offset: 0xc , Size: 4]
float DurabilityReduceScale;//[Offset: 0x10 , Size: 4]
FString BodyDurabilityIndexName;//[Offset: 0x18 , Size: 16]
float MomentumResistance;//[Offset: 0x28 , Size: 4]
class STEShootWeaponBulletImpactEffect* ImpactEffectOverride;//[Offset:
0x30 , Size: 8]
--------------------------------
Class: CharacterEnergyData
CharacterEnergyPhase[] EnergyEffactPhase;//[Offset: 0x0 , Size: 16]
float EnergyMax;//[Offset: 0x10 , Size: 4]
float EnergyCurrent;//[Offset: 0x14 , Size: 4]
float EnergyPredict;//[Offset: 0x18 , Size: 4]
float AttenuationPeriod;//[Offset: 0x1c , Size: 4]
float AttenuationAmount;//[Offset: 0x20 , Size: 4]
--------------------------------
Class: CharacterEnergyPhase
float MakeEffectSection;//[Offset: 0x0 , Size: 4]
FString BuffName;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: STDamageCameraShake.CameraShake.Object
float DamageShakeScale;//[Offset: 0x158 , Size: 4]
--------------------------------
Class: HealthPredictShowData
FString ShowDataKey;//[Offset: 0x0 , Size: 16]
byte ShowType;//[Offset: 0x10 , Size: 1]
float Value;//[Offset: 0x14 , Size: 4]
float LimitValue;//[Offset: 0x18 , Size: 4]
--------------------------------
Class: SecuryInfoComponent.ActorComponent.Object
GameBaseInfo GameBaseInfo;//[Offset: 0x158 , Size: 128]
UAEGameMode* UAEGM;//[Offset: 0x1d8 , Size: 8]
void ServerSendGameStartFlow(out const ClientGameStartFlow
ClientGameStartFlow);// 0x2da7038
void ServerSendGameEndFlow(out const ClientGameEndFlow ClientGameEndFlow);//
0x2da6f7c
void ReportVerifyInfoFlow();// 0x2da6f1c
void ReportSecAttackFlow(const SecAttackFlow SecAttackFlow);// 0x2da6e44
void ReportPlayerKillFlow(const ClientSecPlayerKillFlow PlayerKillFlow);//
0x2da6d58
void ReportMrpcsFlow(const ClientSecMrpcsFlow MrpcsFlow);// 0x2da6c74
void ReportJumpFlow(const ClientJumpFlow JumpFlow);// 0x2da6b9c
void ReportHurtFlow(const HurtFlow HurtFlow);// 0x2da6abc
void ReportGvoiceTeamQuit(const GvoiceTeamQuit teamQuit);// 0x2da69b4
void ReportGvoiceTeamCreate(const GvoiceTeamCreate teamCreate);// 0x2da68ac
void ReportGameStartFlow(const ClientGameStartFlow GameStartFlow);//
0x2da67d4
void ReportGameSetting(const GameSetting GameSetting);// 0x2da66e0
void ReportGameEndFlow(const ClientGameEndFlow GameEndFlow);// 0x2da6600
void ReportGameBaseInfo(const GameBaseInfo BaseInfo);// 0x2da6528
void ReportCircleFlow(const ClientCircleFlow CircleFlow);// 0x2da6448
void ReportAttackFlow(const AttackFlow AttackFlow);// 0x2da6368
void ReportAimFlow(const AimFlow AimFlow);// 0x2da6288
void HandleGameModeStateChanged(out const GameModeStateChangedParams
Params);// 0x2da61fc
void GetWeaponProperty(STExtraBaseCharacter* Character, STExtraWeapon*
TWeapon, out int WeaponId, out int BulletID, out int BulletNum);// 0x2da6054
void CheckSendGameStartFlow();// 0x2da6040
void CheckSendGameEndFlow();// 0x2da602c
--------------------------------
Class: UAEGameMode.GameMode.GameModeBase.Info.Actor.Object
Object* UtilsPtr;//[Offset: 0x470 , Size: 8]
float GridCheckSize;//[Offset: 0x478 , Size: 4]
float DeepCheckSize;//[Offset: 0x47c , Size: 4]
float HeightCheckSize;//[Offset: 0x480 , Size: 4]
int MaxPlayerLimit;//[Offset: 0x484 , Size: 4]
bool bEnableClimbing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x494 , Size: 1]
bool IsUseFpsVault;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x495 , Size: 1]
bool bBornWithApple;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x496 , Size: 1]
int AntiDataCD;//[Offset: 0x498 , Size: 4]
int WeatherID;//[Offset: 0x49c , Size: 4]
FString WeatherName;//[Offset: 0x4a0 , Size: 16]
int RoomMode;//[Offset: 0x4b0 , Size: 4]
int SeasonIdx;//[Offset: 0x4b4 , Size: 4]
float MeteorShowerRatio;//[Offset: 0x4b8 , Size: 4]
FString ItemTableName;//[Offset: 0x4c0 , Size: 16]
FString ItemClassPath;//[Offset: 0x4d0 , Size: 16]
FString ReplayPushURL;//[Offset: 0x4e0 , Size: 16]
int ReplayType;//[Offset: 0x4f0 , Size: 4]
FString ReplayTitle;//[Offset: 0x4f8 , Size: 16]
enum EnableObserverEnemyTrace;//[Offset: 0x508 , Size: 1]
FString[] IgnoreItemClassPathList;//[Offset: 0x510 , Size: 16]
DSSwitchInfo[] DsSwitch;//[Offset: 0x520 , Size: 16]
uint32 ServerStartTime;//[Offset: 0x530 , Size: 4]
bool bOpenChangeWearing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x534 , Size: 1]
bool bEnableVehicleInReady;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x535 , Size: 1]
FString PickupBoxConfigClassPath;//[Offset: 0x538 , Size: 16]
bool bUseAutoGroupParachuteTeam;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x548 , Size: 1]
FString PickupBoxConfigDataTableName;//[Offset: 0x550 , Size: 16]
FString VehicleTableName;//[Offset: 0x560 , Size: 16]
FString VehicleClassPath;//[Offset: 0x570 , Size: 16]
bool IsUsingSceneDropWeight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x580 , Size: 1]
bool IsRegionItemGenerate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x581 , Size: 1]
Vector RegionCenter;//[Offset: 0x584 , Size: 12]
float RegionRadius;//[Offset: 0x590 , Size: 4]
<FString,float> BattleCustomConfig;//[Offset: 0x598 , Size: 80]
int MaxAllowReplicatedCharacterCount;//[Offset: 0x5e8 , Size: 4]
int AINoRepTimeInReady;//[Offset: 0x5ec , Size: 4]
class UAEOBState* ObserverPlayerStateClass;//[Offset: 0x5f0 , Size: 8]
bool bEnableDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x5f8 , Size: 1]
float NearDeathRestoredOriginHealth;//[Offset: 0x5fc , Size: 4]
float NearDeathDecreateBreathRate;//[Offset: 0x600 , Size: 4]
float RescueOtherRestoreDuration;//[Offset: 0x604 , Size: 4]
float DeadTombBoxLifeSpan;//[Offset: 0x608 , Size: 4]
int DefaultPlayerBornPointID;//[Offset: 0x60c , Size: 4]
bool bPlayerExitClearPlayerData;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x610 , Size: 1]
bool bEnableDSTickLua;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x611 , Size: 1]
bool bEnableDSGameTickLua;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x612 , Size: 1]
GroupSpotSceneComponent*[] ItemGroupComponents;//[Offset: 0x618 , Size: 16]
Actor* ChosenPlayerStartBuildingGroup;//[Offset: 0x628 , Size: 8]
DynamicTriggerConfig[] DynamicTriggerConfigs;//[Offset: 0x630 , Size: 16]
Actor*[] DynamicTriggers;//[Offset: 0x640 , Size: 16]
int IsGameModeFpp;//[Offset: 0x650 , Size: 4]
bool IsGameModeBandSpot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x654 , Size: 1]
DynamicLoadItem[] DynamicLoadItemArray;//[Offset: 0x658 , Size: 16]
<DynamicLoadItem,DynamicLoadActors> DynamicLoadItemMap;//[Offset: 0x668 ,
Size: 80]
BornItem[] BornItems;//[Offset: 0x6b8 , Size: 16]
bool IsOpenItemGenerate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x6c8 , Size: 1]
bool IsOpenVehicleGenerate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x6c9 , Size: 1]
int[] BuffEffectIDArray;//[Offset: 0x6d0 , Size: 16]
int[] BuffEffectDisplayIDArray;//[Offset: 0x6e0 , Size: 16]
int[] DynamicLevelArray;//[Offset: 0x6f0 , Size: 16]
FString RoomType;//[Offset: 0x700 , Size: 16]
bool bCanLedgeGrab;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x710 , Size: 1]
bool bOpenForbitTeammatePickUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x711 , Size: 1]
bool bOpenTeammateImprisonment;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x712 , Size: 1]
int nClientType;//[Offset: 0x714 , Size: 4]
int nBattleType;//[Offset: 0x718 , Size: 4]
bool bCollectedEventDataReportingEnabled;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xbd0 , Size: 1]
bool[] EnabledCollectedEventDataEventIds;//[Offset: 0xbd8 , Size: 16]
bool bIsPreCreatingPlayerController;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xc28 , Size: 1]
float OBInfoTimeStep;//[Offset: 0xd00 , Size: 4]
AirDropBoxInOb[] AirDropBoxInfoList;//[Offset: 0xd30 , Size: 16]
uint32[] FiringPlayerList;//[Offset: 0xd40 , Size: 16]
UAEPlayerController*[] ObserverControllerList;//[Offset: 0xd50 , Size: 16]
AdvertisementActorConfig[] AdvConfigList;//[Offset: 0xe38 , Size: 16]
UAEAdvertisementActor*[] AdvActorList;//[Offset: 0xe48 , Size: 16]
MissionBoardConfig[] MissionBoardConfigList;//[Offset: 0xe58 , Size: 16]
bool bEnablePlaneBanner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xe68 , Size: 1]
FString HttpPlaneBannerLeftImgPath;//[Offset: 0xe70 , Size: 16]
FString HttpPlaneBannerRightImgPath;//[Offset: 0xe80 , Size: 16]
FString GrenadeEffectPath;//[Offset: 0xe90 , Size: 16]
bool bUseSpecialGrenadeEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xea0 , Size: 1]
bool bAnniversarySignalGunEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xea1 , Size: 1]
bool bGodzillaWarmUpSwitchOpened;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xea2 , Size: 1]
bool bOpenNewbieGuideInDeathMatch;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xea3 , Size: 1]
bool bAvatarDownloadInBattle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xea4 , Size: 1]
bool bOpenAnniversaryActivity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xea5 , Size: 1]
FString FestivalAirDropBoxMesh;//[Offset: 0xea8 , Size: 16]
bool bUseFestivalAirDropBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xeb8 , Size: 1]
float FestivalAirDropProb;//[Offset: 0xebc , Size: 4]
float MonsterDropPar;//[Offset: 0xec0 , Size: 4]
float SceneDropParam;//[Offset: 0xec4 , Size: 4]
uint32 DSOpenSwtich;//[Offset: 0xec8 , Size: 4]
ItemGeneratorComponent* ItemGenerator;//[Offset: 0xed0 , Size: 8]
VehicleAndTreasureBoxGeneratorComponent* VehicleGenerator;//[Offset: 0xed8 ,
Size: 8]
bool bGameNeedReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xee0 , Size: 1]
uint32[] NeedReplayPlayers;//[Offset: 0xee8 , Size: 16]
SeasonStatueData[] SeasonStatueList;//[Offset: 0xef8 , Size: 16]
FString SeasonStatueClassPath;//[Offset: 0xf08 , Size: 16]
FString StatueBaseClassPath;//[Offset: 0xf18 , Size: 16]
StatueBaseData StatueBaseInfo;//[Offset: 0xf28 , Size: 104]
int BattleStopJoin;//[Offset: 0xf90 , Size: 4]
CharacterOverrideAttrData[] CharacterOverrideAttrs;//[Offset: 0xf98 , Size:
16]
bool UseGMSpawnItemSpotDefaultTag;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x1048 , Size: 1]
FString GMSpawnItemSpotDefaultTag;//[Offset: 0x1050 , Size: 16]
bool bStandAloneGameMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x10c0 , Size: 1]
bool bStandAloneLuaGenAIData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x10c1 , Size: 1]
int StandAloneTestPlayerKey;//[Offset: 0x10c4 , Size: 4]
FName StandAloneTestPlayerType;//[Offset: 0x10c8 , Size: 8]
FString LuaFilePath;//[Offset: 0x10d0 , Size: 16]
void WriteStatistics();// 0x33f9fc4
void SyncPlayerNames();// 0x33f9fa8
void SyncNewCorpsData(out const DSCorpsInfo[] OutCorpsData);// 0x33f9e88
Pawn* SpawnUAEPawnFor(Controller* NewPlayer, Transform Trans);// 0x33f9d90
void SetPlayerOpenId(uint32 InPlayerKey, FString InPlayerOpenID);// 0x33f9ca0
void SetGameEndReportData();// 0x33f9c84
GameModeTeamBattleResultData RetrieveTeamBattleResultData(int TeamID);//
0x33f9bc8
void RetrieveBattleData(out BattleData OutBattleData);// 0x33f9b34
void RestartPlayerAtPlayerStart(Controller* NewPlayer, Actor* StartSpot);//
0x33f9a78
void ResetGameParamsFromGameMode();// 0x33f9a5c
void Rescue(Pawn* RescueWho, Pawn* Hero);// 0x33f99a0
bool ReportCollectedEventDataWithPlayerValidation(UAEPlayerController*
UAEPlayerController, byte EventId, delegate CollectReportedEventDataCallback);//
0x33f9878
bool ReportCollectedEventDataWithPlayersValidation(World* World, byte
EventId, delegate CollectReportedEventDataCallback);// 0x33f9750
bool ReportCollectedEventData(out const FString UId, byte EventId, out const
CollectedEventData Data);// 0x33f9598
void RegisterItemGroupSpotsByTag(FName Tag, GroupSpotSceneComponent*
GroupSpotComponent);// 0x33f94dc
void RegisterItemGroupSpots(GroupSpotSceneComponent* GroupSpotComponent);//
0x33f9458
void RefreshWorldActiveRange();// 0x33f943c
void RefreshWatchTeammates(UAEPlayerController* InController, int
InTeamID);// 0x33f937c
void RefreshPlayerNames(uint32 InPlayerKey, FString InPlayerName, int TeamID,
bool IsLogin, uint64 UId);// 0x33f913c
int RecoardAlivePlayerNum();// 0x33f9100
PlayerController* PreCreatePlayerController(uint32 PlayerKey);// 0x33f906c
void OnStandAloneGameEnd();// 0x33f9050
void OnReportNetworkData();// 0x33f9034
void OnPlayerFiring(uint32 InPlayerKey);// 0x33f8fb8
void OnPlayerControlDestroyEnd(uint32 PlayerKey);// 0x33f8f34
void OnObserverLogout(UAEPlayerController* InController);// 0x33f8eb8
void OnObserverLogin(UAEPlayerController* InController);// 0x33f8e3c
void OnMsg(FString Msg);// 0x33f8d8c
void OnAirDropBoxLanded(int boxId, out const Vector pos);// 0x33f8cc0
void OnAirDropBoxEmpty(int boxId);// 0x33f8c3c
void NotifyPlayerExitWhenNotStarted(uint32 PlayerKey, FName PlayerType);//
0x33f8b7c
void NotifyPlayerExit(uint32 PlayerKey, FName PlayerType, bool
bDestroyPlayerController, bool bDestroyCharacter, bool bSendFailure, FString
FailureMessage);// 0x33f88dc
void NotifyPlayerAbleToExitSafely(uint32 PlayerKey, FName PlayerType);//
0x33f881c
void NotifyGameModeParamsChanged(out const GameModeParams GameModeParams);//
0x33f8788
void NotifyGameModeInit();// 0x33f876c
void NotifyExistPlayerReEnter(uint32 PlayerKey);// 0x33f86e8
void NotifyAIPlayerEnter(uint32 PlayerKey);// 0x33f8664
float ModifyVehicleDamage(float Damage, out const DamageEvent DamageEvent,
Controller* EventInstigator, Actor* VictimVehicle, Actor* DamageCauser);//
0x33f84c4
float ModifyDamage(float Damage, out const DamageEvent DamageEvent,
Controller* EventInstigator, Controller* VictimController, Actor* DamageCauser);//
0x33f8324
void Killed(Controller* Killer, Controller* VictimPlayer, Pawn* VictimPawn,
out const DamageEvent DamageEvent);// 0x33f81d4
bool IsSatisfyGeneratorArea(out const Vector Location);// 0x33f8138
bool IsPlayerCollectedEventDataReportingEnabled(UAEPlayerController*
UAEPlayerController);// 0x33f80a8
bool IsCollectedEventEnabled(byte EventId);// 0x33f8018
void InitWorldActiveRange();// 0x33f7ffc
void InitSeasonStatue();// 0x33f7fe0
void InitMissionBoard();// 0x33f7fc4
void InitGenerator();// 0x33f7fa8
void InitGameParamsFromGameMode();// 0x33f7f8c
void InitDynamicTriggers();// 0x33f7f70
void InitDynamicBuildingGroups();// 0x33f7f54
void InitBornWithApple();// 0x33f7f38
void InitAdvertisement();// 0x33f7f1c
void Heartbeat();// 0x33f7f08
bool HasDynamicBuildingGroup();// 0x33f7ed0
void HandlePlayerPaintDecalResponse(uint32 PlayerKey, FName PlayerType, int
Result, int DecalId, int Count);// 0x33f7d60
void GotoNearDeath(Controller* DamageInstigator, Pawn* VictimPawn);//
0x33f7ca4
int GetSurvivingTeamCount();// 0x33f7c68
int GetSurvivingCharacterCount();// 0x33f7c2c
UAEPlayerState*[] GetPlayerStateListWithTeamID(int TeamID, FName
PlayerType);// 0x33f7afc
UAEPlayerController*[] GetPlayerControllerListWithTeamID(int TeamID, FName
PlayerType);// 0x33f79cc
void GetPlayerAndRealAiNum(out int OutPlayerNum, out int OutRealAiNum, out
int OutPlayerNumExcludeExit, out int OutPlayerNumExcludeExitAndLost);// 0x33f7838
Vector GetPlaneDirection();// 0x33f77f8
UAEPlayerController*[] GetObserverControllerList();// 0x33f7754
void GetMonsterNum(out int MonsterNum);// 0x33f76c0
void GetClientConnectionInfo(out int ClientConnectionNum, out int
ClientConnectionNoLostNum);// 0x33f75d4
UAEPlayerState* FindPlayerStateWithPlayerKey(uint32 PlayerKey, FName
PlayerType);// 0x33f750c
UAEPlayerController* FindPlayerControllerWithPlayerKey(uint32 PlayerKey,
FName PlayerType);// 0x33f7444
PlayerController* FindPlayerControllerByUId(uint64 UId);// 0x33f73b0
void DestroyNoActiveWorldActor(out Vector Location, out float Radius);//
0x33f72c8
void DestroyCharacterForPlayerController(PlayerController* PC);// 0x33f7244
void DestroyAllPickUpObjs();// 0x33f7230
void DeleteSeasonStatue();// 0x33f7214
void DeleteDynamicLoadItem();// 0x33f71f8
void DebugEnterFriendObserver(UAEPlayerController* InController);// 0x33f7174
CollectedEventData
CollectReportedEventDataCallback__DelegateSignature(UAEGameMode* UAEGameMode,
UAEPlayerController* UAEPlayerController, byte EventId);// 0x37db6c4
void CollectAllPlayerInfo(float DeltaSeconds, bool bForce);// 0x33f70ac
void ChangeName(Controller* Controller, FString NewName, bool bNameChange);//
0x33f6f78
void AddAirDropBox(int boxId, out const Vector pos);// 0x33f6eac
--------------------------------
Class: DSSwitchInfo
int KeyNum;//[Offset: 0x0 , Size: 4]
FString SValue;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: UAEOBState.PlayerState.Info.Actor.Object
--------------------------------
Class: DynamicTriggerConfig
DynamicTriggerTransform[] Transforms;//[Offset: 0x0 , Size: 16]
FString TriggerClassPath;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: DynamicTriggerTransform
Vector Loc;//[Offset: 0x0 , Size: 12]
Rotator Rot;//[Offset: 0xc , Size: 12]
--------------------------------
Class: DynamicLoadItem
DynamicBuildingGroupTransform[] TransArray;//[Offset: 0x0 , Size: 16]
int ActID;//[Offset: 0x10 , Size: 4]
FString Path;//[Offset: 0x18 , Size: 16]
bool IsClearAfterStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x28 , Size: 1]
bool IsPlayerStartPot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x29 , Size: 1]
int[] PosIdxList;//[Offset: 0x30 , Size: 16]
--------------------------------
Class: DynamicBuildingGroupTransform
float LocX;//[Offset: 0x0 , Size: 4]
float LocY;//[Offset: 0x4 , Size: 4]
float LocZ;//[Offset: 0x8 , Size: 4]
float RotX;//[Offset: 0xc , Size: 4]
float RotY;//[Offset: 0x10 , Size: 4]
float RotZ;//[Offset: 0x14 , Size: 4]
--------------------------------
Class: DynamicLoadActors
Actor*[] ActorArray;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: AirDropBoxInOb
int boxId;//[Offset: 0x0 , Size: 4]
bool Flying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 ,
Size: 1]
bool IsEmpty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5 ,
Size: 1]
Vector pos;//[Offset: 0x8 , Size: 12]
--------------------------------
Class: AdvertisementActorConfig
FString ResPath;//[Offset: 0x0 , Size: 16]
FString HttpImgPath;//[Offset: 0x10 , Size: 16]
Vector Loc;//[Offset: 0x20 , Size: 12]
Rotator Rot;//[Offset: 0x2c , Size: 12]
Vector Scale;//[Offset: 0x38 , Size: 12]
int ID;//[Offset: 0x44 , Size: 4]
--------------------------------
Class: UAEAdvertisementActor.StaticMeshActor.Actor.Object
StaticMesh* StaticMesh;//[Offset: 0x3a8 , Size: 8]
FString StaticMeshPath;//[Offset: 0x3b0 , Size: 16]
FString PicUrl;//[Offset: 0x3c0 , Size: 16]
int ID;//[Offset: 0x3d0 , Size: 4]
FrontendHUD* FrontendHUD;//[Offset: 0x3d8 , Size: 8]
float NetCullDistance;//[Offset: 0x3e4 , Size: 4]
void OnRequestImgSuccess(Texture2D* Texture, FString RequestedURL);//
0x33e8b18
void OnRep_PicURL();// 0x33e8b04
void OnRep_MeshPath();// 0x33e8af0
void OnRep_Id();// 0x33e8adc
--------------------------------
Class: MissionBoardConfig
FString ResPath;//[Offset: 0x0 , Size: 16]
Vector Loc;//[Offset: 0x10 , Size: 12]
Rotator Rot;//[Offset: 0x1c , Size: 12]
Vector Scale;//[Offset: 0x28 , Size: 12]
float Progress;//[Offset: 0x34 , Size: 4]
FString CountOrTime;//[Offset: 0x38 , Size: 16]
int TipId;//[Offset: 0x48 , Size: 4]
--------------------------------
Class:
VehicleAndTreasureBoxGeneratorComponent.BaseGeneratorComponent.ItemActorComponent.A
ctorComponent.Object
bool bUseLocalSpotFile;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1f8 , Size: 1]
VehicleSpotSceneComponent*[] VehicleSpotSceneComponentList;//[Offset: 0x200 ,
Size: 16]
byte RegionType;//[Offset: 0x210 , Size: 1]
VehicleSpotProperty[] VehicleSpotPropertys;//[Offset: 0x218 , Size: 16]
TreasureBoxSpotProperty[] TreasureBoxSpotPropertys;//[Offset: 0x228 , Size:
16]
bool bStatisticsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x238 , Size: 1]
bool bIsRandom;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x239 ,
Size: 1]
<byte,VehicleSpotComponentArray> AllVehicleSpots;//[Offset: 0x240 , Size: 80]
<byte,VehicleSpotComponentArray> AllTreasureBoxSpots;//[Offset: 0x290 , Size:
80]
<FString,VehicleGenerateSpawnDataArray> VehicleGenerateSpawnDatas;//[Offset:
0x2e0 , Size: 80]
VehicleGenerateStatisticsData VehicleStatisticsData;//[Offset: 0x330 , Size:
96]
UAEDataTable* VehicleDataTable;//[Offset: 0x390 , Size: 8]
void WriteVehicleSpotStatisticsDatas_V15();// 0x340c1d0
void WriteVehicleSpotStatisticsDatas();// 0x340c1bc
void WriteVehicleClassStatisticsDatas_V15();// 0x340c1a8
void WriteVehicleClassStatisticsDatas();// 0x340c194
void WriteAllVehicleStatisticsDatasToLog();// 0x340c180
void WriteAllVehicleStatisticsDatas_V15();// 0x340c16c
void WriteAllVehicleStatisticsDatas();// 0x340c158
void RegisterVehicleGenerateSpawnData(VehicleGenerateSpawnData Data);//
0x340c034
void RegisterGroupSpotComponent(GroupSpotSceneComponent*
GroupSpotComponent);// 0x340bfb0
void RandomTreasureBoxSpotsByType(out TreasureBoxSpotProperty Property, out
VehicleSpotComponentArray Spots);// 0x340be1c
void RandomTreasureBoxSingleSpots(out VehicleSpotSceneComponent*[] AllSpots,
out TreasureBoxSpotProperty Property);// 0x340bc8c
void RandomSpotsByType(out VehicleSpotProperty Property, out
VehicleSpotComponentArray Spots);// 0x340baf8
void RandomSingleSpots(out VehicleSpotSceneComponent*[] AllSpots, out
VehicleSpotProperty Property);// 0x340b968
void RandomGroups();// 0x340b94c
void LoadVehicleGenerateTable();// 0x37db6c4
VehicleGenerateRandomInfo GetVehicleSpotRandomInfoBySpotType(byte
SpotType);// 0x340b7e8
VehicleGenerateRandomInfo GetVehicleSpotRandomInfo(out VehicleSpotProperty
SpotProperty);// 0x340b5fc
VehicleGenerateRandomInfo GetTreasureBoxSpotRandomInfo(out
TreasureBoxSpotProperty SpotProperty);// 0x340b410
VehicleGenerateSpawnData GetRandomVehicleClass(FString Category);// 0x340b204
FString GetRandomCategory(out const SpotWeight[] SpotWeights);// 0x340b078
void GenerateSpotOnTick(float DeltaTime);// 0x340aff4
void DeleteGroups();// 0x340afe0
void AddVehicleSpotCount(byte SpotType, FString Path, float LocationX, float
LocationY, float LocationZ);// 0x340adb8
void AddVehicleClassCount(FString Path, bool IsValid, int Count);// 0x340ac04
--------------------------------
Class:
VehicleSpotSceneComponent.SpotSceneComponent.ItemSceneComponent.SceneComponent.Acto
rComponent.Object
byte SpotGroupType;//[Offset: 0x2e8 , Size: 1]
byte RegionType;//[Offset: 0x2e9 , Size: 1]
bool bHasGenerateSpot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2ea , Size: 1]
bool bRandomRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2eb , Size: 1]
float RandomRotationMin;//[Offset: 0x2ec , Size: 4]
float RandomRotationMax;//[Offset: 0x2f0 , Size: 4]
VehicleGenerateRandomInfo SpotRandomInfo;//[Offset: 0x2f8 , Size: 40]
bool IsEnableVehicleSpawnRestore;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x320 , Size: 1]
float VehicleSpawnRestoreOffset;//[Offset: 0x324 , Size: 4]
void SetSpotRandomInfo(out VehicleGenerateRandomInfo RandomInfo);// 0x34146ec
bool GenerateSpot();// 0x34146ac
--------------------------------
Class: VehicleGenerateRandomInfo
FString VehicleType;//[Offset: 0x0 , Size: 16]
FString VehiclePath;//[Offset: 0x10 , Size: 16]
float FuelPercent;//[Offset: 0x20 , Size: 4]
bool SnapFloor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24 ,
Size: 1]
bool bActiveByStartVolume;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x25 , Size: 1]
--------------------------------
Class: VehicleSpotProperty
byte SpotType;//[Offset: 0x0 , Size: 1]
SpotWeight[] WeightsPerCategory;//[Offset: 0x8 , Size: 16]
int FuelPercentMin;//[Offset: 0x18 , Size: 4]
int FuelPercentMax;//[Offset: 0x1c , Size: 4]
bool bActiveByStartVolume;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x20 , Size: 1]
byte RandomType;//[Offset: 0x21 , Size: 1]
float TotalCountMultiplierWithPalyerCount;//[Offset: 0x24 , Size: 4]
int TotalCountRangeMin;//[Offset: 0x28 , Size: 4]
int TotalCountRangeMax;//[Offset: 0x2c , Size: 4]
float ProbabilityPersent;//[Offset: 0x30 , Size: 4]
float ProbabilityPersentWithPalyerCount;//[Offset: 0x34 , Size: 4]
--------------------------------
Class: TreasureBoxSpotProperty
byte SpotType;//[Offset: 0x0 , Size: 1]
SpotWeight[] WeightsPerCategory;//[Offset: 0x8 , Size: 16]
int TotalCountRangeMin;//[Offset: 0x18 , Size: 4]
int TotalCountRangeMax;//[Offset: 0x1c , Size: 4]
--------------------------------
Class: VehicleSpotComponentArray
byte SpotType;//[Offset: 0x0 , Size: 1]
VehicleSpotSceneComponent*[] AllSpots;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: VehicleGenerateSpawnDataArray
FString Catetory;//[Offset: 0x0 , Size: 16]
VehicleGenerateSpawnData[] AllGenerateSpawnDatas;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: VehicleGenerateSpawnData
int KeyID;//[Offset: 0x0 , Size: 4]
FString VehicleType;//[Offset: 0x8 , Size: 16]
FString VehiclePath;//[Offset: 0x18 , Size: 16]
int VehicleWeight;//[Offset: 0x28 , Size: 4]
bool SnapFloor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c ,
Size: 1]
--------------------------------
Class: VehicleGenerateStatisticsData
VehicleSpotStatisticsData[] VehicleSpotStatisticsData;//[Offset: 0x0 , Size:
16]
<FString,VehicleClassStatisticsData> VehicleClassStatisticsData;//[Offset:
0x10 , Size: 80]
--------------------------------
Class: VehicleSpotStatisticsData.TableRowBase
byte SpotType;//[Offset: 0x8 , Size: 1]
FString VehiclePath;//[Offset: 0x10 , Size: 16]
float VehicleLocationX;//[Offset: 0x20 , Size: 4]
float VehicleLocationY;//[Offset: 0x24 , Size: 4]
float VehicleLocationZ;//[Offset: 0x28 , Size: 4]
--------------------------------
Class: VehicleClassStatisticsData.TableRowBase
FString VehiclePath;//[Offset: 0x8 , Size: 16]
bool bValidPath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18 ,
Size: 1]
int AllVehicleCount;//[Offset: 0x1c , Size: 4]
--------------------------------
Class: SeasonStatueData
FString Name;//[Offset: 0x0 , Size: 16]
Vector Loc;//[Offset: 0x10 , Size: 12]
Rotator Rot;//[Offset: 0x1c , Size: 12]
Vector Scale;//[Offset: 0x28 , Size: 12]
FString Nation;//[Offset: 0x38 , Size: 16]
int AGender;//[Offset: 0x48 , Size: 4]
int Head;//[Offset: 0x4c , Size: 4]
int Hair;//[Offset: 0x50 , Size: 4]
int WeaponId;//[Offset: 0x54 , Size: 4]
int[] AvatarList;//[Offset: 0x58 , Size: 16]
GameModePlayerItem[] AvatarWithAdditionList;//[Offset: 0x68 , Size: 16]
--------------------------------
Class: StatueBaseData
FString ClassPath;//[Offset: 0x0 , Size: 16]
FString MatPath;//[Offset: 0x10 , Size: 16]
FString TeamFlag;//[Offset: 0x20 , Size: 16]
FString TeamName;//[Offset: 0x30 , Size: 16]
Vector Loc;//[Offset: 0x40 , Size: 12]
Rotator Rot;//[Offset: 0x4c , Size: 12]
Vector Scale;//[Offset: 0x58 , Size: 12]
--------------------------------
Class: CharacterOverrideAttrData
FString AttrName;//[Offset: 0x0 , Size: 16]
float AttrValue;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: DSCorpsInfo
uint64 CorpsID;//[Offset: 0x0 , Size: 8]
FString CorpsName;//[Offset: 0x8 , Size: 16]
int Icon;//[Offset: 0x18 , Size: 4]
int SegmentLevel;//[Offset: 0x1c , Size: 4]
--------------------------------
Class: GameModeTeamBattleResultData
FString Reason;//[Offset: 0x0 , Size: 16]
int RemainTeamCount;//[Offset: 0x10 , Size: 4]
int RemainAlivePlayerCount;//[Offset: 0x14 , Size: 4]
float PlaneDirectionX;//[Offset: 0x18 , Size: 4]
float PlaneDirectionY;//[Offset: 0x1c , Size: 4]
<FString,FString> PlayersLogoutTime;//[Offset: 0x20 , Size: 80]
GameModeCorpsDetailData[] RealTimeCorpsRank;//[Offset: 0x70 , Size: 16]
bool bIsGameTerminator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x80 , Size: 1]
--------------------------------
Class: GameModeCorpsDetailData
FString Name;//[Offset: 0x0 , Size: 16]
int CorpsHeadIcon;//[Offset: 0x10 , Size: 4]
int KilledNum;//[Offset: 0x14 , Size: 4]
int SegmentLevel;//[Offset: 0x18 , Size: 4]
int RealtimeRank;//[Offset: 0x1c , Size: 4]
int DefeatPlayerNum;//[Offset: 0x20 , Size: 4]
float TotalDamage;//[Offset: 0x24 , Size: 4]
float SurvivalTime;//[Offset: 0x28 , Size: 4]
--------------------------------
Class: BattleData
int WatcherNum;//[Offset: 0x0 , Size: 4]
int CircleNum;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: CollectedEventData
<FString,FString> KeyValueMap;//[Offset: 0x0 , Size: 80]
--------------------------------
Class: GameModeParams
FName CurrentGameModeState;//[Offset: 0x0 , Size: 8]
int MaxKillTime;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: ClientGameStartFlow
int64 ClientStartTime;//[Offset: 0x0 , Size: 8]
int[] MrpcsFlow;//[Offset: 0x8 , Size: 16]
FString MapName;//[Offset: 0x18 , Size: 16]
int8 WeatherID;//[Offset: 0x28 , Size: 1]
FString ItemList;//[Offset: 0x30 , Size: 16]
int8 TeamType;//[Offset: 0x40 , Size: 1]
int TeamID;//[Offset: 0x44 , Size: 4]
FString TeamPlayer1;//[Offset: 0x48 , Size: 16]
FString TeamPlayer2;//[Offset: 0x58 , Size: 16]
FString TeamPlayer3;//[Offset: 0x68 , Size: 16]
uint32 SecGameStartFlowFlowID;//[Offset: 0x78 , Size: 4]
FString GVoiceTeamID;//[Offset: 0x80 , Size: 16]
FString GVoiceRoomID;//[Offset: 0x90 , Size: 16]
int GVoiceTeamMemberID;//[Offset: 0xa0 , Size: 4]
int GVoiceRoomMemberID;//[Offset: 0xa4 , Size: 4]
--------------------------------
Class: ClientGameEndFlow
int64 ClientStartTime;//[Offset: 0x0 , Size: 8]
int[] MrpcsFlow;//[Offset: 0x8 , Size: 16]
FString ClientVersion;//[Offset: 0x18 , Size: 16]
uint32 OverTime;//[Offset: 0x28 , Size: 4]
int8 EndType;//[Offset: 0x2c , Size: 1]
byte KillCount;//[Offset: 0x2d , Size: 1]
byte AssistsCount;//[Offset: 0x2e , Size: 1]
byte DropCount;//[Offset: 0x2f , Size: 1]
byte SaveCount;//[Offset: 0x30 , Size: 1]
byte RebornCount;//[Offset: 0x31 , Size: 1]
bool AliveType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x32 ,
Size: 1]
int GoldGet;//[Offset: 0x34 , Size: 4]
int DiamondGet;//[Offset: 0x38 , Size: 4]
int ExpGet;//[Offset: 0x3c , Size: 4]
byte WinRank;//[Offset: 0x40 , Size: 1]
byte TotalPlayers;//[Offset: 0x41 , Size: 1]
int PlayerRank;//[Offset: 0x44 , Size: 4]
int RankEnd;//[Offset: 0x48 , Size: 4]
int TeamID;//[Offset: 0x4c , Size: 4]
FString TeamPlayer1;//[Offset: 0x50 , Size: 16]
FString TeamPlayer2;//[Offset: 0x60 , Size: 16]
FString TeamPlayer3;//[Offset: 0x70 , Size: 16]
bool TeamPlayer1AliveType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x80 , Size: 1]
bool TeamPlayer2AliveType;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x80 , Size: 1]
bool TeamPlayer3AliveType;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x80 , Size: 1]
byte TeamPlayer1Kill;//[Offset: 0x81 , Size: 1]
byte TeamPlayer2Kill;//[Offset: 0x82 , Size: 1]
byte TeamPlayer3Kill;//[Offset: 0x83 , Size: 1]
uint32 GameEndFlowID;//[Offset: 0x84 , Size: 4]
byte RoundCircleCount;//[Offset: 0x88 , Size: 1]
int[] UseQuickMsgIDArray;//[Offset: 0x90 , Size: 16]
int[] UseQuickMsgCountArray;//[Offset: 0xa0 , Size: 16]
int[] UseWheelMsgIDArray;//[Offset: 0xb0 , Size: 16]
int[] UseWheelMsgCountArray;//[Offset: 0xc0 , Size: 16]
int[] InexistentAvatarStat;//[Offset: 0xd0 , Size: 16]
int[] InexistentAvatarInBornStat;//[Offset: 0xe0 , Size: 16]
int[] InexistentWeaponAvatarStat;//[Offset: 0xf0 , Size: 16]
int[] InexistentVehicleAvatarStat;//[Offset: 0x100 , Size: 16]
int InexistentPlaneAvatarStat;//[Offset: 0x110 , Size: 4]
int InexistentEmoteAvatarStat;//[Offset: 0x114 , Size: 4]
byte ShowMsgCnt;//[Offset: 0x118 , Size: 1]
byte UserConfirmCnt;//[Offset: 0x119 , Size: 1]
byte UserCancelCnt;//[Offset: 0x11a , Size: 1]
byte UserDoNothingCnt;//[Offset: 0x11b , Size: 1]
float FPSBeforeAdapt;//[Offset: 0x11c , Size: 4]
float FPSAfterAdapt;//[Offset: 0x120 , Size: 4]
float TeammateMicrophoneTime;//[Offset: 0x124 , Size: 4]
float TeammateSpeakerTime;//[Offset: 0x128 , Size: 4]
float EnemyMicrophoneTime;//[Offset: 0x12c , Size: 4]
float EnemySpeakerTime;//[Offset: 0x130 , Size: 4]
float TeammateInterphoneTime;//[Offset: 0x134 , Size: 4]
float EnemyInterphoneTime;//[Offset: 0x138 , Size: 4]
byte PlayerUseQuickSight;//[Offset: 0x13c , Size: 1]
--------------------------------
Class: SecAttackFlow
FString GameSvrId;//[Offset: 0x0 , Size: 16]
int64 dtEventTime;//[Offset: 0x10 , Size: 8]
FString GameAppID;//[Offset: 0x18 , Size: 16]
FString OpenID;//[Offset: 0x28 , Size: 16]
int8 PlatID;//[Offset: 0x38 , Size: 1]
uint16 AreaID;//[Offset: 0x3a , Size: 2]
FString ZoneID;//[Offset: 0x40 , Size: 16]
uint64 BattleID;//[Offset: 0x50 , Size: 8]
int64 ClientStartTime;//[Offset: 0x58 , Size: 8]
uint64 RoleID;//[Offset: 0x60 , Size: 8]
FString TargetUserName;//[Offset: 0x68 , Size: 16]
FString TargetOpenID;//[Offset: 0x78 , Size: 16]
uint64 TargetRoleID;//[Offset: 0x88 , Size: 8]
FString HitPart;//[Offset: 0x90 , Size: 16]
int GunID;//[Offset: 0xa0 , Size: 4]
byte PlayerKill;//[Offset: 0xa4 , Size: 1]
uint64 AttackFlowID;//[Offset: 0xa8 , Size: 8]
int KillAICnt;//[Offset: 0xb0 , Size: 4]
int KillRealPlayerCnt;//[Offset: 0xb4 , Size: 4]
--------------------------------
Class: ClientSecPlayerKillFlow
int64 ClientStartTime;//[Offset: 0x0 , Size: 8]
int8 SecPlayerKillFlowID;//[Offset: 0x8 , Size: 1]
int GunID;//[Offset: 0xc , Size: 4]
uint32 KilledPlayerKey;//[Offset: 0x10 , Size: 4]
RecoilInfo RecoilInfo;//[Offset: 0x14 , Size: 54]
int LocationX;//[Offset: 0x4c , Size: 4]
int LocationY;//[Offset: 0x50 , Size: 4]
int LocationZ;//[Offset: 0x54 , Size: 4]
int KilledLocationX;//[Offset: 0x58 , Size: 4]
int KilledLocationY;//[Offset: 0x5c , Size: 4]
int KilledLocationZ;//[Offset: 0x60 , Size: 4]
int TeamID;//[Offset: 0x64 , Size: 4]
FString GameModeID;//[Offset: 0x68 , Size: 16]
--------------------------------
Class: RecoilInfo
int16 VerticalRecoilMin;//[Offset: 0x0 , Size: 2]
int16 VerticalRecoilMax;//[Offset: 0x2 , Size: 2]
int16 VerticalRecoilVariation;//[Offset: 0x4 , Size: 2]
int16 VerticalRecoveryModifier;//[Offset: 0x6 , Size: 2]
int16 VerticalRecoveryClamp;//[Offset: 0x8 , Size: 2]
int16 VerticalRecoveryMax;//[Offset: 0xa , Size: 2]
int16 LeftMax;//[Offset: 0xc , Size: 2]
int16 RightMax;//[Offset: 0xe , Size: 2]
int16 HorizontalTendency;//[Offset: 0x10 , Size: 2]
int16 BulletPerSwitch;//[Offset: 0x12 , Size: 2]
int16 TimePerSwitch;//[Offset: 0x14 , Size: 2]
bool SwitchOnTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x16
, Size: 1]
int16 RecoilSpeedVertical;//[Offset: 0x18 , Size: 2]
int16 RecoilSpeedHorizontal;//[Offset: 0x1a , Size: 2]
int16 RecovertySpeedVertical;//[Offset: 0x1c , Size: 2]
int16 RecoilValueClimb;//[Offset: 0x1e , Size: 2]
int16 RecoilValueFail;//[Offset: 0x20 , Size: 2]
int16 RecoilModifierStand;//[Offset: 0x22 , Size: 2]
int16 RecoilModifierCrouch;//[Offset: 0x24 , Size: 2]
int16 RecoilModifierProne;//[Offset: 0x26 , Size: 2]
int16 RecoilHorizontalMinScalar;//[Offset: 0x28 , Size: 2]
int16 BurstEmptyDelay;//[Offset: 0x2a , Size: 2]
bool ShootSightReturn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2c , Size: 1]
int16 ShootSightReturnSpeed;//[Offset: 0x2e , Size: 2]
int16 AccessoriesVRecoilFactor;//[Offset: 0x30 , Size: 2]
int16 AccessoriesHRecoilFactor;//[Offset: 0x32 , Size: 2]
int16 AccessoriesRecoveryFactor;//[Offset: 0x34 , Size: 2]
--------------------------------
Class: ClientSecMrpcsFlow
byte SecMrpcsFlowID;//[Offset: 0x0 , Size: 1]
byte[] MrpcsFlowData;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: ClientJumpFlow
int64 ClientStartTime;//[Offset: 0x0 , Size: 8]
int[] MrpcsFlow;//[Offset: 0x8 , Size: 16]
FString MapName;//[Offset: 0x18 , Size: 16]
int8 WeatherID;//[Offset: 0x28 , Size: 1]
int64 GameStartTime;//[Offset: 0x30 , Size: 8]
uint32 StartJumpTime;//[Offset: 0x38 , Size: 4]
uint32 EndJumpTime;//[Offset: 0x3c , Size: 4]
uint32 PlayerJumpTime;//[Offset: 0x40 , Size: 4]
uint32 PlayerOpenTime;//[Offset: 0x44 , Size: 4]
uint32 PlayerLandTime;//[Offset: 0x48 , Size: 4]
int PlayerJumpPositionX;//[Offset: 0x4c , Size: 4]
int PlayerJumpPositionY;//[Offset: 0x50 , Size: 4]
int PlayerJumpPositionZ;//[Offset: 0x54 , Size: 4]
int PlaneJumpPositionX;//[Offset: 0x58 , Size: 4]
int PlaneJumpPositionY;//[Offset: 0x5c , Size: 4]
int PlaneJumpPositionZ;//[Offset: 0x60 , Size: 4]
int PlayerLandPositionX;//[Offset: 0x64 , Size: 4]
int PlayerLandPositionY;//[Offset: 0x68 , Size: 4]
int PlayerLandPositionZ;//[Offset: 0x6c , Size: 4]
uint32 PlayerLandDistance;//[Offset: 0x70 , Size: 4]
uint32 PlayerSpeedMax1;//[Offset: 0x74 , Size: 4]
uint32 PlayerSpeedMax2;//[Offset: 0x78 , Size: 4]
FString GVoiceTeamID;//[Offset: 0x80 , Size: 16]
FString GVoiceRoomID;//[Offset: 0x90 , Size: 16]
int GVoiceTeamMemberID;//[Offset: 0xa0 , Size: 4]
int GVoiceRoomMemberID;//[Offset: 0xa4 , Size: 4]
--------------------------------
Class: HurtFlow
FString GameSvrId;//[Offset: 0x0 , Size: 16]
int64 dtEventTime;//[Offset: 0x10 , Size: 8]
FString GameAppID;//[Offset: 0x18 , Size: 16]
FString OpenID;//[Offset: 0x28 , Size: 16]
int8 PlatID;//[Offset: 0x38 , Size: 1]
uint16 AreaID;//[Offset: 0x3a , Size: 2]
FString ZoneID;//[Offset: 0x40 , Size: 16]
uint64 BattleID;//[Offset: 0x50 , Size: 8]
int64 ClientStartTime;//[Offset: 0x58 , Size: 8]
int MrpcsFlowcount_;//[Offset: 0x60 , Size: 4]
int[] MrpcsFlow;//[Offset: 0x68 , Size: 16]
FString UserName;//[Offset: 0x78 , Size: 16]
uint64 RoleID;//[Offset: 0x88 , Size: 8]
int8 RoleType;//[Offset: 0x90 , Size: 1]
FString EnemyOpenID;//[Offset: 0x98 , Size: 16]
FString EnemyUserName;//[Offset: 0xa8 , Size: 16]
uint64 EnemyRoleID;//[Offset: 0xb8 , Size: 8]
int EnemyRoleType;//[Offset: 0xc0 , Size: 4]
uint32 HurtTime;//[Offset: 0xc4 , Size: 4]
int HurtType;//[Offset: 0xc8 , Size: 4]
int HitType;//[Offset: 0xcc , Size: 4]
int DamageStart;//[Offset: 0xd0 , Size: 4]
int DamageReduce;//[Offset: 0xd4 , Size: 4]
int ArmorDef;//[Offset: 0xd8 , Size: 4]
int HPstart;//[Offset: 0xdc , Size: 4]
int HPEnd;//[Offset: 0xe0 , Size: 4]
int ArmorHPStart1;//[Offset: 0xe4 , Size: 4]
int ArmorHPEnd1;//[Offset: 0xe8 , Size: 4]
int ArmorHPStart2;//[Offset: 0xec , Size: 4]
int ArmorHPEnd2;//[Offset: 0xf0 , Size: 4]
int CarHPStart;//[Offset: 0xf4 , Size: 4]
int CarHPEnd;//[Offset: 0xf8 , Size: 4]
int FallHeight;//[Offset: 0xfc , Size: 4]
int HypoxiaTime;//[Offset: 0x100 , Size: 4]
int HypoxiaHurtTotal;//[Offset: 0x104 , Size: 4]
int PlayerKilled;//[Offset: 0x108 , Size: 4]
int ArmorKill;//[Offset: 0x10c , Size: 4]
int CarKill;//[Offset: 0x110 , Size: 4]
int IfIsAI;//[Offset: 0x114 , Size: 4]
int CircleIndex;//[Offset: 0x118 , Size: 4]
uint32 HurtFlowID;//[Offset: 0x11c , Size: 4]
--------------------------------
Class: GvoiceTeamQuit
FString GVoiceTeamID;//[Offset: 0x0 , Size: 16]
FString GVoiceRoomID;//[Offset: 0x10 , Size: 16]
int GVoiceTeamMemberID;//[Offset: 0x20 , Size: 4]
int GVoiceRoomMemberID;//[Offset: 0x24 , Size: 4]
uint64 UId;//[Offset: 0x28 , Size: 8]
--------------------------------
Class: GvoiceTeamCreate
FString GVoiceTeamID;//[Offset: 0x0 , Size: 16]
FString GVoiceRoomID;//[Offset: 0x10 , Size: 16]
int GVoiceTeamMemberID;//[Offset: 0x20 , Size: 4]
int GVoiceRoomMemberID;//[Offset: 0x24 , Size: 4]
uint64 UId;//[Offset: 0x28 , Size: 8]
--------------------------------
Class: GameSetting
uint64 RoleID;//[Offset: 0x0 , Size: 8]
GameSetting_BasicSetting BasicSetting;//[Offset: 0x8 , Size: 40]
GameSetting_ArtQuality ArtQuality;//[Offset: 0x30 , Size: 8]
GameSetting_Operate Operate;//[Offset: 0x38 , Size: 8]
GameSetting_Vehicle Vehicle;//[Offset: 0x40 , Size: 8]
GameSetting_Sensibility Sensibility;//[Offset: 0x48 , Size: 112]
GameSetting_PickUp PickUp;//[Offset: 0xb8 , Size: 64]
--------------------------------
Class: GameSetting_BasicSetting
int CrossHairColor;//[Offset: 0x0 , Size: 4]
bool AimAssist;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 ,
Size: 1]
bool WallFeedBack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x5 , Size: 1]
int SingleShotWeaponShootMode;//[Offset: 0x8 , Size: 4]
int ShotGunShootMode;//[Offset: 0xc , Size: 4]
bool LeftRightShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x10 , Size: 1]
int LRShootMode;//[Offset: 0x14 , Size: 4]
bool LRShootSniperSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x18 , Size: 1]
int LeftHandFire;//[Offset: 0x1c , Size: 4]
int Gyroscope;//[Offset: 0x20 , Size: 4]
bool AutoOpenDoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24
, Size: 1]
bool IntelligentDrugs;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x25 , Size: 1]
bool ActorAnimationSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x26 , Size: 1]
bool FPViewSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x27
, Size: 1]
--------------------------------
Class: GameSetting_ArtQuality
int ArtStyle;//[Offset: 0x0 , Size: 4]
bool AntiAliasingSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4 , Size: 1]
--------------------------------
Class: GameSetting_Operate
int FireMode;//[Offset: 0x0 , Size: 4]
bool Touch_3D_Switcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4 , Size: 1]
--------------------------------
Class: GameSetting_Vehicle
int VehicleControlMode;//[Offset: 0x0 , Size: 4]
int DrivingViewMode;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: GameSetting_Sensibility
int CameraLensSensibility;//[Offset: 0x0 , Size: 4]
GameSetting_Sensibility_FreeCam Sens_FreeCamera;//[Offset: 0x4 , Size: 12]
GameSetting_Sensibility_Cam Sens_Camera;//[Offset: 0x10 , Size: 32]
GameSetting_Sensibility_Fire Sens_Fire;//[Offset: 0x30 , Size: 32]
GameSetting_Sensibility_Gyroscope Sens_Gyroscope;//[Offset: 0x50 , Size: 32]
--------------------------------
Class: GameSetting_Sensibility_FreeCam
float VehicleEye;//[Offset: 0x0 , Size: 4]
float ParachuteEye;//[Offset: 0x4 , Size: 4]
float CamFpFreeEye;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: GameSetting_Sensibility_Cam
float CamLensSenNoneSniper;//[Offset: 0x0 , Size: 4]
float CamLensSenNoneSniperFP;//[Offset: 0x4 , Size: 4]
float CamLensSenRedDotSniper;//[Offset: 0x8 , Size: 4]
float CamLensSen2XSniper;//[Offset: 0xc , Size: 4]
float CamLensSen3XSniper;//[Offset: 0x10 , Size: 4]
float CamLensSen4XSniper;//[Offset: 0x14 , Size: 4]
float CamLensSen6XSniper;//[Offset: 0x18 , Size: 4]
float CamLensSen8XSniper;//[Offset: 0x1c , Size: 4]
--------------------------------
Class: GameSetting_Sensibility_Fire
float FireCamLensSenNoneSniper;//[Offset: 0x0 , Size: 4]
float FireCamLensSenNoneSniperFP;//[Offset: 0x4 , Size: 4]
float FireCamLensSenRedDotSniper;//[Offset: 0x8 , Size: 4]
float FireCamLensSen2XSniper;//[Offset: 0xc , Size: 4]
float FireCamLensSen3XSniper;//[Offset: 0x10 , Size: 4]
float FireCamLensSen4XSniper;//[Offset: 0x14 , Size: 4]
float FireCamLensSen6XSniper;//[Offset: 0x18 , Size: 4]
float FireCamLensSen8XSniper;//[Offset: 0x1c , Size: 4]
--------------------------------
Class: GameSetting_Sensibility_Gyroscope
float GyroscopeSenNoneSniper;//[Offset: 0x0 , Size: 4]
float GyroscopeSenNoneSniperFP;//[Offset: 0x4 , Size: 4]
float GyroscopeSenRedDotSniper;//[Offset: 0x8 , Size: 4]
float GyroscopeSen2XSniper;//[Offset: 0xc , Size: 4]
float GyroscopeSen3XSniper;//[Offset: 0x10 , Size: 4]
float GyroscopeSen4XSniper;//[Offset: 0x14 , Size: 4]
float GyroscopeSen6XSniper;//[Offset: 0x18 , Size: 4]
float GyroscopeSen8XSniper;//[Offset: 0x1c , Size: 4]
--------------------------------
Class: GameSetting_PickUp
bool AutoPickUpSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x0 , Size: 1]
bool AutoPickupPistol;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1 , Size: 1]
GameSetting_PickUp_Drug Drug;//[Offset: 0x4 , Size: 24]
Gamesetting_PickUp_Grenade Grenade;//[Offset: 0x1c , Size: 16]
GameSetting_PickUp_WeaponBullet[] WeaponBulletList;//[Offset: 0x30 , Size:
16]
--------------------------------
Class: GameSetting_PickUp_Drug
int MedicalTreatment;//[Offset: 0x0 , Size: 4]
int Bandage;//[Offset: 0x4 , Size: 4]
int PainKiller;//[Offset: 0x8 , Size: 4]
int Adrenaline;//[Offset: 0xc , Size: 4]
int EnergyDrink;//[Offset: 0x10 , Size: 4]
int FirstAidKit;//[Offset: 0x14 , Size: 4]
--------------------------------
Class: Gamesetting_PickUp_Grenade
int IncendiaryBomb;//[Offset: 0x0 , Size: 4]
int ShockBomb;//[Offset: 0x4 , Size: 4]
int SmokeBomb;//[Offset: 0x8 , Size: 4]
int GrenadeFragmented;//[Offset: 0xc , Size: 4]
--------------------------------
Class: GameSetting_PickUp_WeaponBullet
int WeaponId;//[Offset: 0x0 , Size: 4]
int BulletCount;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: ClientCircleFlow
int64 ClientStartTime;//[Offset: 0x0 , Size: 8]
int[] MrpcsFlow;//[Offset: 0x8 , Size: 16]
FString PicUrl;//[Offset: 0x18 , Size: 16]
uint32 GameStartTime;//[Offset: 0x28 , Size: 4]
uint32 NewCircleBornTime;//[Offset: 0x2c , Size: 4]
int NewCirclePositionX;//[Offset: 0x30 , Size: 4]
int NewCirclePositionY;//[Offset: 0x34 , Size: 4]
int NewCirclePositionRadius;//[Offset: 0x38 , Size: 4]
int NewCircleCount;//[Offset: 0x3c , Size: 4]
int PlayerPositionX;//[Offset: 0x40 , Size: 4]
int PlayerPositionY;//[Offset: 0x44 , Size: 4]
int PlayerPositionZ;//[Offset: 0x48 , Size: 4]
int PlayerHP;//[Offset: 0x4c , Size: 4]
uint32 OldCircleMoveTime;//[Offset: 0x50 , Size: 4]
uint32 OldCircleMoveEndTime;//[Offset: 0x54 , Size: 4]
uint32 PlayerOutTime;//[Offset: 0x58 , Size: 4]
int CirclePoisonCount;//[Offset: 0x5c , Size: 4]
int CirclePoisonMin;//[Offset: 0x60 , Size: 4]
int CirclePoisonMax;//[Offset: 0x64 , Size: 4]
int CirclePoisonAvg;//[Offset: 0x68 , Size: 4]
int CirclePoisonTotal;//[Offset: 0x6c , Size: 4]
int CirclePoisonDrop;//[Offset: 0x70 , Size: 4]
int CirclePoisonDead;//[Offset: 0x74 , Size: 4]
int RecoveryCount;//[Offset: 0x78 , Size: 4]
int RecoveryMin;//[Offset: 0x7c , Size: 4]
int RecoveryMax;//[Offset: 0x80 , Size: 4]
int RecoveryTotal;//[Offset: 0x84 , Size: 4]
int EnergyRecoveryCount;//[Offset: 0x88 , Size: 4]
int EnergyRecoveryMin;//[Offset: 0x8c , Size: 4]
int EnergyRecoveryMax;//[Offset: 0x90 , Size: 4]
int EnergyRecoveryTotal;//[Offset: 0x94 , Size: 4]
int EnergyStartLv;//[Offset: 0x98 , Size: 4]
int EnergyStartTime;//[Offset: 0x9c , Size: 4]
FString EnergyItemUse;//[Offset: 0xa0 , Size: 16]
int EnergyLvTimeInfo;//[Offset: 0xb0 , Size: 4]
FString EnergyRunFastTime;//[Offset: 0xb8 , Size: 16]
FString EnergyRecoveryLvTimeInfo;//[Offset: 0xc8 , Size: 16]
int EnergyEndLv;//[Offset: 0xd8 , Size: 4]
int EnergyEndTime;//[Offset: 0xdc , Size: 4]
int PlayerMoveDis;//[Offset: 0xe0 , Size: 4]
int PlayerSpeedMax;//[Offset: 0xe4 , Size: 4]
int PlayerSpeedAvg;//[Offset: 0xe8 , Size: 4]
int PlayerCarSpeedMax;//[Offset: 0xec , Size: 4]
int PlayerCarSpeedAvg;//[Offset: 0xf0 , Size: 4]
int PlayerSquatMoveDis;//[Offset: 0xf4 , Size: 4]
int PlayerSquatMoveTime;//[Offset: 0xf8 , Size: 4]
int PlayerCreepMoveDis;//[Offset: 0xfc , Size: 4]
int PlayerCreepMoveTime;//[Offset: 0x100 , Size: 4]
int PlayerRunMoveDis;//[Offset: 0x104 , Size: 4]
int PlayerRunMoveTime;//[Offset: 0x108 , Size: 4]
int PlayerDriveMoveDis;//[Offset: 0x10c , Size: 4]
int PlayerDriveMoveTime;//[Offset: 0x110 , Size: 4]
int PlayerCar;//[Offset: 0x114 , Size: 4]
int PlayerCameraDistanceMax;//[Offset: 0x118 , Size: 4]
uint32 SecCircleFlowID;//[Offset: 0x11c , Size: 4]
byte AutoAimType;//[Offset: 0x120 , Size: 1]
int AutoAimTime;//[Offset: 0x124 , Size: 4]
byte[] MrpcsFlowData;//[Offset: 0x128 , Size: 16]
--------------------------------
Class: AttackFlow
FString GameSvrId;//[Offset: 0x0 , Size: 16]
int64 dtEventTime;//[Offset: 0x10 , Size: 8]
FString GameAppID;//[Offset: 0x18 , Size: 16]
FString OpenID;//[Offset: 0x28 , Size: 16]
uint16 AreaID;//[Offset: 0x38 , Size: 2]
int8 PlatID;//[Offset: 0x3a , Size: 1]
FString ZoneID;//[Offset: 0x40 , Size: 16]
uint64 BattleID;//[Offset: 0x50 , Size: 8]
int64 ClientStartTime;//[Offset: 0x58 , Size: 8]
int MrpcsFlowcount_;//[Offset: 0x60 , Size: 4]
int[] MrpcsFlow;//[Offset: 0x68 , Size: 16]
FString UserName;//[Offset: 0x78 , Size: 16]
uint64 RoleID;//[Offset: 0x88 , Size: 8]
int8 RoleType;//[Offset: 0x90 , Size: 1]
FString TargetOpenID;//[Offset: 0x98 , Size: 16]
FString TargetUserName;//[Offset: 0xa8 , Size: 16]
uint64 TargetRoleID;//[Offset: 0xb8 , Size: 8]
int8 TargetRoleType;//[Offset: 0xc0 , Size: 1]
FString GunName;//[Offset: 0xc8 , Size: 16]
FString GunPartsType;//[Offset: 0xd8 , Size: 16]
int8 SightType;//[Offset: 0xe8 , Size: 1]
int BulletSpeed;//[Offset: 0xec , Size: 4]
int8 MagazineMax;//[Offset: 0xf0 , Size: 1]
int8 MagazineLeft;//[Offset: 0xf1 , Size: 1]
int ShotFrequency;//[Offset: 0xf4 , Size: 4]
int BulletDamage;//[Offset: 0xf8 , Size: 4]
int16 BulletDown;//[Offset: 0xfc , Size: 2]
byte BulletDamageReduce;//[Offset: 0xfe , Size: 1]
int Recoil;//[Offset: 0x100 , Size: 4]
int ReloadTime;//[Offset: 0x104 , Size: 4]
FString PlayerState;//[Offset: 0x108 , Size: 16]
byte ShotPose;//[Offset: 0x118 , Size: 1]
byte FireType;//[Offset: 0x119 , Size: 1]
bool bHoldBreath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x11a ,
Size: 1]
byte Sideways;//[Offset: 0x11b , Size: 1]
int ShootingDeviationX;//[Offset: 0x11c , Size: 4]
int ShootingDeviationY;//[Offset: 0x120 , Size: 4]
uint32 ZeroDistance;//[Offset: 0x124 , Size: 4]
uint32 ShotTime;//[Offset: 0x128 , Size: 4]
int HitTime;//[Offset: 0x12c , Size: 4]
int PlayerPositionX;//[Offset: 0x130 , Size: 4]
int PlayerPositionY;//[Offset: 0x134 , Size: 4]
int PlayerPositionZ;//[Offset: 0x138 , Size: 4]
int GunPositionX;//[Offset: 0x13c , Size: 4]
int GunPositionY;//[Offset: 0x140 , Size: 4]
int GunPositionZ;//[Offset: 0x144 , Size: 4]
int BulletsBornPositionX;//[Offset: 0x148 , Size: 4]
int BulletsBornPositionY;//[Offset: 0x14c , Size: 4]
int BulletsBornPositionZ;//[Offset: 0x150 , Size: 4]
uint32 LastHitTime;//[Offset: 0x154 , Size: 4]
uint32 BulletFlyDistance;//[Offset: 0x158 , Size: 4]
uint32 BulletFlyTime;//[Offset: 0x15c , Size: 4]
int HitPositionX;//[Offset: 0x160 , Size: 4]
int HitPositionY;//[Offset: 0x164 , Size: 4]
int HitPositionZ;//[Offset: 0x168 , Size: 4]
byte HitPart;//[Offset: 0x16c , Size: 1]
bool bHitCar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x16d ,
Size: 1]
bool bTireOut;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x16d ,
Size: 1]
byte BulletCost;//[Offset: 0x16e , Size: 1]
int HPstart;//[Offset: 0x170 , Size: 4]
int HPEnd;//[Offset: 0x174 , Size: 4]
int ArmorHPStart;//[Offset: 0x178 , Size: 4]
int ArmorHPEnd;//[Offset: 0x17c , Size: 4]
int CarHPStart;//[Offset: 0x180 , Size: 4]
int CarHPEnd;//[Offset: 0x184 , Size: 4]
byte PlayerKill;//[Offset: 0x188 , Size: 1]
bool bArmorKill;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x189 ,
Size: 1]
bool bCarKill;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x189 ,
Size: 1]
int RecoilMoveX;//[Offset: 0x18c , Size: 4]
int RecoilMoveY;//[Offset: 0x190 , Size: 4]
int WeaponAimFOV;//[Offset: 0x194 , Size: 4]
int BulletDamageDebuff;//[Offset: 0x198 , Size: 4]
int BulletDamageBuff;//[Offset: 0x19c , Size: 4]
uint32 AtackFlowID;//[Offset: 0x1a0 , Size: 4]
int AutoAimSpeed;//[Offset: 0x1a4 , Size: 4]
int AutoAimSpeedRateMax;//[Offset: 0x1a8 , Size: 4]
int AutoAimRangeMax;//[Offset: 0x1ac , Size: 4]
int AutoAimRangeRateMax;//[Offset: 0x1b0 , Size: 4]
int GunID;//[Offset: 0x1b4 , Size: 4]
int IfIsOnCar;//[Offset: 0x1b8 , Size: 4]
bool InMoveablePlatform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1bc , Size: 1]
int KillAICnt;//[Offset: 0x1c0 , Size: 4]
int KillRealPlayerCnt;//[Offset: 0x1c4 , Size: 4]
--------------------------------
Class: AimFlow
FString GameSvrId;//[Offset: 0x0 , Size: 16]
int64 dtEventTime;//[Offset: 0x10 , Size: 8]
FString GameAppID;//[Offset: 0x18 , Size: 16]
FString OpenID;//[Offset: 0x28 , Size: 16]
uint16 AreaID;//[Offset: 0x38 , Size: 2]
int8 PlatID;//[Offset: 0x3a , Size: 1]
FString ZoneID;//[Offset: 0x40 , Size: 16]
uint64 BattleID;//[Offset: 0x50 , Size: 8]
int64 ClientStartTime;//[Offset: 0x58 , Size: 8]
int MrpcsFlowcount_;//[Offset: 0x60 , Size: 4]
int[] MrpcsFlow;//[Offset: 0x68 , Size: 16]
FString UserName;//[Offset: 0x78 , Size: 16]
uint64 RoleID;//[Offset: 0x88 , Size: 8]
int8 RoleType;//[Offset: 0x90 , Size: 1]
int AimTime;//[Offset: 0x94 , Size: 4]
FString ShotCDTime;//[Offset: 0x98 , Size: 16]
int ShotCount;//[Offset: 0xa8 , Size: 4]
int ShotHitCount;//[Offset: 0xac , Size: 4]
int ShotHeadHitCount;//[Offset: 0xb0 , Size: 4]
int ShotPersonHitCount;//[Offset: 0xb4 , Size: 4]
int ShotPersonKillCount;//[Offset: 0xb8 , Size: 4]
FString HitDistance;//[Offset: 0xc0 , Size: 16]
FString HitEachDistance;//[Offset: 0xd0 , Size: 16]
FString HitAngle;//[Offset: 0xe0 , Size: 16]
FString HitEachCdTime;//[Offset: 0xf0 , Size: 16]
FString HitPartInfo;//[Offset: 0x100 , Size: 16]
FString PlayerState;//[Offset: 0x110 , Size: 16]
bool bHoldBreath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x120 ,
Size: 1]
int8 SightType;//[Offset: 0x121 , Size: 1]
uint32 AimFlowID;//[Offset: 0x124 , Size: 4]
--------------------------------
Class: GameModeStateChangedParams
FName GameModeState;//[Offset: 0x0 , Size: 8]
bool bAliveOnNonePlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x8 , Size: 1]
--------------------------------
Class: STExtraUnderWaterEffectComp.SceneComponent.ActorComponent.Object
bool bTickWaterEffectEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2c9 , Size: 1]
FName UnderWaterFogTagName;//[Offset: 0x2d0 , Size: 8]
class ActorComponent* UnderWaterCamEffectClass;//[Offset: 0x2d8 , Size: 8]
Transform UnderWaterCamEffectTransform;//[Offset: 0x2e0 , Size: 48]
AkAudioEvent* SfxInWater;//[Offset: 0x310 , Size: 8]
AkAudioEvent* SfxOutWater;//[Offset: 0x318 , Size: 8]
float FoggyWeatherUnderWaterFogMaxOpacity;//[Offset: 0x320 , Size: 4]
float NormalWeatherUnderWaterFogMaxOpacity;//[Offset: 0x324 , Size: 4]
ExponentialHeightFogComponent* UnderWaterFogComp;//[Offset: 0x328 , Size: 8]
WaterSwimActor*[] WaterSwimObjs;//[Offset: 0x330 , Size: 16]
ExponentialHeightFogComponent*[] SceneFogComps;//[Offset: 0x340 , Size: 16]
CameraComponent* LastActiveCamComp;//[Offset: 0x350 , Size: 8]
void AddWaterSwimActor(WaterSwimActor* Actor);// 0x2ed8800
void AddSceneFogComponent(ExponentialHeightFog* SceneFogActor);// 0x2ed8784
--------------------------------
Class: WaterSwimActor.Actor.Object
float Damage;//[Offset: 0x398 , Size: 4]
float interval;//[Offset: 0x39c , Size: 4]
class DamageType* DamageType;//[Offset: 0x3a0 , Size: 8]
class Pawn[] DamageFilters;//[Offset: 0x3a8 , Size: 16]
int[] BuffIDs;//[Offset: 0x3b8 , Size: 16]
int[] SkillBuffIDs;//[Offset: 0x3c8 , Size: 16]
BoxComponent* WaterBoxComp;//[Offset: 0x3d8 , Size: 8]
bool IsLocationInWater(out const Vector Location);// 0x2f9a1a0
bool GetWaterZHeight(out float MinHeight, out float MaxHeight);// 0x2f9a0b0
--------------------------------
Class: HalloweenVampireCloth
bool bWearingHalloweenVampireCloth;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x0 , Size: 1]
int HalloweenVampireClothItemID;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: STParachuteState
float ThrottleInput;//[Offset: 0x0 , Size: 4]
float SteerInput;//[Offset: 0x4 , Size: 4]
int8 State;//[Offset: 0x8 , Size: 1]
Rotator CameraRotation;//[Offset: 0xc , Size: 12]
--------------------------------
Class:
UAEChaParachuteAnimListComponent.UAECharAnimListCompBase.UAEAnimListComponentBase.A
ctorComponent.Object
CharParachuteAnimData[] CharParachuteAnimDataList;//[Offset: 0x210 , Size:
16]
void ReleaseParachuteAnimAssets();// 0x33e9678
void OnParachuteAnimAsyncLoadingFinished(FString AnimLoaded);// 0x33e9544
void OnAnimListAsyncLoadingFinished();// 0x33e9530
bool HasAnimAsyncLoadingFinished();// 0x33e94f8
void HandleAsyncLoadingFinishedEvent();// 0x33e94e4
FString GetOwnerName();// 0x33e9438
AnimationAsset* GetCharacterParachuteAnim(byte AnimType);// 0x33e93ac
--------------------------------
Class: CharParachuteAnimData
byte ParachuteAnimType;//[Offset: 0x0 , Size: 1]
AnimationAsset* ParachuteAnimSoftPtr;//[Offset: 0x8 , Size: 40]
AnimationAsset* ParachuteAnim;//[Offset: 0x30 , Size: 8]
--------------------------------
Class: STReplicatedMoveState
Vector_NetQuantize Location;//[Offset: 0x0 , Size: 12]
byte Roll;//[Offset: 0xc , Size: 1]
uint32 View;//[Offset: 0x10 , Size: 4]
Vector_NetQuantize Velocity;//[Offset: 0x14 , Size: 12]
--------------------------------
Class: ParachuteFollowComponent.ActorComponent.Object
--------------------------------
Class: ParachuteFollowState
enum FollowState;//[Offset: 0x0 , Size: 1]
int LeaderIdx;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: LastEmoteInfo
int EmoteId;//[Offset: 0x0 , Size: 4]
int AreaID;//[Offset: 0x4 , Size: 4]
float EmoteTime;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: CharacterCompOutOfVisionOptimizationItem
--------------------------------
Class:
UAECharacterAnimListComponent.UAECharAnimListCompBase.UAEAnimListComponentBase.Acto
rComponent.Object
CharacterMovementAnimData[] CharacterMovementAnimEditList;//[Offset: 0x210 ,
Size: 16]
CharacterMovementAnimData[] CharacterFPPAnimEditList;//[Offset: 0x220 , Size:
16]
CharacterShieldAnimData[] CharacterShieldAnimEditList;//[Offset: 0x230 ,
Size: 16]
CharacterJumpAnimData[] CharacterJumpEditList;//[Offset: 0x240 , Size: 16]
CharacterJumpAnimData[] CharacterJumpEditListFPP;//[Offset: 0x250 , Size: 16]
CurveFloat* FallingIKCurve;//[Offset: 0x260 , Size: 8]
CharAnimModifyData[] CharAnimModifyList;//[Offset: 0x268 , Size: 16]
CharacterVehAnimModifyData[] CharVehAnimModifyList;//[Offset: 0x278 , Size:
16]
bool IsInitByBeginPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x288 , Size: 1]
bool EnablePreLoadingFinish;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x289 , Size: 1]
bool EnableNewAnimInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x28a , Size: 1]
bool CurrentIsTPP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x28b , Size: 1]
bool CurrentHoldShield;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x28c , Size: 1]
bool OnPreLoadingFinished(AsyncLoadCharAnimParams LoadingParam);// 0x33ebb6c
void OnAsyncLoadingFinishedNew(AsyncLoadCharAnimParams LoadingParam);//
0x33eb91c
void OnAsyncLoadingFinished(AsyncLoadCharAnimParams LoadingParam);//
0x33eb6cc
PlayerAnimData[] GetCharacterJumpAnim(byte JumpType);// 0x33eb5d8
AnimationAsset* GetAnimationAsset(AnimationAsset* AnimPtr);// 0x33eb488
--------------------------------
Class: CharacterMovementAnimData
byte AnimType;//[Offset: 0x0 , Size: 1]
FName AnimTypeName;//[Offset: 0x8 , Size: 8]
ChararacterPoseAnimData PoseAnim_Stand;//[Offset: 0x10 , Size: 48]
ChararacterPoseAnimData PoseAnim_Crouch;//[Offset: 0x40 , Size: 48]
ChararacterPoseAnimData PoseAnim_Prone;//[Offset: 0x70 , Size: 48]
--------------------------------
Class: ChararacterPoseAnimData
byte PoseType;//[Offset: 0x0 , Size: 1]
AnimationAsset* PoseAnimSoftPtr;//[Offset: 0x8 , Size: 40]
--------------------------------
Class: CharacterShieldAnimData
byte AnimType;//[Offset: 0x0 , Size: 1]
FName AnimTypeName;//[Offset: 0x8 , Size: 8]
ChararacterPoseAnimData PoseAnim_Stand;//[Offset: 0x10 , Size: 48]
ChararacterPoseAnimData PoseAnim_Crouch;//[Offset: 0x40 , Size: 48]
ChararacterPoseAnimData PoseAnim_Prone;//[Offset: 0x70 , Size: 48]
--------------------------------
Class: CharacterJumpAnimData
byte JumpType;//[Offset: 0x0 , Size: 1]
FName JumpTypeName;//[Offset: 0x8 , Size: 8]
ChararacterJumpPhaseData JumpPhase_PreJump;//[Offset: 0x10 , Size: 48]
ChararacterJumpPhaseData JumpPhase_FallLoop0;//[Offset: 0x40 , Size: 48]
ChararacterJumpPhaseData JumpPhase_FallLoop1;//[Offset: 0x70 , Size: 48]
ChararacterJumpPhaseData JumpPhase_Land0;//[Offset: 0xa0 , Size: 48]
ChararacterJumpPhaseData JumpPhase_Land1;//[Offset: 0xd0 , Size: 48]
--------------------------------
Class: ChararacterJumpPhaseData
byte JumpPhase;//[Offset: 0x0 , Size: 1]
AnimationAsset* PhaseAnimSoftPtr;//[Offset: 0x8 , Size: 40]
--------------------------------
Class: CharAnimModifyData
int AppliedGameMode;//[Offset: 0x0 , Size: 4]
byte ModifyAnimListType;//[Offset: 0x4 , Size: 1]
byte AnimType;//[Offset: 0x5 , Size: 1]
byte PoseType;//[Offset: 0x6 , Size: 1]
byte JumpType;//[Offset: 0x7 , Size: 1]
byte JumpPhase;//[Offset: 0x8 , Size: 1]
AnimationAsset* PoseAnimSoftPtr;//[Offset: 0x10 , Size: 40]
--------------------------------
Class: CharacterVehAnimModifyData
enum VehicleType;//[Offset: 0x0 , Size: 1]
int SeatIdx;//[Offset: 0x4 , Size: 4]
byte VehicleAnimType;//[Offset: 0x8 , Size: 1]
AnimationAsset* VehicleAnimSoftPtr;//[Offset: 0x10 , Size: 40]
--------------------------------
Class: AsyncLoadCharAnimParams
--------------------------------
Class: WeaponOverrideAttrs
float GameModeOverride_DeviationMoveModifier;//[Offset: 0x0 , Size: 4]
float GameModeOverride_DeviationStanceJumpModifier;//[Offset: 0x4 , Size: 4]
float GameModeOverride_MeleeDamageAmountModifier;//[Offset: 0x8 , Size: 4]
float GameModeOverride_GrenadeDamageRadiusModifier;//[Offset: 0xc , Size: 4]
float GameModeOverride_GrenadeDamageAmountModifier;//[Offset: 0x10 , Size: 4]
float GameModeOverride_GunsDamageAmountModifier;//[Offset: 0x14 , Size: 4]
--------------------------------
Class: CharacterOverrideAttrs
float GameModeOverride_SpeedScaleModifier;//[Offset: 0x0 , Size: 4]
float GameModeOverride_SwimSpeedScaleModifier;//[Offset: 0x4 , Size: 4]
float GameModeOverride_EnergySpeedScaleModifier;//[Offset: 0x8 , Size: 4]
float GameModeOverride_LastBreathSpeedScaleModifier;//[Offset: 0xc , Size: 4]
--------------------------------
Class: BonfireActor.UAEBuffApplierActor.Actor.Object
float RemainingLifeTime;//[Offset: 0x3a8 , Size: 4]
bool bHasBeenLit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ac
, Size: 1]
bool bHasBurnOut;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ad
, Size: 1]
RoastMeatActor* curRoastMeat;//[Offset: 0x3b0 , Size: 8]
void RemingLifeTimeChanged(float previousRemaining);// 0x2c180cc
void RecordBonFireSuccess();// 0x2c180b8
void OnRep_RemainingLifeTime(float previousRemaining);// 0x2c1803c
void OnRep_HasBurnOut();// 0x2c18028
void OnRep_HasBeenLit();// 0x2c18014
void OnRep_CurRoastMeat();// 0x2c18000
void IsBurnOutChanged();// 0x2c17fe4
FString CastMsg_Implementation(FString Msg);// 0x2c17ec0
--------------------------------
Class: UAEBuffApplierActor.Actor.Object
Controller* InstigatorController;//[Offset: 0x398 , Size: 8]
Controller* GetTheInstigatorController();// 0x33e8f60
--------------------------------
Class: RoastMeatActor.Actor.Object
BonfireActor* parentBonfire;//[Offset: 0x398 , Size: 8]
enum AnimalType;//[Offset: 0x3a0 , Size: 1]
bool IsDone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a1 ,
Size: 1]
void RecordRoastMeatSuccess();// 0x2d9d5f8
void OnRep_IsDone();// 0x2d9d5e4
void CastActorMsg(FString Msg);// 0x2d9d534
--------------------------------
Class: STCharacterBonfireLinkComp.ActorComponent.Object
BonfireFanPickerData FanData;//[Offset: 0x110 , Size: 20]
float ReturnToFindNewTimer;//[Offset: 0x124 , Size: 4]
STExtraBaseCharacter* PawnOwner;//[Offset: 0x12c , Size: 8]
BonfireActor*[] bonFireCandidates;//[Offset: 0x138 , Size: 16]
void RemoveBonfireCandidate(BonfireActor* newBonfire);// 0x2df3a68
void InitializeOwner(Pawn* _TempPawn);// 0x2df39ec
void AddBonfireCandidate(BonfireActor* newBonfire);// 0x2df3970
--------------------------------
Class: BonfireFanPickerData
float Radius;//[Offset: 0x0 , Size: 4]
float HightDiff;//[Offset: 0x4 , Size: 4]
float Angle;//[Offset: 0x8 , Size: 4]
bool IsShowDebugFan;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xc , Size: 1]
bool bEnableTrace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xd , Size: 1]
float LowerTraceRatio;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: InteractionEmoteConfig
int SelfEmoteId;//[Offset: 0x0 , Size: 4]
int OtherEmoteId;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: PlayerRespawnData
byte RespawnCount;//[Offset: 0x0 , Size: 1]
Vector Location;//[Offset: 0x4 , Size: 12]
Rotator Rotation;//[Offset: 0x10 , Size: 12]
--------------------------------
Class: PlayerVaultComponent.ActorComponent.Object
bool isInVaultingCpp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x148 , Size: 1]
bool hasSendStopVault;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x149 , Size: 1]
<byte,VaultAnimData> VaultAnimSoftPtrMap;//[Offset: 0x150 , Size: 80]
AnimMontage* VaultMontage;//[Offset: 0x1a0 , Size: 8]
AnimMontage* TeamVaultMontage;//[Offset: 0x1a8 , Size: 8]
STExtraPlayerCharacter* OwnerCharacter;//[Offset: 0x1b8 , Size: 8]
bool VaultFromCPP();// 0x2d7c6b4
void UpdateVault_BluePrint();// 0x2d7c698
void StartAsyncLoadVaultAnimRes(bool IsTDM);// 0x2d7c614
void StartAsyncLoadTeamVaultAnimRes();// 0x2d7c600
FString GetVaultKeyByBlockHeight(float Height);// 0x2d7c504
Rotator GetRelicateRotator();// 0x2d7c4cc
void FpsVaultToAll(Vector StartPos, Vector topPos, float crossblockMaxFall,
float crossblockMaxDis, bool isjump, Rotator movedir, float blobkthick);//
0x2d7c2c8
void FpsVaultServer(Vector StartPos, Vector topPos, float crossblockMaxFall,
float crossblockMaxDis, bool isjump, Rotator movedir, float blobkthick);//
0x2d7c0c4
void AsyncLoadVaultAnimResFinish(byte PawnSubType);// 0x2d7c048
--------------------------------
Class: VaultAnimData
AnimationAsset* VaultAnimSoftPtr;//[Offset: 0x0 , Size: 40]
AnimationAsset* TeamVaultAnimSoftPtr;//[Offset: 0x28 , Size: 40]
--------------------------------
Class: InjuryParticleAttachOffset
byte MovementMode;//[Offset: 0x0 , Size: 1]
Transform AttachTransform;//[Offset: 0x10 , Size: 48]
byte AttachLocationType;//[Offset: 0x40 , Size: 1]
--------------------------------
Class: PlayerDecalData
int DecalId;//[Offset: 0x0 , Size: 4]
Transform DecalTransform;//[Offset: 0x10 , Size: 48]
int DecalInstanceId;//[Offset: 0x40 , Size: 4]
IdeaDecalInfo[] DecalInfos;//[Offset: 0x48 , Size: 16]
--------------------------------
Class: SearchedTombBoxAndWrapperListResult
PlayerTombBox* Box;//[Offset: 0x0 , Size: 8]
SearchedPickUpItemResult[] SearchedPickUpItemResultList;//[Offset: 0x8 ,
Size: 16]
--------------------------------
Class: SearchedPickUpItemResult
PickUpWrapperActor* Wrapper;//[Offset: 0x0 , Size: 8]
PickUpItemData MainItemData;//[Offset: 0x8 , Size: 56]
--------------------------------
Class: PlayerPosMarkerParam
Character* Player;//[Offset: 0x0 , Size: 8]
float MarkTimeLen;//[Offset: 0x8 , Size: 4]
int MarkIcon;//[Offset: 0xc , Size: 4]
--------------------------------
Class: PUBGDoor.UAENetActor.Actor.Object
int iRegionDoor;//[Offset: 0x414 , Size: 4]
bool EnableForceAutoOpenDoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x418 , Size: 1]
bool EnableCheckDoorState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x419 , Size: 1]
float MaxNetCullDistanceSquared;//[Offset: 0x41c , Size: 4]
bool EnableRPCCheckDoorState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x420 , Size: 1]
bool bDebugDraw;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x421 , Size: 1]
float autoOpenDistanceSquared;//[Offset: 0x424 , Size: 4]
float autoOpenAngel;//[Offset: 0x428 , Size: 4]
float forwardSpeedRatio;//[Offset: 0x42c , Size: 4]
int doorState;//[Offset: 0x430 , Size: 4]
bool DoorBroken;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x434 , Size: 1]
float DoorOperateTime;//[Offset: 0x438 , Size: 4]
StaticMeshComponent* doorMesh;//[Offset: 0x440 , Size: 8]
BoxComponent* interactionBox;//[Offset: 0x448 , Size: 8]
BoxComponent* interForceBox;//[Offset: 0x450 , Size: 8]
bool bDoubleDoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x458
, Size: 1]
int DoorStateEx;//[Offset: 0x45c , Size: 4]
bool DoorBrokenEx;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x460 , Size: 1]
StaticMeshComponent* doorMeshEx;//[Offset: 0x468 , Size: 8]
BoxComponent* interactionBoxEx;//[Offset: 0x470 , Size: 8]
BoxComponent* interForceBoxEx;//[Offset: 0x478 , Size: 8]
bool bUseDoorWaitPush;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x480 , Size: 1]
bool bIsFobidUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x481 , Size: 1]
bool bIsFobidAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x482 , Size: 1]
enum[] DamageableGameObjectTypeList;//[Offset: 0x488 , Size: 16]
float NetCullingDistanceOnVeryLowDevice;//[Offset: 0x498 , Size: 4]
bool bAutoOpenTriggered;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x49c , Size: 1]
bool bAutoOpenStated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x49d , Size: 1]
bool bTriggeredDoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x49e , Size: 1]
bool bAutoOpenTriggeredEx;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x49f , Size: 1]
bool bAutoOpenStatedEx;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4a0 , Size: 1]
bool bTriggeredDoorEx;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4a1 , Size: 1]
Character* PlayerCharacter;//[Offset: 0x4a8 , Size: 8]
float autoOpenAngelCosinValue;//[Offset: 0x4b0 , Size: 4]
StaticMesh* InitialMesh_C;//[Offset: 0x4c0 , Size: 8]
bool bInitedDataBeforeBroken;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4c8 , Size: 1]
FName DoorMeshCollisionProfileBeforeBroken;//[Offset: 0x4d0 , Size: 8]
FName DoorMeshBoxCollisionProfileBeforeBroken;//[Offset: 0x4d8 , Size: 8]
CollisionResponseContainer DoorMeshBoxCollisionResponses;//[Offset: 0x4e8 ,
Size: 32]
bool WasBrokenForObjectPoolReset;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x508 , Size: 1]
void SetDoorBroken(bool bExtraDoor);// 0x2d84218
void RefreshUIOnClient();// 0x2d84204
void OpenDoorBy(Character* Character, bool extraDoor);// 0x2d84144
void OnRep_RepDoorStateEx();// 0x2d84130
void OnRep_RepDoorState();// 0x2d8411c
void OnRep_RepDoorBrokenEx();// 0x2d84108
void OnRep_RepDoorBroken();// 0x2d840f4
void OnEndOverlapEx(PrimitiveComponent* activatedComp, Actor* OtherActor,
PrimitiveComponent* OtherComp, int OtherBodyIndex);// 0x2d83fc8
void OnEndOverlap(PrimitiveComponent* activatedComp, Actor* OtherActor,
PrimitiveComponent* OtherComp, int OtherBodyIndex);// 0x2d83e9c
void OnDoorRPC(Character* Character, bool bAimingExtraDoor);// 0x2d83ddc
void OnBPRespawned();// 0x2d83dc0
void OnBeginOverlapEx(PrimitiveComponent* activatedComp, Actor* OtherActor,
PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out const
HitResult SweepResult);// 0x2d83be8
void OnBeginOverlap(PrimitiveComponent* activatedComp, Actor* OtherActor,
PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out const
HitResult SweepResult);// 0x2d83a10
void On_DoorAniFinsih(const BoxComponent* InDoorCheckBox, bool extraDoor);//
0x2d83950
bool IsSameDoorState(int ClientState);// 0x2d838c0
void Init(BoxComponent* interactionBox, StaticMeshComponent* doorMesh, bool
inDoubleDoor, BoxComponent* interactionBoxEx, StaticMeshComponent* doorMeshEx,
BoxComponent* interForceBox, BoxComponent* interForceBoxEx);// 0x2d836d4
enum[] GetDamageableGameObjectType();// 0x2d83628
void ForceNetUpdate();// 0x2d8360c
void DeCodeKey();// 0x2d835f0
void CloseDoorBy(Character* Character, bool extraDoor);// 0x2d83530
void ClientDoorRPC(int iDoorState, bool bDoorBroken, int iDoorStateEx, bool
bDoorBrokenEx);// 0x2d833e0
void BPSetObjectPoolInitialData();// 0x2d833c4
void BP_DoorBroken(bool isBeginPlay, bool bExtraDoor);// 0x37db6c4
void ActionDoorOnClient(int doorStateDst, bool bExtraDoor);// 0x37db6c4
void ActionDoorImmediatly(int doorStateDst, bool bExtraDoor);// 0x37db6c4
--------------------------------
Class: BackpackEmoteHandle.BattleItemHandleBase.ItemHandleBase.Object
AnimationAsset* AnimAsset;//[Offset: 0xd0 , Size: 40]
float blendTime;//[Offset: 0xf8 , Size: 4]
bool ShowWeaponWhenPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xfc , Size: 1]
bool bOnlyEmoteActionAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xfd , Size: 1]
LobbyGenderAnimData[] LobbyEnterEmoteAnimAssetList;//[Offset: 0x100 , Size:
16]
LobbyGenderAnimData[] LobbyLeaveEmoteAnimAssetList;//[Offset: 0x110 , Size:
16]
EmoteAnimConfig[] MainCharacterAnimConfig;//[Offset: 0x120 , Size: 16]
EmoteActionBase*[] EmoteActionList;//[Offset: 0x130 , Size: 16]
AkAudioEvent* EmoteSoundStartEvent;//[Offset: 0x140 , Size: 8]
AkAudioEvent* EmoteSoundInterruptEvent;//[Offset: 0x148 , Size: 8]
bool IsGenderEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x150 , Size: 1]
AkAudioEvent*[] MaleEmoteSoundStartEventList;//[Offset: 0x158 , Size: 16]
AkAudioEvent*[] FemaleEmoteSoundStartEventList;//[Offset: 0x168 , Size: 16]
bool HandleUse(BattleItemUseTarget Target, enum Reason);// 0x2be248c
bool HandlePickup(out const interface classNone ItemContainer,
BattleItemPickupInfo pickupInfo, enum Reason);// 0x2be21d8
bool HandleDrop(int InCount, enum Reason);// 0x2be2104
bool HandleDisuse(enum Reason);// 0x2be206c
BackpackComponent* GetBackpackComponent();// 0x2be2038
bool CheckCanPickUp(CharacterAvatarComponent2* AvatarComp, int nowCapcity);//
0x2be1f6c
--------------------------------
Class: LobbyGenderAnimData
AnimationAsset* BoyAnim;//[Offset: 0x0 , Size: 40]
AnimationAsset* GirlAnim;//[Offset: 0x28 , Size: 40]
--------------------------------
Class: EmoteAnimConfig
FName GenderStr;//[Offset: 0x0 , Size: 8]
class Character* MainCharacter;//[Offset: 0x8 , Size: 40]
AnimationAsset* MainCharacterAnimAsset;//[Offset: 0x30 , Size: 40]
bool CanRotateMainCharacter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x58 , Size: 1]
Transform MainCharacterTransform;//[Offset: 0x60 , Size: 48]
bool RotateBackToZero;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x90 , Size: 1]
LevelSequence* EmoteLevelSequence;//[Offset: 0x98 , Size: 8]
EmoteAnimCharacterConfig[] MultiFollowerCharacters;//[Offset: 0xa0 , Size:
16]
class Character* FollowerCharacter;//[Offset: 0xb0 , Size: 40]
--------------------------------
Class: LevelSequence.MovieSceneSequence.MovieSceneSignedObject.Object
MovieScene* MovieScene;//[Offset: 0x2d0 , Size: 8]
LevelSequenceObjectReferenceMap ObjectReferences;//[Offset: 0x2d8 , Size: 80]
LevelSequenceBindingReferences BindingReferences;//[Offset: 0x328 , Size: 80]
<FString,LevelSequenceObject> PossessedObjects;//[Offset: 0x378 , Size: 80]
--------------------------------
Class: LevelSequenceObjectReferenceMap
--------------------------------
Class: LevelSequenceBindingReferences
<Guid,LevelSequenceBindingReferenceArray> BindingIdToReferences;//[Offset:
0x0 , Size: 80]
--------------------------------
Class: LevelSequenceBindingReferenceArray
LevelSequenceBindingReference[] References;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: LevelSequenceBindingReference
FString PackageName;//[Offset: 0x0 , Size: 16]
SoftObjectPath ExternalObjectPath;//[Offset: 0x10 , Size: 24]
FString ObjectPath;//[Offset: 0x28 , Size: 16]
--------------------------------
Class: LevelSequenceObject
Object* ObjectOrOwner;//[Offset: 0x0 , Size: 28]
FString ComponentName;//[Offset: 0x20 , Size: 16]
Object* CachedComponent;//[Offset: 0x30 , Size: 8]
--------------------------------
Class: EmoteAnimCharacterConfig
class Character* Character;//[Offset: 0x0 , Size: 40]
Transform Transform;//[Offset: 0x30 , Size: 48]
--------------------------------
Class: EmoteActionBase.Object
float PropStartShowTime;//[Offset: 0x28 , Size: 4]
float PropEndShowTime;//[Offset: 0x2c , Size: 4]
delegate OnActionReady;//[Offset: 0x40 , Size: 16]
void SetActionDelayTimeHandle(Object* InOuter, BackpackEmoteHandle*
InHandle);// 0x2c883a8
Object* GetSoftRefObj(out const SoftObjectPath AssetRef);// 0x2c882d8
class Object GetSoftRefClass(out const SoftObjectPath AssetRef);// 0x2c88208
void Destroy();// 0x2c881ec
void DelayShow();// 0x2c881d0
--------------------------------
Class: BaseFPPComponent.ActorComponent.Object
bool bIsBoltAction;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x110 , Size: 1]
STExtraPlayerCharacter* Pawn;//[Offset: 0x120 , Size: 8]
FName ScopeAimCameraSocketName;//[Offset: 0x128 , Size: 8]
FName FPPSocketName;//[Offset: 0x130 , Size: 8]
FName BoltActionCurveName;//[Offset: 0x138 , Size: 8]
float ScopeZoomSpringArmLength;//[Offset: 0x140 , Size: 4]
float BoltActionHoldTimeDefault;//[Offset: 0x148 , Size: 4]
float BoltActionFov;//[Offset: 0x14c , Size: 4]
float ScopeZoomAlpha;//[Offset: 0x150 , Size: 4]
<FName,float> ScopeZoomBackupMap;//[Offset: 0x158 , Size: 80]
float ScopeZoomSpeed;//[Offset: 0x1a8 , Size: 4]
<int,CurveFloat*> ScopeZoomFovCurveMap;//[Offset: 0x1b0 , Size: 80]
int CurrentPlayAnimIndex;//[Offset: 0x200 , Size: 4]
DollyZoomParam ZoomScopeParam;//[Offset: 0x204 , Size: 12]
<uint64,int> WeaponAngledSightState;//[Offset: 0x218 , Size: 80]
<FName,float> ScopeZoomMap;//[Offset: 0x268 , Size: 80]
float TanHalfFOV;//[Offset: 0x2bc , Size: 4]
bool InScopeInProcess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2c0 , Size: 1]
void UpdateScopeCameraOffsets(out DollyZoomParam Param, bool
IsAngledSight);// 0x2c06c98
float SwitchSightConfigMaterial();// 0x37db6c4
void SwitchScopeMeshAnim(byte Type);// 0x2c06c1c
void SwitchCameraMode(byte Mode);// 0x2c06ba0
float SwitchAngledSightConfigMaterial(bool forceSwitch);// 0x37db6c4
void StopScopeIn();// 0x37db6c4
float ShowReflectorSightTPPMaterial(bool forceADSState);// 0x37db6c4
float ShowAngledSightTPPMaterial(bool forceADSState);// 0x37db6c4
void SetWeaponAngledSightState(STExtraShootWeapon* Weapon, bool State);//
0x2c06ad8
void SetTagCulling(bool IsUse);// 0x37db6c4
void SetNearClipPlane(bool EnableNearClip);// 0x2c06a54
void ScopingChange(bool InValue);// 0x2c069d0
void Scoping(byte NewType);// 0x2c06954
void ScopeZoomUpdate(float Alpha);// 0x2c068d8
void ScopeZoomTick(float DeltaTime);// 0x2c0685c
void ScopeTimelineUpdate(float Alpha);// 0x2c067e0
void ScopeOutSpeedChange(STExtraPlayerController* Controller,
ShootWeaponEntity* entity);// 0x2c0672c
void ScopeOutLogic();// 0x2c06718
void ScopeOutEnd();// 0x37db6c4
void ScopeOut(byte NewType);// 0x2c0669c
void ScopeNotHandFold();// 0x2c06688
void ScopeInterrupt(byte NewType);// 0x2c0660c
void ScopeInSpeedChange(STExtraPlayerController* Controller,
ShootWeaponEntity* entity);// 0x2c06558
void ScopeInLogic();// 0x2c06544
void ScopeInEnd();// 0x37db6c4
void ScopeInContinue();// 0x2c06530
void ScopeInAfterTimeline();// 0x2c0651c
void ScopeIn(byte NewType);// 0x2c064a0
void ScopeHandFold();// 0x2c0648c
void PlayScopeInTimeline();// 0x37db6c4
bool IsUseZoomScope();// 0x2c06454
bool IsRPGScopeIn();// 0x2c0641c
bool IsCurWeaponAttachedAngledSight();// 0x2c063e4
bool IsAngledSightBySlot(byte Slot);// 0x2c06354
bool IsAngledSight();// 0x2c06314
void InitScopeZoom(int WeaponId, int ScopeID);// 0x2c06260
bool HaveAngledSightBySlot(byte Slot);// 0x2c061d0
bool HaveAngledSight();// 0x2c06198
byte GetSightType();// 0x2c06164
float GetScopeZoomValue(int WeaponId, int ScopeID);// 0x2c060a0
FName GetScopeZoomKey(int WeaponId, int ScopeID);// 0x2c05fdc
float GetScopeFov(STExtraShootWeapon* ShootWeapon, bool bIsAngled);//
0x37db6c4
MeshComponent* GetScopeCameraAttachTarget(bool IsAngled);// 0x2c05f40
void GetCurrentScopeZoomFov(out float MinFov, out float CurFov);// 0x2c05e5c
void CalculateDollyZoomParam(float SpringOffset, float MinFov, float CurFov,
out DollyZoomParam Param);// 0x2c05d1c
void BoltAction(float DeltaSeconds);// 0x2c05ca0
void AttachToSightKeepTransform();// 0x37db6c4
void AttachToSight();// 0x37db6c4
void ApplyDollyZoomParam(out const DollyZoomParam Param, bool bSyncToPawn);//
0x2c05bc0
void ActiveComponentTickable();// 0x2c05bac
--------------------------------
Class: DollyZoomParam
float FOV;//[Offset: 0x0 , Size: 4]
float Scale;//[Offset: 0x4 , Size: 4]
float Offset;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: TLog_ActivityEventType
byte ActivityEventID;//[Offset: 0x0 , Size: 1]
Vector ActivityEventLoc;//[Offset: 0x4 , Size: 12]
--------------------------------
Class: ClientFatalDamageRecordData
FString Causer;//[Offset: 0x0 , Size: 16]
FString CauserNation;//[Offset: 0x10 , Size: 16]
FString VictimName;//[Offset: 0x20 , Size: 16]
FString VictimNation;//[Offset: 0x30 , Size: 16]
FString FuzzyCauserName;//[Offset: 0x40 , Size: 16]
FString FuzzyVictimName;//[Offset: 0x50 , Size: 16]
int DamageType;//[Offset: 0x60 , Size: 4]
int AdditionalParam;//[Offset: 0x64 , Size: 4]
int CauserWeaponAvatarID;//[Offset: 0x68 , Size: 4]
int CauserClothAvatarID;//[Offset: 0x6c , Size: 4]
bool IsHeadShot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x70 ,
Size: 1]
int ResultHealthStatus;//[Offset: 0x74 , Size: 4]
byte RecordRelationShip;//[Offset: 0x78 , Size: 1]
int PreviousHealthStatus;//[Offset: 0x7c , Size: 4]
int causerAnchorPlatformResID;//[Offset: 0x80 , Size: 4]
int causerAnchorPlatformColorID;//[Offset: 0x84 , Size: 4]
int realKillerAnchorPlatformResID;//[Offset: 0x88 , Size: 4]
int realKillerAnchorPlatformColorID;//[Offset: 0x8c , Size: 4]
int victimAnchorPlatformResID;//[Offset: 0x90 , Size: 4]
int victimAnchorPlatformColorID;//[Offset: 0x94 , Size: 4]
FString CauserPicURL;//[Offset: 0x98 , Size: 16]
FString VictimPicURL;//[Offset: 0xa8 , Size: 16]
FString RealKillerName;//[Offset: 0xb8 , Size: 16]
int RealKillNum;//[Offset: 0xc8 , Size: 4]
byte CauserType;//[Offset: 0xcc , Size: 1]
byte VictimType;//[Offset: 0xcd , Size: 1]
--------------------------------
Class: BattleSceneAvatarDisplayInfo
FString PlayerName;//[Offset: 0x0 , Size: 16]
FString PlayerUIDStr;//[Offset: 0x10 , Size: 16]
int PlayerGender;//[Offset: 0x20 , Size: 4]
bool bIsMVP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24 ,
Size: 1]
int[] EquipedAvatarList;//[Offset: 0x28 , Size: 16]
int[] EquipedWeaponList;//[Offset: 0x38 , Size: 16]
--------------------------------
Class: SensibilityConfig
SensibilityMode NormalMode;//[Offset: 0x0 , Size: 32]
SensibilityMode FireMode;//[Offset: 0x20 , Size: 32]
SensibilityMode MotionMode;//[Offset: 0x40 , Size: 32]
float VehicleEye;//[Offset: 0x60 , Size: 4]
float ParachuteEye;//[Offset: 0x64 , Size: 4]
float FPPEye;//[Offset: 0x68 , Size: 4]
int SideMirrorModeC;//[Offset: 0x6c , Size: 4]
<int,SightMaterialConfig> MaterialConfigs;//[Offset: 0x70 , Size: 80]
--------------------------------
Class: SensibilityMode
float NoAim;//[Offset: 0x0 , Size: 4]
float Sight1X;//[Offset: 0x4 , Size: 4]
float Sight2X;//[Offset: 0x8 , Size: 4]
float Sight3X;//[Offset: 0xc , Size: 4]
float Sight4X;//[Offset: 0x10 , Size: 4]
float Sight6X;//[Offset: 0x14 , Size: 4]
float Sight8X;//[Offset: 0x18 , Size: 4]
float FPPNoAim;//[Offset: 0x1c , Size: 4]
--------------------------------
Class: SightMaterialConfig
int Color;//[Offset: 0x0 , Size: 4]
int Type;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: KillOrPutDownMessage
byte MsgType;//[Offset: 0x0 , Size: 1]
FString AttackActionName;//[Offset: 0x8 , Size: 16]
FString AttackName;//[Offset: 0x18 , Size: 16]
bool bIsHeadshot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x28 , Size: 1]
int KillNum;//[Offset: 0x2c , Size: 4]
bool bShowKillNum;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30
, Size: 1]
FString FullMsg;//[Offset: 0x38 , Size: 16]
int victimAnchorPlatformResID;//[Offset: 0x48 , Size: 4]
FString VictimPlayerName;//[Offset: 0x50 , Size: 16]
--------------------------------
Class: NewbieGuideComponent.ActorComponent.Object
int CurTipsID;//[Offset: 0x110 , Size: 4]
bool IsStartShowingGuide;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x114 , Size: 1]
bool OpenNewbieGuideSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x115 , Size: 1]
float GuideInterval;//[Offset: 0x118 , Size: 4]
int MaxGuideLevel;//[Offset: 0x11c , Size: 4]
class STNewBieGuideConfig* uBRNewGuideConfig;//[Offset: 0x120 , Size: 40]
class Object[] tGuideConfigClassArray;//[Offset: 0x148 , Size: 16]
STNewBieGuideConfig*[] tGuideConfigArray;//[Offset: 0x158 , Size: 16]
class STNewBieGuideConfig* uModNewGuideConfig;//[Offset: 0x168 , Size: 40]
NewbieGuideItem[] tItems;//[Offset: 0x190 , Size: 16]
STExtraPlayerController* OwnerController;//[Offset: 0x1a0 , Size: 8]
int[] FinishedTips;//[Offset: 0x1a8 , Size: 16]
int[] FinishedCounts;//[Offset: 0x1b8 , Size: 16]
int PlayerLevel;//[Offset: 0x1c8 , Size: 4]
byte curPlayerCategory;//[Offset: 0x1cc , Size: 1]
void TriggerNewbieEvent(FString NewbieEvent);// 0x2d3e11c
void SendNewbieMsg(int TipsID, bool isStart, int tipsIndex);// 0x2d3e018
void OnUIAssetLoadFinsh(LoadGuideUIFinishRet inFinishRet);// 0x2d3df9c
void OnNewbieEventMapUpdate__DelegateSignature();// 0x37db6c4
void OnLoadGuideConfigFinish(LoadGuideConfig inFinishRet);// 0x2d3de5c
void InitComponent(STExtraPlayerController* _OwnerController, int[]
_FinishedTips, int[] _FinishedCounts, byte _curPlayerCategory, int _PlayerLevel);//
0x2d3db94
void HandleNewbieGuideEnd(FString GuideID, FString EndType);// 0x2d3da84
void HandleNewbieGuideBegin(FString GuideID);// 0x2d3d9dc
bool GetIsAllowNewGuide();// 0x2d3d9a4
bool GetIsAllowLuaNewGuide();// 0x2d3d96c
void AddGuidItem(class STNewBieGuideConfig Config);// 0x2d3d82c
--------------------------------
Class: STNewBieGuideConfig.Object
NewbieGuideItem[] tItems;//[Offset: 0x28 , Size: 16]
--------------------------------
Class: NewbieGuideItem
int ID;//[Offset: 0x0 , Size: 4]
FString Name;//[Offset: 0x8 , Size: 16]
byte Type;//[Offset: 0x18 , Size: 1]
int MaxGuideCounts;//[Offset: 0x1c , Size: 4]
int MaxGuideLevel;//[Offset: 0x20 , Size: 4]
byte[] SubjectPlayerTypes;//[Offset: 0x28 , Size: 16]
int Priority;//[Offset: 0x38 , Size: 4]
int MuteFlag;//[Offset: 0x3c , Size: 4]
int PreconditionID;//[Offset: 0x40 , Size: 4]
float PreconditionTipTimeGap;//[Offset: 0x44 , Size: 4]
STNewbieGuideConditionBase*[] Conditions;//[Offset: 0x48 , Size: 16]
STNewbieGuideSuccessListenerBase* QuickFinishedListener;//[Offset: 0x58 ,
Size: 8]
float Duration;//[Offset: 0x60 , Size: 4]
NewbieGuideUIInfo[] UIInfos;//[Offset: 0x68 , Size: 16]
bool UseNewEdition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x78 , Size: 1]
--------------------------------
Class: STNewbieGuideConditionBase.Object
Controller* OwnerController;//[Offset: 0x30 , Size: 8]
FString LuaFilePath;//[Offset: 0x38 , Size: 16]
bool ReconnectRecover();// 0x2d3cfc4
bool IsOK();// 0x2d3cf84
--------------------------------
Class: STNewbieGuideSuccessListenerBase.GSListenerBase.Object
bool GuideFinishedByPlayer();// 0x2d3d254
--------------------------------
Class: GSListenerBase.Object
delegate OnGSListenerBaseTrigger;//[Offset: 0x28 , Size: 16]
Controller* OwnerController;//[Offset: 0x38 , Size: 8]
bool bAutoDisableWhenTrigger;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x40 , Size: 1]
float DelayTime;//[Offset: 0x44 , Size: 4]
bool ReconnectRecover();// 0x2ce91e4
void OnEventTrigger();// 0x2ce91c8
Actor* GetCurrentEventOwnerActor();// 0x2ce918c
bool EnableListener();// 0x2ce914c
bool DisableListener();// 0x2ce910c
--------------------------------
Class: NewbieGuideUIInfo
class UAEUserWidget* WidgetClassPath;//[Offset: 0x0 , Size: 40]
bool isMountUIDynamic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x28 , Size: 1]
FString MountName;//[Offset: 0x30 , Size: 16]
FString MountOuterName;//[Offset: 0x40 , Size: 16]
AnchorData LayoutData;//[Offset: 0x50 , Size: 40]
FString LogicManagerNames;//[Offset: 0x78 , Size: 16]
bool bAutoSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x88 ,
Size: 1]
int ZOrder;//[Offset: 0x8c , Size: 4]
Widget* UIWidget;//[Offset: 0x90 , Size: 8]
class Object* UIWidgetClass;//[Offset: 0x98 , Size: 8]
--------------------------------
Class: LoadGuideUIFinishRet
--------------------------------
Class: LoadGuideConfig
--------------------------------
Class: TimeLineSyncComponent.ActorComponent.Object
void RPC_SrvSyncTimeLine_UnReliable(byte InIndex, uint16 InSrvInf, double
InClientTime);// 0x2f03570
void RPC_SrvSyncTimeLine(double InSrvSendTime, double InClientTime);//
0x2f03488
void RPC_GetClientTimeRespond(int Index, float serverLevelTime, int64
serverSystemTime, double serverBootTime);// 0x2f03318
void RPC_GetClientTimeRequest(int Index);// 0x2f03268
void RPC_ClientSyncTimeLine_UnReliable(byte InIndex, uint16 InSrvInf);//
0x2f03178
void RPC_ClientSyncTimeLine(double InServerTime);// 0x2f030c8
void ReportDebugInfo(int RporetedId);// 0x2f03018
void OnServerAboutToReconnect();// 0x2f03004
void GetClientTimeInterval();// 0x2f02ff0
void CheckTimeLine();// 0x2f02fdc
--------------------------------
Class: TimeWatchDogComponent.ActorComponent.Object
bool bUseTimeSync;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x110 , Size: 1]
float TimeStartDelay;//[Offset: 0x114 , Size: 4]
float SyncInterval;//[Offset: 0x118 , Size: 4]
void RPC_SrvSyncTimeLine(float InSrvSendTime, float InClientTime);//
0x2f04500
void RPC_ClientSyncTimeLine(float InServerTime);// 0x2f0447c
void OnTimeInspectorColdMove_Vehicle();// 0x2f04468
void OnTimeInspectorColdMove_Own();// 0x2f04454
void OnServerAboutToReconnect();// 0x2f04440
void CheckTimeLine();// 0x2f0442c
--------------------------------
Class: PlayerAntiCheatManager.ActorComponent.Object
VerifySwitch VsHitDetail;//[Offset: 0x188 , Size: 12]
VerifySwitch VsFlyDist2D;//[Offset: 0x194 , Size: 12]
VerifySwitch VsFlyDist3D;//[Offset: 0x1a0 , Size: 12]
VerifySwitch VsFlyGravitySimple;//[Offset: 0x1ac , Size: 12]
VerifySwitch VsFlyGravityDetail;//[Offset: 0x1b8 , Size: 12]
VerifySwitch VsRelMoveFailed;//[Offset: 0x1c4 , Size: 12]
VerifySwitch VsPureMoveSpeed;//[Offset: 0x1d0 , Size: 12]
VerifySwitch VsNoHitDetail;//[Offset: 0x1dc , Size: 12]
VerifySwitch VsFakeTraceMissMatch;//[Offset: 0x1e8 , Size: 12]
VerifySwitch VsSilentProtect01;//[Offset: 0x1f4 , Size: 12]
VerifySwitch VsSilentProtect02;//[Offset: 0x200 , Size: 12]
VerifySwitch VsLocusCheckHorizon;//[Offset: 0x20c , Size: 12]
VerifySwitch VsLocusCheckZ;//[Offset: 0x218 , Size: 12]
VerifySwitch VsLocusCheckHorizonSingle;//[Offset: 0x224 , Size: 12]
VerifySwitch VsLocusCheckHorizonBigBox;//[Offset: 0x230 , Size: 12]
VerifySwitch VsMuzzleDataWrong;//[Offset: 0x23c , Size: 12]
VerifySwitch VsMuzzleRangeCircle;//[Offset: 0x248 , Size: 12]
VerifySwitch VsMuzzleRangeUp;//[Offset: 0x254 , Size: 12]
VerifySwitch VsMuzzleRangeForward;//[Offset: 0x260 , Size: 12]
VerifySwitch VsMuzzleRangeRight;//[Offset: 0x26c , Size: 12]
VerifySwitch VsDeConAndTimeOld;//[Offset: 0x278 , Size: 12]
VerifySwitch VsMaxWeaponToBaseFailed;//[Offset: 0x284 , Size: 12]
VerifySwitch VsBulletDirFailed;//[Offset: 0x290 , Size: 12]
VerifySwitch VsBulletBornFailed;//[Offset: 0x29c , Size: 12]
VerifySwitch VsBoneScale;//[Offset: 0x2a8 , Size: 12]
VerifySwitch VsHitBoneNameNone;//[Offset: 0x2b4 , Size: 12]
VerifySwitch VsHitBoneHitMissMatch;//[Offset: 0x2c0 , Size: 12]
VerifySwitch VsBulletID;//[Offset: 0x2cc , Size: 12]
VerifySwitch VsWeaponHasNoBase;//[Offset: 0x2d8 , Size: 12]
VerifySwitch VsBlockStaticToDynamic;//[Offset: 0x2e4 , Size: 12]
VerifySwitch VsMoveTimeStampError;//[Offset: 0x2f0 , Size: 12]
VerifySwitch VsVehicleTimeStampError;//[Offset: 0x2fc , Size: 12]
VerifySwitch VsWatchTimeStampError;//[Offset: 0x308 , Size: 12]
int MaxShootPointPassWall;//[Offset: 0x314 , Size: 4]
int MaxMuzzleHeightTime;//[Offset: 0x318 , Size: 4]
int MaxLocusFailTime;//[Offset: 0x31c , Size: 4]
int MaxBulletVictimClientPassWallTimes;//[Offset: 0x320 , Size: 4]
int MaxGunPosErrorTimes;//[Offset: 0x324 , Size: 4]
float MaxSkeletonLength;//[Offset: 0x328 , Size: 4]
int MaxAllowVehicleTimeSpeedRawTime;//[Offset: 0x32c , Size: 4]
int MaxAllowVehicleTimeSpeedConvTime;//[Offset: 0x330 , Size: 4]
int MaxAllowVehicleAccTime;//[Offset: 0x334 , Size: 4]
int MaxShooterDataNumErrorCnt;//[Offset: 0x338 , Size: 4]
VerifySwitch VsBoneInfo;//[Offset: 0x33c , Size: 12]
VerifySwitch VsJumpMaxHeight;//[Offset: 0x348 , Size: 12]
VerifySwitch VsJumpMaxHeight15;//[Offset: 0x354 , Size: 12]
VerifySwitch VsJumpMaxHeight2;//[Offset: 0x360 , Size: 12]
VerifySwitch VsTimeLineUpFailed;//[Offset: 0x36c , Size: 12]
VerifySwitch VsTimeLineDnFailed;//[Offset: 0x378 , Size: 12]
VerifySwitch VsTimeLineBlock;//[Offset: 0x384 , Size: 12]
VerifySwitch VsSysTimeCheckNoBack;//[Offset: 0x390 , Size: 12]
VerifySwitch VsSysTimeRateCheck;//[Offset: 0x39c , Size: 12]
VerifySwitch VsShootRpgShootTimeVerify;//[Offset: 0x3a8 , Size: 12]
VerifySwitch VsShootLockShootTimeVerify;//[Offset: 0x3b4 , Size: 12]
VerifySwitch VsShootRpgHitNewVerify;//[Offset: 0x3c0 , Size: 12]
VerifySwitch VsShootGunInfoCheck;//[Offset: 0x3cc , Size: 12]
VerifySwitch VsDynamicBasePassWall;//[Offset: 0x3d8 , Size: 12]
VerifySwitch VsShootTimeConDelta;//[Offset: 0x3e4 , Size: 12]
VerifySwitch VsShootTimeDeConMerged;//[Offset: 0x3f0 , Size: 12]
int MaxMergedStrategy1;//[Offset: 0x3fc , Size: 4]
int MaxMergedStrategy2;//[Offset: 0x400 , Size: 4]
VerifySwitch VsShootTimeDeConFrameControl;//[Offset: 0x404 , Size: 12]
VerifySwitch VsShootTimeServerNoConnSpan;//[Offset: 0x410 , Size: 12]
VerifySwitch VsServerNoOldShoot;//[Offset: 0x41c , Size: 12]
VerifySwitch VsSkeletonLengthCheck;//[Offset: 0x428 , Size: 12]
VerifySwitch VsParachuteVelocityCheck;//[Offset: 0x434 , Size: 12]
float MaxFuelConsume;//[Offset: 0x440 , Size: 4]
VerifySwitch VsHighMuzzleShootDown;//[Offset: 0x4c4 , Size: 12]
VerifySwitch VsWeaponScopeHeightError;//[Offset: 0x4d0 , Size: 12]
VerifySwitch VsWeaponScopeDisError;//[Offset: 0x4dc , Size: 12]
VerifySwitch VsOwnerHeadAndMuzzlePassWall;//[Offset: 0x4e8 , Size: 12]
VerifySwitch VsImpactPointAndActorDisBig;//[Offset: 0x4f4 , Size: 12]
VerifySwitch VsImpactPointAndBulletDisBig;//[Offset: 0x500 , Size: 12]
VerifySwitch VsShooterPosByNetdelayInvalid;//[Offset: 0x50c , Size: 12]
VerifySwitch VsVictmPosByNetdelayInvalid;//[Offset: 0x518 , Size: 12]
VerifySwitch VsShootVerifyInvalid;//[Offset: 0x524 , Size: 12]
bool bOpenDetailDataCollect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x530 , Size: 1]
bool bOpenSocialIslandJump2;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x531 , Size: 1]
VerifySwitch VsClientImpactActorOffset;//[Offset: 0x534 , Size: 12]
VerifySwitch VsClientBulletOffset;//[Offset: 0x540 , Size: 12]
VerifySwitch VsClientBulletDir;//[Offset: 0x54c , Size: 12]
VerifySwitch VsClientWeaponHeight;//[Offset: 0x558 , Size: 12]
VerifySwitch VsClientDownShoot;//[Offset: 0x564 , Size: 12]
VerifySwitch VsImpactActorPosWithNoHisPos;//[Offset: 0x570 , Size: 12]
VerifySwitch FarJump;//[Offset: 0x57c , Size: 12]
VerifySwitch VsShootAngleInVaild;//[Offset: 0x588 , Size: 12]
VerifySwitch VsMuzzleAndTailPosInVaild;//[Offset: 0x594 , Size: 12]
VerifySwitch VsMuzzleAndImpactPassWall;//[Offset: 0x5a0 , Size: 12]
VerifySwitch VsMuzzleAndTailPassWall;//[Offset: 0x5ac , Size: 12]
VerifySwitch VsImpactActorPosOffsetBig;//[Offset: 0x5b8 , Size: 12]
VerifySwitch VsImpactPointChangeSmall;//[Offset: 0x5c4 , Size: 12]
VerifySwitch VsImpactBulletPosOffsetBig;//[Offset: 0x5d0 , Size: 12]
VerifySwitch VsTotalImactCharacterNum;//[Offset: 0x5dc , Size: 12]
AntiCheatDetailData CatchReportAntiCheatDetailData;//[Offset: 0x5e8 , Size:
40]
int MaxCatchWeaponAntiDataNLength;//[Offset: 0x610 , Size: 4]
VerifySwitch ClientTimeSpeedAcc;//[Offset: 0x614 , Size: 12]
VerifySwitch SpeedCheatOver10;//[Offset: 0x63c , Size: 12]
VerifySwitch SpeedCheatOver15;//[Offset: 0x648 , Size: 12]
VerifySwitch SpeedCheatOver20;//[Offset: 0x654 , Size: 12]
VerifySwitch SpeedQuickCheck;//[Offset: 0x660 , Size: 12]
void ReportAntiCheatDetailData();// 0x2d631e8
void PushWeaponAntiData(out WeaponAntiData NewWeaponAntiData);// 0x2d63158
void OnRecoverOnServer();// 0x2d63144
void OnPreReconnectOnServer();// 0x2d63130
--------------------------------
Class: AntiCheatDetailData
uint16 AreaID;//[Offset: 0x0 , Size: 2]
int8 PlatID;//[Offset: 0x2 , Size: 1]
FString ZoneID;//[Offset: 0x8 , Size: 16]
WeaponAntiData[] WeaponAntiDataList;//[Offset: 0x18 , Size: 16]
--------------------------------
Class: CommonCameraModeData
SwitchCameraData SwitchCameraData;//[Offset: 0x0 , Size: 36]
--------------------------------
Class: SwitchCameraData.CameraData
float StartCameraSwitchDelayTimeFrom_Normal;//[Offset: 0x14 , Size: 4]
float StartCameraSwitchDelayTimeFrom_Near;//[Offset: 0x18 , Size: 4]
float StartCameraSwitchDelayTimeFrom_Aim;//[Offset: 0x1c , Size: 4]
float CameraSwitchTime;//[Offset: 0x20 , Size: 4]
--------------------------------
Class: CameraData
float CameraFOV;//[Offset: 0x0 , Size: 4]
Vector SpringArmSocketOffset;//[Offset: 0x4 , Size: 12]
float SpringArmLength;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: AimCameraModeData
SwitchCameraData SwitchCameraData;//[Offset: 0x0 , Size: 36]
--------------------------------
Class: CameraViewPitchLimitData
float ViewPitchMin;//[Offset: 0x0 , Size: 4]
float ViewPitchMax;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: ServerHitEnemyReplicatedData
STExtraBaseCharacter* HitTargetPawn;//[Offset: 0x0 , Size: 8]
uint32 EventId;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: WeaponSystemReconnectReplicateData
FName LastUseNoneGrenadeLogicSlot;//[Offset: 0x0 , Size: 8]
FName LastUseLogicSlot;//[Offset: 0x8 , Size: 8]
FName[] GrenadeLogicSlotList;//[Offset: 0x10 , Size: 16]
ItemDefineID[] GrenadeDefineIDList;//[Offset: 0x20 , Size: 16]
--------------------------------
Class: TeamMateStateInfo
STExtraPlayerState* PlayerState;//[Offset: 0x0 , Size: 8]
Vector Location;//[Offset: 0x8 , Size: 12]
Rotator Rotation;//[Offset: 0x14 , Size: 12]
--------------------------------
Class: TeamateStateUAVChangedCompressData
Vector_NetQuantize100 Location;//[Offset: 0x0 , Size: 12]
uint32 View;//[Offset: 0xc , Size: 4]
byte Roll;//[Offset: 0x10 , Size: 1]
byte uavType;//[Offset: 0x11 , Size: 1]
--------------------------------
Class: CommonBtnComponent.ActorComponent.Object
float CheckDoorDistanceSqr;//[Offset: 0x110 , Size: 4]
PUBGDoor* TriggeredDoor;//[Offset: 0x118 , Size: 8]
PUBGDoor* TriggeredDoorAux;//[Offset: 0x120 , Size: 8]
void SetAutoOpenDoorMode(int Mode);// 0x2c56664
void SetAutoOpenDoorEnable(bool bEnable);// 0x2c565e0
void RPC_Server_DoorState(PUBGDoor* actionDoor, int ClientDoorState);//
0x2c564f0
void RPC_Client_DoorState(PUBGDoor* actionDoor, int doorState);// 0x2c56400
bool IsAimingExtraDoor(PUBGDoor* actionDoor);// 0x2c56370
PUBGDoor* GetPriorityDoor();// 0x2c5633c
void DoorRequireRPC(PUBGDoor* actionDoor, bool bAimingExtraDoor, int
ClientDoorState);// 0x2c561f8
void BP_SimulateUIClick(bool bExtraDoor);// 0x37db6c4
void BP_ShowDoorBtn(bool bShow, bool bOpen, int doorOpenMode);// 0x37db6c4
--------------------------------
Class: ChatComponent.ActorComponent.Object
int end_time;//[Offset: 0x114 , Size: 4]
FString Reason;//[Offset: 0x118 , Size: 16]
int[] audioChat;//[Offset: 0x128 , Size: 16]
QuickChatIDAndAudio[] chatQuickList;//[Offset: 0x138 , Size: 16]
QuickChatIDAndAudio[] TurnplateChatQuickList;//[Offset: 0x148 , Size: 16]
QuickChatOption[] allChatOption;//[Offset: 0x158 , Size: 16]
FString TeammateColor;//[Offset: 0x168 , Size: 16]
FString MyColor;//[Offset: 0x178 , Size: 16]
<int,FString> ActorNameList;//[Offset: 0x188 , Size: 80]
<FString,IngameFriendChat> FriendChatInfo;//[Offset: 0x1d8 , Size: 80]
QuickChatFlag[] ChatFlagList;//[Offset: 0x228 , Size: 16]
float SendMsgCD;//[Offset: 0x238 , Size: 4]
float lastShowChatTime;//[Offset: 0x23c , Size: 4]
float ShowChatDuration;//[Offset: 0x240 , Size: 4]
QuickGroundFlag[] groundFlags;//[Offset: 0x248 , Size: 16]
FString EndChar;//[Offset: 0x258 , Size: 16]
FString ColonChar;//[Offset: 0x268 , Size: 16]
<int,int> TextID2AudioID;//[Offset: 0x278 , Size: 80]
InGameFilterChatMsg[] ChatFilterList;//[Offset: 0x2c8 , Size: 16]
PickupManagerComponent* PickupMgrComp;//[Offset: 0x2d8 , Size: 8]
int itemIDOnGround;//[Offset: 0x2f8 , Size: 4]
int itemOnGroundNetGUID;//[Offset: 0x2fc , Size: 4]
PickUpWrapperActor* itemOnGround;//[Offset: 0x300 , Size: 8]
Vector hitItemPosition;//[Offset: 0x308 , Size: 12]
bool hitGroundValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x314 , Size: 1]
Vector hitGroundPosition;//[Offset: 0x318 , Size: 12]
FString CongregationPlayerName;//[Offset: 0x328 , Size: 16]
FString CongregationPlayerKey;//[Offset: 0x338 , Size: 16]
BankAudioPlayer chatAudio;//[Offset: 0x348 , Size: 96]
InGameChatMsg CurrMsg;//[Offset: 0x3a8 , Size: 72]
void UpdateQuickItemText(int MsgID, int resID, int alternateMsgID);//
0x37db6c4
void ShowTeamMsg(out const InGameChatMsg msgItem, bool isMe, bool
ShowChat);// 0x2c4f83c
void ShowQuickPanel(bool bShow);// 0x2c4f7b8
void ServerSendMsg(const InGameChatMsg msgItem);// 0x2c4f6a8
void SendDirtyFilterContent(FString Content);// 0x37db6c4
void SendDirtyFilter(FString Name, FString Content, bool isMe);// 0x37db6c4
void ReportBattleChat(int MsgID, FString Msg);// 0x37db6c4
void OnInviteNextBattle(FString gid, FString Name);// 0x2c4f598
void OnFilterFinish(FString filterText);// 0x37db6c4
void NotifyFriendReplyInvite(FString str_gid, FString sender_name, bool
bReply);// 0x37db6c4
void NotifyFriendInvite(FString str_gid, FString sender_name);// 0x37db6c4
void NotifyFriendChat(FString str_gid, FString sender_name, FString
chat_content, bool self_msg);// 0x37db6c4
void LoadBankAndPlay(FString BankName, FString EventName);// 0x2c4f488
void InviteNextBattleReply(FString gid, FString Name, bool bReply);//
0x2c4f334
void FindTextIDByAudioID();// 0x37db6c4
void CloseChatHistoryList();// 0x37db6c4
void ClientReceiveMsg(const InGameChatMsg msgItem, bool isMe);// 0x2c4f20c
void AddQuickAudio(AkAudioEvent* audio, int chatID);// 0x2c4f154
void AddOneMsgToUI1(FString Name, FString Content, int MsgID, int audioID,
int ItemID, bool isMe, bool PlaySound, bool ShowChat);// 0x37db6c4
void AddFriendChat(FString gid, FString Name, FString Content, bool
IsSelf);// 0x2c4ee24
--------------------------------
Class: QuickChatIDAndAudio
int chatTextID;//[Offset: 0x0 , Size: 4]
int RealTextID;//[Offset: 0x4 , Size: 4]
int AlternateTextID;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: QuickChatOption
int chatTextID;//[Offset: 0x0 , Size: 4]
AkAudioEvent* audioEvent1;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: IngameFriendChat
IngameFriendChatMsg[] ChatList;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: IngameFriendChatMsg
FString Name;//[Offset: 0x0 , Size: 16]
FString Content;//[Offset: 0x10 , Size: 16]
bool IsSelf;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20 ,
Size: 1]
int MsgType;//[Offset: 0x24 , Size: 4]
bool bReply;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28 ,
Size: 1]
--------------------------------
Class: QuickChatFlag
enum Type;//[Offset: 0x0 , Size: 1]
int[] chatIDList;//[Offset: 0x8 , Size: 16]
int AlternateChatID;//[Offset: 0x18 , Size: 4]
int FlagIndex;//[Offset: 0x1c , Size: 4]
int traceDist;//[Offset: 0x20 , Size: 4]
float minDist;//[Offset: 0x24 , Size: 4]
--------------------------------
Class: QuickGroundFlag
int Index;//[Offset: 0x0 , Size: 4]
int flagID;//[Offset: 0x4 , Size: 4]
Vector hitPosition;//[Offset: 0x8 , Size: 12]
--------------------------------
Class: InGameFilterChatMsg
FString PlayerName;//[Offset: 0x0 , Size: 16]
bool isMe;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 , Size:
1]
--------------------------------
Class: PickupManagerComponent.ActorComponent.Object
float CheckPickUpInterval;//[Offset: 0x110 , Size: 4]
float PickUpZLimit;//[Offset: 0x114 , Size: 4]
bool bApplyVisibleTrace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x118 , Size: 1]
Vector2D[] FindPutDownPointSearchRadiusGroupArray;//[Offset: 0x120 , Size:
16]
int FindPutDownPointCircleSplitNum;//[Offset: 0x130 , Size: 4]
float FindPutDownPointZThreshold;//[Offset: 0x134 , Size: 4]
float FindPutDownPointZTraceOffset;//[Offset: 0x138 , Size: 4]
Vector2D RegionXRange;//[Offset: 0x13c , Size: 8]
Vector2D RegionYRange;//[Offset: 0x144 , Size: 8]
bool bDrawDebugSearchLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x14c , Size: 1]
bool bDrawDebugSearchedPutDownPointsSphere;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x14d , Size: 1]
Vector DebugSearchedPutDownPointsBoxExtent;//[Offset: 0x150 , Size: 12]
float DebugSearchedPutDownPointsSphereRadius;//[Offset: 0x15c , Size: 4]
float DebugSearchedPutDownPointsPointSize;//[Offset: 0x160 , Size: 4]
float DrawTime;//[Offset: 0x164 , Size: 4]
bool bDebugGetLocWithOutClamp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x168 , Size: 1]
Actor* CacheRepActorForGetRandomLoc;//[Offset: 0x170 , Size: 8]
Actor*[] PickupAvailableActorPool;//[Offset: 0x178 , Size: 16]
Actor*[] ConfirmedPickupActorPool;//[Offset: 0x188 , Size: 16]
void ServerPutDownTargetWithLocation(Actor* Target, Vector Loc);// 0x2d5ad80
void ServerPutDownTarget(Actor* Target);// 0x2d5acd0
void ServerPickUpTarget(Actor* Target, int AdditionalParam, int pickCount,
int BattleItemClientPickupType);// 0x2d5ab68
void ServerPickUpAttachmentTarget(Actor* Target, const PickUpItemData
ItemData, int PickupAttachmentID, ItemDefineID TargetDefineID);// 0x2d5a928
void PutDownTargetWithLocation(Actor* Target, Vector Loc);// 0x2d5a870
void PutDownTarget(Actor* Target);// 0x2d5a7f4
void PickUpTargetAttachment(Actor* Target, out const PickUpItemData ItemData,
int PickupAttachmentID, ItemDefineID TargetDefineID);// 0x2d5a5f4
void PickUpTarget(Actor* Target, int AdditionalParam, int pickCount, int
BattleItemClientPickupType);// 0x2d5a4c8
void NotifyMissPickupAvailableActor(Actor* Target);// 0x2d5a44c
void NotifyMeetPickupAvailableActor(Actor* Target, bool
bUpdatePickupManager);// 0x2d5a38c
Vector GetRandomPutDownLocation(float OverrideFindPutDownPointZThreshold);//
0x2d5a2fc
void GetConfirmedPickupAvailableActors(out <Actor*> OutSet);// 0x2d5a218
void ControlClientPutDownTargetWithLocation(Actor* Target, Vector Loc);//
0x2d5a124
void ControlClientPutDownTarget(Actor* Target);// 0x2d5a074
void ControlClientPickUpTarget(Actor* Target, int AdditionalParam);//
0x2d59f84
void ControlClientPickUpAttachmentTarget(Actor* Target, int AdditionalParam,
int PickupAttachmentID, ItemDefineID TargetDefineID);// 0x2d59dd8
void ClampWorldLocation(out Vector OutVector);// 0x2d59d50
--------------------------------
Class: BankAudioPlayer
float TickInterval;//[Offset: 0x50 , Size: 4]
float releaseInterval;//[Offset: 0x54 , Size: 4]
float releaseTime;//[Offset: 0x58 , Size: 4]
--------------------------------
Class: InGameChatMsg
FString PlayerName;//[Offset: 0x0 , Size: 16]
uint32 playerIdentifier;//[Offset: 0x10 , Size: 4]
FString msgContent;//[Offset: 0x18 , Size: 16]
int MsgID;//[Offset: 0x28 , Size: 4]
int audioID;//[Offset: 0x2c , Size: 4]
int ItemID;//[Offset: 0x30 , Size: 4]
bool hitValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34 ,
Size: 1]
Vector hitPosition;//[Offset: 0x38 , Size: 12]
int itemIDOnGround;//[Offset: 0x44 , Size: 4]
--------------------------------
Class: GuideComponent.ActorComponent.Object
GuideInfo[] WidgetList;//[Offset: 0x110 , Size: 16]
Widget* MaskWidget;//[Offset: 0x120 , Size: 8]
void SetMaskWidgetOnTop(bool bTop);// 0x2ced1e4
void CreateGuideUI();// 0x37db6c4
--------------------------------
Class: GuideInfo
Widget* Widget;//[Offset: 0x0 , Size: 8]
int guildUI;//[Offset: 0x8 , Size: 4]
Vector2D Offset;//[Offset: 0xc , Size: 8]
Vector2D Size;//[Offset: 0x14 , Size: 8]
int childData;//[Offset: 0x1c , Size: 4]
--------------------------------
Class: QuickSignComponent.ActorComponent.Object
delegate OnAddSignMarkDelegate;//[Offset: 0x110 , Size: 16]
delegate OnDelSignMarkDelegate;//[Offset: 0x120 , Size: 16]
bool IsBlockWhomInVoiceBlackList;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x130 , Size: 1]
int TextID_OutRange;//[Offset: 0x134 , Size: 4]
FString PreFix_Command;//[Offset: 0x138 , Size: 16]
FString PreFix_Command_Res;//[Offset: 0x148 , Size: 16]
FString PreFix_Mark;//[Offset: 0x158 , Size: 16]
int MinTraceDist;//[Offset: 0x168 , Size: 4]
int MaxTraceDist;//[Offset: 0x16c , Size: 4]
int ItemTraceDist;//[Offset: 0x170 , Size: 4]
int MarkMutualExclusionDist;//[Offset: 0x174 , Size: 4]
int MiniMapAttentionIconID;//[Offset: 0x178 , Size: 4]
int MiniMapThingIconID;//[Offset: 0x17c , Size: 4]
PickupManagerComponent* PickupMgrComp;//[Offset: 0x180 , Size: 8]
<int,FString> CommandTypeIDMap;//[Offset: 0x188 , Size: 80]
<FString,class Object> MarkNameClassMap;//[Offset: 0x1d8 , Size: 80]
<FString,QuickSignMark> MarkInfoMap;//[Offset: 0x228 , Size: 80]
<FString,float> MarkLifeTimeMap;//[Offset: 0x278 , Size: 80]
<FString,QuickSignIDArray> MarkTypeArrayMap;//[Offset: 0x2c8 , Size: 80]
<FString,int> MsgIDActorNetGUIDMap;//[Offset: 0x318 , Size: 80]
int[] ActorNetGUIDTrashArray;//[Offset: 0x368 , Size: 16]
FString[] TempIDArray;//[Offset: 0x378 , Size: 16]
<FString,int> MsgKey2MiniMapID;//[Offset: 0x388 , Size: 80]
<FString,int> MsgKey2MiniMapIconTypeID;//[Offset: 0x3d8 , Size: 80]
BankAudioPlayer BankAudio;//[Offset: 0x428 , Size: 96]
<FString,int> ConfigKeyToTextID;//[Offset: 0x488 , Size: 80]
<FString,enum> ConfigKeyToSignSubType;//[Offset: 0x4d8 , Size: 80]
void SwitchAndLoadBankAndPlay(FName SwitchGroup, FName SwitchState, FString
BankName, FString EventName);// 0x2d96728
void ShowMsgTipsVoice(out const QuickSignMsg msgItem, bool IsSelf);//
0x37db6c4
void ServerSendMsg(const QuickSignMsg msgItem, byte SignType);// 0x2d96600
void ServerDelMsg(FString MsgID);// 0x2d96524
void ReportQuickSign(out const QuickSignMsg msgItem);// 0x37db6c4
void RemoveActorMask(int ActorNetGUID);// 0x2d96474
void OperMark(FString MsgID);// 0x2d963cc
void MakeQuickNeed(enum SignSubType);// 0x2d96350
void MakeQuickMark_PickupActor(PickUpWrapperActor* PickUpActor);// 0x2d962d4
void MakeQuickMark();// 0x2d962c0
void MakeQuickCommand(byte SignType);// 0x2d96244
bool IsSelfMark(FString MsgID);// 0x2d96188
int GetVoiceAudioID(enum MsgType);// 0x37db6c4
bool GenerateMarkInfo(out const QuickSignMsg msgItem, out QuickSignMark
MarkInfo);// 0x37db6c4
void DelMarkFromPool(FString MsgMark);// 0x2d960e0
void DealWithNewMsg(out const QuickSignMsg msgItem, bool IsSelf, bool
ShowChat);// 0x2d95f88
void ClientReceiveMsg(const QuickSignMsg msgItem, bool IsSelf);// 0x2d95e88
void ClientDelMsg(FString MsgID);// 0x2d95dd8
void AnalysisConfigKeyClass(FString ConfigID, FString ConfigScriptParam);//
0x2d95cc8
void AddMarkToPool(out const QuickSignMark MsgMark);// 0x2d95c14
void AddActorMask(int ActorNetGUID);// 0x2d95b64
--------------------------------
Class: QuickSignMark
FString MsgID;//[Offset: 0x0 , Size: 16]
FString MarkType;//[Offset: 0x10 , Size: 16]
FString IconPath;//[Offset: 0x20 , Size: 16]
FString IconBGPath;//[Offset: 0x30 , Size: 16]
FString IconOuterPath;//[Offset: 0x40 , Size: 16]
FString IconOuterBGPath;//[Offset: 0x50 , Size: 16]
FString ReplyID;//[Offset: 0x60 , Size: 16]
Vector Loc;//[Offset: 0x70 , Size: 12]
int MaxNum;//[Offset: 0x7c , Size: 4]
int LifeSpan;//[Offset: 0x80 , Size: 4]
bool IsSelfMark;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x84 ,
Size: 1]
--------------------------------
Class: QuickSignIDArray
FString[] InnerArray;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: QuickSignMsg
FString MsgID;//[Offset: 0x0 , Size: 16]
FString PlayerName;//[Offset: 0x10 , Size: 16]
Vector HitPos;//[Offset: 0x20 , Size: 12]
FString ConfigKey;//[Offset: 0x30 , Size: 16]
int audioID;//[Offset: 0x40 , Size: 4]
FString ParamString;//[Offset: 0x48 , Size: 16]
int BindActorGUID;//[Offset: 0x58 , Size: 4]
uint32 PlayerKey;//[Offset: 0x5c , Size: 4]
int MiniMapIconTypeId;//[Offset: 0x60 , Size: 4]
enum MsgType;//[Offset: 0x64 , Size: 1]
--------------------------------
Class: BaseTaskComponent.ActorComponent.Object
STExtraPlayerController* OwningPC;//[Offset: 0x110 , Size: 8]
FString OwningPlayerName;//[Offset: 0x118 , Size: 16]
UAETriggerObject*[] TaskTriggerObjects;//[Offset: 0x128 , Size: 16]
<FString,TriggerEvent*> TriggerEvents;//[Offset: 0x138 , Size: 80]
int RetrieveUseItemAreaType(int ItemID, Vector PlayerLocation);// 0x2c0cbe0
int RetrieveTaskAreaType(Vector PlayerLocation);// 0x2c0cb54
int[] RetrieveTaskAreaList(Vector PlayerLocation);// 0x2c0ca60
int RetrieveLandLocType(FString TargetName);// 0x2c0c924
void ReportTaskAndSpecialCollection(byte TaskType, int TaskID, int
process);// 0x2c0c82c
bool RegisterEvent(class Object RegisterEventClass, UAETriggerObject*
TriggerListener, byte TaskEventType);// 0x2c0c720
bool IsTriggerActive(int InTaskID);// 0x2c0c690
bool IsSpecialPickItem(int InItemID);// 0x2c0c600
bool IsInSpecifiedArea(Vector PlayerLocation, FString outAreaAnchorsStr,
FString InMapName, FString InTargetName);// 0x2c0c2b0
void HandlePlayerPickupItem(int ItemID, int Count, STExtraPlayerController*
PC);// 0x2c0c1c0
void HandlePlayerKilling();// 0x2c0c1ac
void HandlePlayerEnterArea(int AreaID);// 0x2c0c130
void HandlePlayerDropItem(int ItemID, int Count, STExtraPlayerController*
PC);// 0x2c0c040
void HandlePlayerDoEmote(int EmoteIndex);// 0x2c0bfc4
void HandleInitTaskData(int TaskID, int process, FString ext_info);//
0x2c0be0c
void HandleInitCollectionData(int ItemID, int CurrentCount, int
TotalCount);// 0x2c0bd1c
void HandleDeathBoxSpawned(Transform SpawnTransform);// 0x2c0bc78
UAETriggerObject* GetTriggerObject(int InTaskID);// 0x2c0bbec
int GetTaskSubTypeFromDataTable(int InTaskID);// 0x37db6c4
bool GetTaskParamsFromDataTable(int InTaskID, out FString
outMainConditionParam, out int outTargetProcess);// 0x37db6c4
bool GetTaskParams(int InTaskID, out FString outMainConditionParamStr, out
int outTaskProcess);// 0x2c0ba90
FString GetTaskClassPath(byte TaskType, int TaskUID);// 0x2c0b958
int[] GetTaskAreaListFromDataTable(Vector InPlayerLocation);// 0x37db6c4
int GetTaskAreaIDFromDataTable(Vector InPlayerLocation);// 0x37db6c4
FString GetOwningPlayerName();// 0x2c0b8b4
FString GetMapName();// 0x2c0b810
int GetLandLocIDFromDataTable(FString InTargetName);// 0x37db6c4
int GetItemUseAreaIDFromDataTable(int ItemID, Vector InPlayerLocation);//
0x37db6c4
void FireEvent(byte TaskEventType, int Param, FString ExtMsg);// 0x2c0b658
void DeactiveCondition(byte InTaskConditionType, VariableSet*
InDataSource);// 0x2c0b598
UAETriggerObject_Task* CreateTriggerObject(byte TaskType, int TaskID);//
0x2c0b4c8
bool AddTrigger(byte TaskType, int TaskID, int process, FString ext_info);//
0x2c0b2c0
void AddEventToTrigger(UAETriggerObject* TriggerObj, class Object Event, byte
TaskEventType);// 0x2c0b1c8
void ActiveCondition(byte InTaskConditionType, VariableSet* InDataSource);//
0x2c0b108
--------------------------------
Class: UAETriggerObject.Object
enum RunType;//[Offset: 0x28 , Size: 1]
enum TriggerObjectType;//[Offset: 0x29 , Size: 1]
int EventDelayTime;//[Offset: 0x2c , Size: 4]
int ActionDelayTime;//[Offset: 0x30 , Size: 4]
FString TriggerName;//[Offset: 0x38 , Size: 16]
Actor* OuterActor;//[Offset: 0x48 , Size: 8]
class Object[] TriggerEventsClass;//[Offset: 0x50 , Size: 16]
TriggerAction*[] TriggerActions;//[Offset: 0x60 , Size: 16]
TriggerCondition*[] TriggerConditions;//[Offset: 0x70 , Size: 16]
FlowNodeBase* CarrierFlowNode;//[Offset: 0x80 , Size: 8]
bool bActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x88 ,
Size: 1]
TimerHandle TimerHandle_EventDelay;//[Offset: 0xa0 , Size: 8]
TimerHandle TimerHandle_ActionDelay;//[Offset: 0xa8 , Size: 8]
TriggerEvent* CurEvent;//[Offset: 0xb0 , Size: 8]
FString DelayEventName;//[Offset: 0xb8 , Size: 16]
FString FiredEventName;//[Offset: 0xc8 , Size: 16]
<TriggerEvent*> TriggeredEvents;//[Offset: 0xd8 , Size: 80]
<TriggerAction*> CompleteActions;//[Offset: 0x128 , Size: 80]
bool IsEnableCheckDo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x178 , Size: 1]
UAELevelDirector* OwnerLevelDirector;//[Offset: 0x180 , Size: 8]
bool bEnableTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a0
, Size: 1]
float TickInterval;//[Offset: 0x1a4 , Size: 4]
bool bShouldReplicateAction;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1a8 , Size: 1]
bool bCacheParamToTriggerObject;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x1a9 , Size: 1]
Property*[] eventParams;//[Offset: 0x1b0 , Size: 16]
--------------------------------
Class: TriggerAction.Object
VariableSet* DataSource;//[Offset: 0x28 , Size: 8]
bool bEnableActionTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x38 , Size: 1]
enum ExecPolicy;//[Offset: 0x39 , Size: 1]
UAETriggerObject* ParentTrigger;//[Offset: 0x40 , Size: 8]
UAELevelDirector* ActionOuterActor;//[Offset: 0x48 , Size: 8]
bool bSupportNetRep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x74 , Size: 1]
--------------------------------
Class: VariableSet.Object
VariableSetCachedActors DataActors;//[Offset: 0x78 , Size: 88]
--------------------------------
Class: VariableSetCachedActors
Actor* LastAccessActor;//[Offset: 0x50 , Size: 8]
--------------------------------
Class: UAELevelDirector.Actor.Object
bool IsEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x398 ,
Size: 1]
bool ClientEnvEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x399 , Size: 1]
bool ServerEnvEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x39a , Size: 1]
LevelDirectorInstAction[] InstanceActions;//[Offset: 0x3a0 , Size: 16]
FString[] ClassPaths;//[Offset: 0x3b0 , Size: 16]
FString ConfigFilePath;//[Offset: 0x3c0 , Size: 16]
class UAELevelDirector_PlayerRepInfo* PlayerRepInfoClass;//[Offset: 0x3d0 ,
Size: 8]
FString ClientConfigFilePath;//[Offset: 0x3d8 , Size: 16]
UAELevelDirectorRepData LevelDirectorRepData;//[Offset: 0x3e8 , Size: 24]
<uint32,UAELevelDirector_PlayerRepInfo*> AllPlayersRepInfo;//[Offset: 0x400 ,
Size: 80]
UAETriggerFuncLib*[] FunctionLibList;//[Offset: 0x450 , Size: 16]
TriggersFlowBase* TriggersFlowTree;//[Offset: 0x460 , Size: 8]
<FString,UAETriggerObject*> TriggerObjectMap;//[Offset: 0x468 , Size: 80]
VariableSet* AllVariableSet;//[Offset: 0x4b8 , Size: 8]
UAETriggerParamFuncLib* TriggerParamFuncLib;//[Offset: 0x4c0 , Size: 8]
LevelEventCenter* LevelEventCenter;//[Offset: 0x4c8 , Size: 8]
FString DescData;//[Offset: 0x4d0 , Size: 16]
UAELevelDirector_PlayerRepInfo* CurLevelDirector_PlayerRepInfo;//[Offset:
0x4e0 , Size: 8]
<uint32,UAELevelDirector_PlayerRepInfo*>
HistoryLevelDirector_PlayerRepInfos;//[Offset: 0x4e8 , Size: 80]
TaskRepData TaskData;//[Offset: 0x540 , Size: 24]
bool StartLevelDirector();// 0x5dbf220
void SetTriggerRunType(FString TriggerName, enum RunType);// 0x5dbf0b0
void SetEnable(bool Enab);// 0x5dbf030
void S2Sim_CallExcuteAction();// 0x5dbf014
void RequestTriggerComplete(UAETriggerObject* CompleteTrigger);// 0x5dbef64
void OnRep_LevelDirectorData();// 0x5dbef50
bool InitialLevelDirector();// 0x5dbef10
UAETriggerObject* GetTrigger(FString NodeName, FString TriggerName);//
0x5dbecf8
bool GetHasBeenInit();// 0x5dbecc0
VariableSet* GetDataSet();// 0x5dbec8c
int GetCurTaskID();// 0x5dbec58
void ForceExecuteTrigger(FString TriggerName);// 0x5dbeb24
bool FlowControllSubControll(out FString[] TriggerNames, FString NodeName);//
0x5dbe90c
bool FlowControllOr(out FString[] TriggerNames, FString NodeName);//
0x5dbe6f4
bool FlowControllOneSequence(FString TriggerName, FString NodeName);//
0x5dbe4d8
bool FlowControllMultiSequence(out FString[] TriggerNames, FString
NodeName);// 0x5dbe2c0
bool FlowControllAnd(out FString[] TriggerNames, FString NodeName, bool
DefaultActive);// 0x5dbe064
void DeactiveTrigger(FString NodeName, FString TriggerName);// 0x5dbde54
void DeactiveNode(FString NodeName);// 0x5dbdd20
void ClientExecuteAction(FString ActionClassName, int64 UId, const
TriggerParamRepData[] RepParams, bool IsKeep, bool IsRevert,
UAELevelDirector_PlayerRepInfo* InLevelDirector_PlayerRepInfo);// 0x5dbdb14
void AddEventToTrigger(FString TriggerName, class Object Event);// 0x5dbd9a4
TriggerCondition* AddConditionToTrigger(FString TriggerName, class Object
Condition);// 0x5dbd82c
TriggerAction* AddActionToTrigger(FString TriggerName, class Object
Action);// 0x5dbd6b4
void ActiveTrigger(FString NodeName, FString TriggerName);// 0x5dbd4a4
void ActiveNode(FString NodeName);// 0x5dbd370
--------------------------------
Class: LevelDirectorInstAction
int64 ActionUniqueID;//[Offset: 0x0 , Size: 8]
TriggerAction* Action;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: UAELevelDirector_PlayerRepInfo.Info.Actor.Object
TriggerActionRepData[] ActionRepDatas;//[Offset: 0x398 , Size: 16]
uint32 UniqueId;//[Offset: 0x3a8 , Size: 4]
UAELevelDirector* RelevantLevelDirector;//[Offset: 0x3b0 , Size: 8]
void OnRep_LevelDirector();// 0x5dc0048
void OnRep_ActionRepDatas();// 0x5dc0034
void ClientExecuteAction(const TriggerActionRepData InActionRepData);//
0x5dbff64
--------------------------------
Class: TriggerActionRepData
int64 RepID;//[Offset: 0x0 , Size: 8]
int64 UId;//[Offset: 0x8 , Size: 8]
FString ActionClassName;//[Offset: 0x10 , Size: 16]
TriggerParamRepData[] ParamDatas;//[Offset: 0x20 , Size: 16]
--------------------------------
Class: TriggerParamRepData
byte ParamType;//[Offset: 0x0 , Size: 1]
byte ParamSubType;//[Offset: 0x1 , Size: 1]
FString ParamName;//[Offset: 0x8 , Size: 16]
byte[] ParamData;//[Offset: 0x18 , Size: 16]
--------------------------------
Class: UAELevelDirectorRepData
UFlowNodeRepData FlowNodeRepData;//[Offset: 0x0 , Size: 24]
--------------------------------
Class: UFlowNodeRepData
FString RepData;//[Offset: 0x0 , Size: 16]
int NodeID;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: UAETriggerFuncLib.Object
TriggerClassItem[] ClassItemList;//[Offset: 0x28 , Size: 16]
VariableSet* DataSet;//[Offset: 0x38 , Size: 8]
Actor* GetLastIteratorActor();// 0x5dc1668
--------------------------------
Class: TriggerClassItem
FString TagName;//[Offset: 0x0 , Size: 16]
FString ClassFullPath;//[Offset: 0x10 , Size: 16]
float RandomRadius;//[Offset: 0x20 , Size: 4]
--------------------------------
Class: TriggersFlowBase.Object
UAELevelDirector* OwnerLevelDirector;//[Offset: 0x30 , Size: 8]
<FString,FlowNodeBase*> Nodes;//[Offset: 0x38 , Size: 80]
bool IsRun;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x88 ,
Size: 1]
--------------------------------
Class: FlowNodeBase.Object
FlowNodeBase* NextFlowNode;//[Offset: 0x28 , Size: 8]
UFlowNodeRepData RepData;//[Offset: 0x30 , Size: 24]
bool IsActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x60 ,
Size: 1]
bool DefaltActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x61
, Size: 1]
TriggersFlowBase* CarriedFlow;//[Offset: 0x68 , Size: 8]
enum NodeType;//[Offset: 0x70 , Size: 1]
UAETriggerObject*[] TriggerObjects;//[Offset: 0x78 , Size: 16]
--------------------------------
Class: UAETriggerParamFuncLib.UAETriggerFuncLib.Object
--------------------------------
Class: LevelEventCenter.Object
<FString,TriggerEvent*> TriggerEvents;//[Offset: 0x38 , Size: 80]
<FString,LevelEventListenerList> EventListeners;//[Offset: 0x90 , Size: 80]
--------------------------------
Class: TriggerEvent.Object
FString EventName;//[Offset: 0x28 , Size: 16]
Object* EventInstigator;//[Offset: 0x38 , Size: 8]
<FString,TriggerEventListenerTrigger> RelevantListener;//[Offset: 0x50 ,
Size: 80]
--------------------------------
Class: TriggerEventListenerTrigger
UAETriggerObject* ListenerTrigger;//[Offset: 0x0 , Size: 8]
--------------------------------
Class: LevelEventListenerList
<LevelEventListener*> Listeners;//[Offset: 0x0 , Size: 80]
--------------------------------
Class: LevelEventListener.Object
FString EventName;//[Offset: 0x28 , Size: 16]
<FString,FName> RelevantListenerCallbacks;//[Offset: 0x38 , Size: 80]
<FString> ObjectRelevantEvents;//[Offset: 0x88 , Size: 80]
Actor* ListenerEntity;//[Offset: 0xd8 , Size: 8]
Property*[] Params;//[Offset: 0xe0 , Size: 16]
--------------------------------
Class: TaskRepData
FString TaskName;//[Offset: 0x0 , Size: 16]
int TaskID;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: TriggerCondition.Object
VariableSet* DataSource;//[Offset: 0x28 , Size: 8]
TriggerCondition*[] ChildConditions;//[Offset: 0x30 , Size: 16]
UAETriggerObject* ParentTrigger;//[Offset: 0x50 , Size: 8]
void AddChildCondition(TriggerCondition* NewChildCond);// 0x5dbbf48
--------------------------------
Class: UAETriggerObject_Task.UAETriggerObject.Object
TriggerCondition* RootCondition;//[Offset: 0x1c8 , Size: 8]
byte[] TaskEventTypes;//[Offset: 0x1d0 , Size: 16]
TriggerAction*[] RedoTriggerActions;//[Offset: 0x1e0 , Size: 16]
int TaskID;//[Offset: 0x1f0 , Size: 4]
byte TaskType;//[Offset: 0x1f4 , Size: 1]
void SetTaskProcess(int process, FString ext_info);// 0x2f54478
void RedoAction();// 0x2f5445c
void NofityTriggerComplete();// 0x2f54440
bool IsConditionsSatisfy(const TriggerEvent* Event);// 0x2f543a8
void InitConfigurableCondition(int InTaskSubType, FString
InMainConditionParamStr, int InTargetProcess);// 0x2f541f8
void DeactiveCondition(byte InTaskConditionType, VariableSet*
InDataSource);// 0x2f54130
TriggerCondition* CreateSpecifiedSpaceCondition(byte SpecifiedSpace);//
0x2f5409c
TriggerCondition* CreateSpecifiedItemCondition(int ItemID);// 0x2f54010
TriggerCondition* CreateSpecifiedAreaCondition(byte SpecifiedArea);//
0x2f53f7c
TriggerAction* CreateRedoAction(byte ActionType);// 0x2f53ee8
TriggerCondition* CreateORCondition(TriggerCondition*[] ChildConditions);//
0x2f53dac
TriggerCondition* CreateOperatorCondition(class TriggerCondition_Operator
OperatorClass, TriggerCondition*[] ChildConditions);// 0x2f53c28
TriggerCondition* CreateKillPlayerCondition();// 0x2f53bf4
TriggerCondition* CreateGameModeCondition(enum GameModeType);// 0x2f53b68
TriggerAction* CreateDoAction(byte ActionType);// 0x2f53ad4
TriggerCondition* CreateCondition(class TriggerCondition ConditionClass);//
0x2f53a48
TriggerCondition* CreateCollectItemCondition(int ItemID, int CollectCount);//
0x2f53984
TriggerCondition* CreateANDCondition(TriggerCondition*[] ChildConditions);//
0x2f53848
TriggerAction* CreateAction(byte ActionType);// 0x2f537b4
bool ConstructTask(int InTaskID, int InTaskSubType, FString
InMainConditionParamStr, int InTargetProcess);// 0x2f535b4
byte[] ConstructRedoActions();// 0x37db6c4
byte[] ConstructEvents();// 0x37db6c4
TriggerCondition* ConstructConditions();// 0x37db6c4
byte[] ConstructActions();// 0x37db6c4
void AddEventTypes(byte[] EventTypes);// 0x2f53480
bool ActiveCondition(byte InTaskConditionType, VariableSet* InDataSource);//
0x2f533a4
--------------------------------
Class: TriggerCondition_Operator.TriggerCondition_Task.TriggerCondition.Object
--------------------------------
Class: TriggerCondition_Task.TriggerCondition.Object
byte TaskConditionType;//[Offset: 0x58 , Size: 1]
bool bActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x59 ,
Size: 1]
bool bIsConfigurable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x5a , Size: 1]
void SetTargetParam(int Value);// 0x2f1803c
void SetConditionParam(int Value);// 0x2f17fb8
bool IsSatisfy(const TriggerEvent* Event);// 0x2f17f20
bool IsSameCondition(byte InTaskConditionType);// 0x2f17e88
bool FillDataSource(VariableSet* InDataSource);// 0x2f17df0
bool DeactiveCondition(VariableSet* InDataSource);// 0x2f17d58
bool CompareParam(VariableSet* InDataSource);// 0x2f17cc0
bool ActiveCondition(VariableSet* InDataSource);// 0x2f17c28
--------------------------------
Class: FriendObserver
FString PlayerName;//[Offset: 0x0 , Size: 16]
byte gender;//[Offset: 0x10 , Size: 1]
--------------------------------
Class: PlayerBaseInfoInOB
int PosX;//[Offset: 0x0 , Size: 4]
int PosY;//[Offset: 0x4 , Size: 4]
int PosZ;//[Offset: 0x8 , Size: 4]
int Health;//[Offset: 0xc , Size: 4]
int HealthMax;//[Offset: 0x10 , Size: 4]
int LiveState;//[Offset: 0x14 , Size: 4]
int KillNum;//[Offset: 0x18 , Size: 4]
int KillNumBeforeDie;//[Offset: 0x1c , Size: 4]
float SignalHP;//[Offset: 0x20 , Size: 4]
uint32 PlayerKey;//[Offset: 0x24 , Size: 4]
int GotAirDropNum;//[Offset: 0x28 , Size: 4]
int MaxKillDistance;//[Offset: 0x2c , Size: 4]
int Damage;//[Offset: 0x30 , Size: 4]
int InDamage;//[Offset: 0x34 , Size: 4]
int Heal;//[Offset: 0x38 , Size: 4]
int HeadShotNum;//[Offset: 0x3c , Size: 4]
int KillNumInVehicle;//[Offset: 0x40 , Size: 4]
int SurvivalTime;//[Offset: 0x44 , Size: 4]
int DriveDistance;//[Offset: 0x48 , Size: 4]
int marchDistance;//[Offset: 0x4c , Size: 4]
int MonsterCatchupDistance;//[Offset: 0x50 , Size: 4]
int Assists;//[Offset: 0x54 , Size: 4]
int KillNumByGrenade;//[Offset: 0x58 , Size: 4]
int Rank;//[Offset: 0x5c , Size: 4]
bool IsOutsideBlueCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x60 , Size: 1]
float OutsideBlueCircleTime;//[Offset: 0x64 , Size: 4]
int Knockouts;//[Offset: 0x68 , Size: 4]
int rescueTimes;//[Offset: 0x6c , Size: 4]
int UseSmokeGrenadeNum;//[Offset: 0x70 , Size: 4]
int UseFragGrenadeNum;//[Offset: 0x74 , Size: 4]
int CurWeaponID;//[Offset: 0x78 , Size: 4]
--------------------------------
Class: PlayerInfoInOB.PlayerBaseInfoInOB
uint64 UId;//[Offset: 0x80 , Size: 8]
FString PlayerName;//[Offset: 0x88 , Size: 16]
FString PlayerOpenID;//[Offset: 0x98 , Size: 16]
FString PicUrl;//[Offset: 0xa8 , Size: 16]
bool ShowPicUrl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb8 ,
Size: 1]
int TeamID;//[Offset: 0xbc , Size: 4]
Pawn* Character;//[Offset: 0xc0 , Size: 8]
bool IsFiring;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc8 ,
Size: 1]
--------------------------------
Class: TeamInfoInOB
int TeamID;//[Offset: 0x0 , Size: 4]
bool IsShowLogo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 ,
Size: 1]
FString LogoPicUrl;//[Offset: 0x8 , Size: 16]
int KillNum;//[Offset: 0x18 , Size: 4]
int LiveMemberNum;//[Offset: 0x1c , Size: 4]
--------------------------------
Class: ObservedData
FString PlayerName;//[Offset: 0x0 , Size: 16]
FString PicUrl;//[Offset: 0x10 , Size: 16]
bool ShowPicUrl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20 ,
Size: 1]
int TeamID;//[Offset: 0x24 , Size: 4]
uint64 UId;//[Offset: 0x28 , Size: 8]
Vector[] PosList;//[Offset: 0x30 , Size: 16]
--------------------------------
Class: OwnerClientCreateWeaponCache
ItemDefineID[] IDList;//[Offset: 0x0 , Size: 16]
uint32 CharacterGUID;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: WeaponMgrInfo
ItemDefineID[] ItemList;//[Offset: 0x0 , Size: 16]
WeaponManagerComponent* WeaponMgr;//[Offset: 0x10 , Size: 8]
--------------------------------
Class: KillerTracker.Actor.Object
Actor* TargetKiller;//[Offset: 0x398 , Size: 8]
Rotator TargetKillerRotation;//[Offset: 0x3a0 , Size: 12]
Actor* ReturnActor;//[Offset: 0x3b0 , Size: 8]
SpringArmComponent* CameraSpringArm;//[Offset: 0x3d8 , Size: 8]
CameraComponent* ObservingCamera;//[Offset: 0x3e0 , Size: 8]
delegate OnTrackingEnd;//[Offset: 0x3e8 , Size: 16]
float MinMovingSpeed;//[Offset: 0x3f8 , Size: 4]
float MaxMovingTime;//[Offset: 0x3fc , Size: 4]
float ObservingTime;//[Offset: 0x400 , Size: 4]
float TrackingDelay;//[Offset: 0x404 , Size: 4]
float ExpectedMinObservingDistance;//[Offset: 0x408 , Size: 4]
float CameraAdjustSpeed;//[Offset: 0x40c , Size: 4]
float TrackerToTargetMaxTime;//[Offset: 0x414 , Size: 4]
bool bAdjustTargetRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x418 , Size: 1]
float MinRotatingngSpeed;//[Offset: 0x41c , Size: 4]
static KillerTracker* StartTrackingKiller(class KillerTracker Template,
Actor* Killer, PlayerController* PC, Vector InitLocation, Rotator InitRotation);//
0x2d03d6c
void ForceEnd();// 0x2d03d58
--------------------------------
Class: VehicleUserComponent.ActorComponent.Object
bool bGameModeHasMobs;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x110 , Size: 1]
ItemDefineID LastUsedItemDefineID;//[Offset: 0x118 , Size: 24]
float LastFinishCD;//[Offset: 0x130 , Size: 4]
bool bIsRemoteControlling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x136 , Size: 1]
STExtraVehicleBase* Vehicle;//[Offset: 0x138 , Size: 8]
STExtraVehicleBase* UnmannedVehicle;//[Offset: 0x140 , Size: 8]
STExtraPlayerCharacter* Character;//[Offset: 0x148 , Size: 8]
enum VehicleUserState;//[Offset: 0x150 , Size: 1]
STExtraVehicleBase* LastDriveVehicle;//[Offset: 0x158 , Size: 8]
float UpdateVehicleSpeedGUIInterval;//[Offset: 0x160 , Size: 4]
float UpdateClosestVehicleInterval;//[Offset: 0x168 , Size: 4]
STExtraVehicleBase*[] OverlappingVehicles;//[Offset: 0x178 , Size: 16]
STExtraVehicleBase*[] CullWaterRangeVehicles;//[Offset: 0x188 , Size: 16]
STExtraVehicleBase* CurrentClosestVehicle;//[Offset: 0x198 , Size: 8]
bool EnableVehicleShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1b0 , Size: 1]
float MaxAllowedExitSpeedDiff;//[Offset: 0x1b4 , Size: 4]
bool bRotateToViewOnExitVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x1c4 , Size: 1]
float NoFuelTipsDisplayCooldown;//[Offset: 0x1c8 , Size: 4]
bool bExitVehicleCheckEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1d4 , Size: 1]
float ExitVehicleCheckInterval;//[Offset: 0x1d8 , Size: 4]
float CurrentMoveForwardRate;//[Offset: 0x1e8 , Size: 4]
float CurrentMoveRightRate;//[Offset: 0x1ec , Size: 4]
float CurrentMoveUpRate;//[Offset: 0x1f0 , Size: 4]
float MaxCanAimAngle;//[Offset: 0x1f4 , Size: 4]
bool bPlayMusicEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1f8 , Size: 1]
bool EnableTestPawnSimulate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1f9 , Size: 1]
float BaseVehicleLockTime;//[Offset: 0x1fc , Size: 4]
float BaseVehicleServerAuTime;//[Offset: 0x200 , Size: 4]
float MaxVehicleLockTime;//[Offset: 0x204 , Size: 4]
float MaxVehicleServerAuTime;//[Offset: 0x208 , Size: 4]
bool UAVFreeCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x20c , Size: 1]
float UAVSpeedPercent;//[Offset: 0x210 , Size: 4]
bool bTestModeOn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21c
, Size: 1]
STExtraVehicleBase* CullWaterVehicle;//[Offset: 0x220 , Size: 8]
STExtraVehicleBase* LastCullWaterVehicle;//[Offset: 0x228 , Size: 8]
Rotator InputExtraRot;//[Offset: 0x230 , Size: 12]
Rotator CharRotVsVehiRot;//[Offset: 0x23c , Size: 12]
float ResetInputExtraRotTime;//[Offset: 0x24c , Size: 4]
bool isHelicopterFreeCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x255 , Size: 1]
float DelayLeanOutTimeAfterChangeSeat;//[Offset: 0x284 , Size: 4]
float DelayScopeInTimeAfterChangeSeat;//[Offset: 0x28c , Size: 4]
float ControllerYawClampMin;//[Offset: 0x294 , Size: 4]
float ControllerYawClampMax;//[Offset: 0x298 , Size: 4]
enum CurrentSeatType;//[Offset: 0x29c , Size: 1]
STExtraVehicleBase* BornLandSpawnedVehicle;//[Offset: 0x2d0 , Size: 8]
float FastestAllowDistance;//[Offset: 0x2d8 , Size: 4]
float NearVehicleTickRate;//[Offset: 0x2dc , Size: 4]
int VehicleIconID;//[Offset: 0x2e0 , Size: 4]
float ForbidNightVehicleTipsCooldown;//[Offset: 0x2fc , Size: 4]
bool bBornInVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x309 , Size: 1]
bool bIgnoreVehicleLookInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x30b , Size: 1]
delegate OnReceiveReqQuickSwitchSeat;//[Offset: 0x310 , Size: 16]
delegate OnReceiveReqDriverLostSwitchSeat;//[Offset: 0x320 , Size: 16]
void UseVehicleWeaponOrNot();// 0x2f81e3c
void UpdateVehWeaponPassengerViewLimit();// 0x2f81e28
void UpdatePassengerViewPitchLimit();// 0x2f81e14
void TurnVehicle(float Rate);// 0x2f81d98
void TryUseHorn(bool bUse);// 0x2f81d14
void TryShutDownUnmannedVehicle();// 0x2f81d00
void TryPauseUnmannedVehicle();// 0x2f81cec
bool TryLeanOutOrIn(bool bAutoLeanOut);// 0x2f81c54
void TryLaunchUnmannedVehicle(STExtraVehicleBase* InVehicle);// 0x2f81bd8
void TryLaunchCurrentUnmannedVehicle();// 0x2f81bb8
void TryExitVehicle();// 0x2f81ba4
void TryEnterVehicle(STExtraVehicleBase* InVehicle, enum SeatType);//
0x2f81aec
void TryChangeVehicleSeat();// 0x2f81ad8
bool TryChangeToVehicleSeat(int SeatIndex);// 0x2f81a48
bool TryChangeFreeFireSeatAndScopeIn();// 0x2f81a10
bool TryChangeFreeFireSeatAndLeanOut();// 0x2f819d8
void TickVehicleCullWater(STExtraVehicleBase* InCullWaterVehicle);//
0x37db6c4
void TestForceTurnVehicle(Rotator Rotation, bool bIsAdd);// 0x2f81918
void StopFireVehicleWeapon();// 0x2f81904
bool ShowVehicleWeaponUI();// 0x2f818cc
void SetVehicleUserState(enum UserState);// 0x2f81854
void SetVehicleIgnoreLookInput(bool bNewIgnore);// 0x2f817d0
void SetLastDriveVehicle(STExtraVehicleBase* LastVehicle);// 0x2f81754
void SetIsAutoMoveForward(bool IsEnable);// 0x2f816d0
void SetBrake(float Rate);// 0x2f81654
void SetBoosting(bool bEnabled);// 0x2f815d0
void SetAirControlF(float Rate);// 0x2f81554
void SetAirControlB(float Rate);// 0x2f814d8
void ServerUseVehicleWeaponOrNot(int SeatId, bool bUse);// 0x2f813d4
void ServerStopFireVehicleWeapon();// 0x2f81374
void ServerReqQuickSwitchSeat(STExtraPlayerCharacter* ReqTarget);// 0x2f812c4
bool ServerForceEnterVehicle(STExtraVehicleBase* InVehicle, int SeatIdx);//
0x2f811f8
void ServerDriverLostReqSwitchSeat(STExtraPlayerCharacter* Driver);//
0x2f8117c
void ServerAgreeQuickSwitchSeat(bool bIsAgree);// 0x2f810b8
void Server_JoystickCenterClickHandler();// 0x2f81058
void SendToServerUnmannedVehicleUse();// 0x2f80ff8
void SendToServerUnmannedVehicleRecall();// 0x2f80f98
void SendToServerUnmannedVehiclePause();// 0x2f80f38
void RspShutDownUnmannedVehicle(bool bSucceed);// 0x2f80eac
void RspPauseUnmannedVehicle(STExtraVehicleBase* InVehicle, bool bSucceed);//
0x2f80de4
void RspLeanOut(bool bOut);// 0x2f80d58
void RspLaunchUnmannedVehicle(STExtraVehicleBase* InVehicle, bool
bSucceed);// 0x2f80c90
void RspExitVehicle(bool bSuccess);// 0x2f80c04
void RspExchangeVehicleSeat(bool bSuccess, enum SeatType, int SeatInd);//
0x2f80b00
void RspEnterVehicle(STExtraVehicleBase* InVehicle, bool bSuccess, enum
SeatType, int SeatInd);// 0x2f809b8
void RspChangeVehicleSeat(bool bSuccess, enum SeatType, int SeatInd, bool
bNeedLeanOut, bool bNeedScopeIn);// 0x2f80824
void ReqSyncViewTargetLastDriveInfo(STExtraPlayerController*
ObserverController, STExtraBaseCharacter* ViewTargetCharacter);// 0x2f8073c
void ReqShutDownUnmannedVehicle();// 0x2f806dc
void ReqQuickSwitchSeat();// 0x2f806c8
void ReqPauseUnmannedVehicle();// 0x2f80668
void ReqMarkLastestVehicle(STExtraPlayerController* STEPC,
STExtraVehicleBase* InVehicle);// 0x2f80580
void ReqLeanOut(bool IsLeanOut);// 0x2f804bc
void ReqLaunchUnmannedVehicle(STExtraVehicleBase* InVehicle);// 0x2f8040c
void ReqExitVehicle(Vector ClientVehicleVelocity);// 0x2f80358
void ReqExchangeVehicleSeat();// 0x2f802f8
void ReqEraseLastDriveVehicle();// 0x2f80298
void ReqEnterVehicle(STExtraVehicleBase* InVehicle, enum SeatType);//
0x2f801a8
void ReqChangeVehicleSeat(int InSeatIndex);// 0x2f800f8
void ReqChangeFreeFireSeatAndScopeIn(bool LeftSide);// 0x2f80034
void ReqChangeFreeFireSeatAndLeanOut(bool LeftSide);// 0x2f7ff70
void ReqAcceptExchangeVehicleSeat(bool IsAccept);// 0x2f7feac
void OnUnmannedVehicleDriverDead(enum EnteredState);// 0x2f7fe30
void OnUnmannedVehicle_Standby_Reconnet();// 0x37db6c4
void OnShutDownUnmannedVehicleCompleted(float cdTime);// 0x37db6c4
void OnServerReconnected();// 0x2f7fe1c
void OnScopeInAfterChangeSeat();// 0x2f7fe08
void OnRep_DefineID();// 0x2f7fdf4
void OnRep_BornInVehicle();// 0x2f7fde0
void
OnReceiveReqQuickSwitchSeatDelegate__DelegateSignature(STExtraPlayerCharacter*
OrignChar);// 0x37db6c4
void
OnReceiveReqDriverLostSwitchSeatDelegate__DelegateSignature(STExtraPlayerCharacter*
Driver);// 0x37db6c4
void OnPauseUnmannedVehicleCompleted();// 0x37db6c4
void OnLeanOutAfterChangeSeat();// 0x2f7fdcc
void OnLaunchUnmannedVehicleCompleted();// 0x37db6c4
void OnInputAxisMoveRight(float Rate);// 0x37db6c4
void OnInputAxisMoveForward(float Rate);// 0x37db6c4
void OnExitVehicleCompleted();// 0x37db6c4
void OnEnterVehicleCompleted(enum SeatType);// 0x37db6c4
void OnCurrrentClosestVehicleChanged();// 0x37db6c4
void OnClientReconnected();// 0x2f7fdb8
void OnChangeVehicleSeatCompleted(enum SeatType);// 0x37db6c4
void NotifyLeaveVehicleFailed();// 0x2f7fd9c
void MoveVehicleUp(float Rate);// 0x2f7fd20
void MoveVehicleRight(float Rate);// 0x2f7fca4
void MoveVehicleForward(float Rate);// 0x2f7fc28
void MaintenanceVehicle(float addpercenthp, bool fixtire);// 0x2f7fb68
bool IsControllingUnmannedVehicle();// 0x2f7fb38
bool IgnoreVehicleLookInput();// 0x2f7fb00
void HandleVehicleWeaponToLastWeapon(byte TargetChangeSlot);// 0x2f7fa84
void HandleLocalEquipWeaponFromBackpackFinished();// 0x2f7fa70
void HandleLocalBackpackCurrentWeaponFinished();// 0x2f7fa5c
bool HandleClientReconnecting();// 0x2f7fa24
enum GetVehicleUserState();// 0x2f7fa08
STExtraVehicleBase* GetCurrentClosestVehicle();// 0x2f7f9ec
STExtraShootWeapon* GetCharacterVehicleWeapon();// 0x2f7f9b8
bool GetAssistantState();// 0x2f7f980
void ForceExitVehicle(bool bApplyVehicleVelocity, FString Reason, bool
bMustExit);// 0x2f7f844
void FobidRspEnterVehicle(STExtraVehicleBase* InVehicle, bool bSuccess, enum
SeatType, int SeatInd);// 0x2f7f6fc
void FlipTrackVehicleDirection();// 0x2f7f6e8
void FireVehicleWeapon();// 0x2f7f6d4
void DoExitVehicle(bool bApplyVehicleVelocity, bool bMustExit);// 0x2f7f604
void ClientReqQuickSwitchSeat(STExtraPlayerCharacter* ReqOrign);// 0x2f7f554
void ClientDriverLostReqSwitchSeat(STExtraPlayerCharacter* Driver);//
0x2f7f4d0
void Client_UnbindTouchEvents();// 0x2f7f470
void Client_ShouldBindTouchEvents();// 0x2f7f410
bool CheckCanLeanOutVehicle();// 0x2f7f3d8
void ChangeAssistantState(bool bEnter);// 0x2f7f354
bool CanVehicleShoot(STExtraPlayerCharacter* PlayerCharacter);// 0x2f7f2c4
bool CanUseVehicleHorn();// 0x2f7f28c
void BrakeTrackVehicle(bool bIsBrake);// 0x2f7f208
void AgreeQuickSwitchSeat(bool bIsAgree);// 0x2f7f184
void AddVehicleFuel(float amount);// 0x2f7f108
--------------------------------
Class: ImpactMapValueData
STEShootWeaponBulletImpactEffect*[] ImpactEffectList;//[Offset: 0x0 , Size:
16]
--------------------------------
Class: StateMachineComponent.ActorComponent.Object
State*[] AllStateList;//[Offset: 0x110 , Size: 16]
enum StartStateType;//[Offset: 0x120 , Size: 1]
enum FinishStateType;//[Offset: 0x121 , Size: 1]
State* CurrentState;//[Offset: 0x128 , Size: 8]
enum CurrentStateType;//[Offset: 0x130 , Size: 1]
enum LastStateType;//[Offset: 0x131 , Size: 1]
--------------------------------
Class: State.Object
--------------------------------
Class: MonsterTreasureBox.UAEHouseActor.UAENetActor.Actor.Object
FString LuaFilePath;//[Offset: 0x508 , Size: 16]
enum[] DamageableGameObjectTypeList;//[Offset: 0x518 , Size: 16]
FString TreasureBoxName;//[Offset: 0x528 , Size: 16]
float TotalHP;//[Offset: 0x538 , Size: 4]
float BrokenHPPropotion;//[Offset: 0x53c , Size: 4]
float TotalTime;//[Offset: 0x540 , Size: 4]
int boxId;//[Offset: 0x544 , Size: 4]
Vector GroupLoc;//[Offset: 0x548 , Size: 12]
float DestroyTime;//[Offset: 0x554 , Size: 4]
float OperationalDistance;//[Offset: 0x558 , Size: 4]
float VisibleHUDlDistance;//[Offset: 0x55c , Size: 4]
ParticleSystem* StandbyEffect;//[Offset: 0x560 , Size: 8]
Transform StandbyEffectTrans;//[Offset: 0x570 , Size: 48]
ParticleSystem* OpenningEffect;//[Offset: 0x5a0 , Size: 8]
Transform OpenningEffectTrans;//[Offset: 0x5b0 , Size: 48]
ParticleSystem* OpennedEffect;//[Offset: 0x5e0 , Size: 8]
Transform OpennedEffectTrans;//[Offset: 0x5f0 , Size: 48]
ParticleSystem* BrokenEffect1;//[Offset: 0x620 , Size: 8]
Transform BrokenEffect1Trans;//[Offset: 0x630 , Size: 48]
ParticleSystem* BrokenEffect2;//[Offset: 0x660 , Size: 8]
Transform BrokenEffect2Trans;//[Offset: 0x670 , Size: 48]
MaterialInterface* BlackMat;//[Offset: 0x6a0 , Size: 8]
ProduceDropItemComponent* ProduceComponent;//[Offset: 0x6a8 , Size: 8]
SceneComponent* DefaultRoot;//[Offset: 0x6b0 , Size: 8]
class Controller[] InstigatorList;//[Offset: 0x6b8 , Size: 16]
class Actor[] DamageCauserList;//[Offset: 0x6c8 , Size: 16]
enum PickUpBoxType;//[Offset: 0x6d8 , Size: 1]
bool bFixBoxName;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6d9
, Size: 1]
bool bIconInstanceID;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x6da , Size: 1]
int IconID;//[Offset: 0x6dc , Size: 4]
bool bHideLightColumn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x748 , Size: 1]
bool bRegisterRegion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x74a , Size: 1]
bool bAutoActiveBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x74b , Size: 1]
int ClientAutoActiveBoxCD;//[Offset: 0x74c , Size: 4]
int AutoActiveBoxCD;//[Offset: 0x750 , Size: 4]
int HideLightColumn;//[Offset: 0x754 , Size: 4]
float GoUpAnimationWait;//[Offset: 0x758 , Size: 4]
float GoUpAnimationSpeed;//[Offset: 0x75c , Size: 4]
float GoUpAnimationHight;//[Offset: 0x760 , Size: 4]
bool GoUpAnimationHightEnd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x764 , Size: 1]
float GoUpAnimationYawSpeed;//[Offset: 0x768 , Size: 4]
float GoUpAnimationYawTotal;//[Offset: 0x76c , Size: 4]
Vector BoxCoverLoc;//[Offset: 0x770 , Size: 12]
Rotator BoxCoverRot;//[Offset: 0x77c , Size: 12]
bool bImmediateOpenBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x788 , Size: 1]
bool IsForbidOverlap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x789 , Size: 1]
bool GoUpAnimationAkAudioStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x78a , Size: 1]
SkeletalMeshComponent* NeedAnimationBoxMesh;//[Offset: 0x790 , Size: 8]
BoxComponent* NeedAnimationBoxCover;//[Offset: 0x798 , Size: 8]
float StartedTime;//[Offset: 0x7b8 , Size: 4]
enum CurState;//[Offset: 0x7bc , Size: 1]
int StartedTeamId;//[Offset: 0x7c4 , Size: 4]
float CountdownTime;//[Offset: 0x7c8 , Size: 4]
float StartDestroytime;//[Offset: 0x7cc , Size: 4]
int MonsterBoxId;//[Offset: 0x7d0 , Size: 4]
int MonsterBoxTempleteId;//[Offset: 0x7d4 , Size: 4]
<FString,FString> DataStrs;//[Offset: 0x7d8 , Size: 80]
ParticleSystemComponent* StandbyEffectComp;//[Offset: 0x830 , Size: 8]
ParticleSystemComponent* OpenningEffectComp;//[Offset: 0x838 , Size: 8]
ParticleSystemComponent* OpenedEffectComp;//[Offset: 0x840 , Size: 8]
ParticleSystemComponent* BrokenEffect1Comp;//[Offset: 0x848 , Size: 8]
ParticleSystemComponent* BrokenEffect2Comp;//[Offset: 0x850 , Size: 8]
MaterialInstanceDynamic* DynamicMat;//[Offset: 0x858 , Size: 8]
Object* TriggerActionHost;//[Offset: 0x898 , Size: 8]
void ShowMonsterTreasureBoxSkelemesh(bool IsShow);// 0x37db6c4
void ShowMonsterTreasureBox(PlayerController* PC);// 0x2d2abd0
void SetClientClientAutoActiveBoxCD(int CD);// 0x2d2ab54
void OnTreasureBoxPicked__DelegateSignature();// 0x37db6c4
void OnSomeonePickItem(uint32 InPC);// 0x2d2aad8
void OnRep_HideLightColumn();// 0x2d2aac4
void OnRep_CurState();// 0x2d2aab0
void OnBoxEmpty();// 0x2d2aa9c
void OnAnimationStop();// 0x2d2aa88
bool IsShowIcon();// 0x2d2aa50
int GetMonsterBoxId();// 0x2d2aa1c
enum[] GetDamageableGameObjectType();// 0x2d2a970
enum GetCurState();// 0x2d2a93c
int GetClientClientAutoActiveBoxCD();// 0x2d2a908
void DeActiveMonsterTreasureBox();// 0x2d2a8f4
bool CanBeDamaged();// 0x2d2a8bc
void BPRepCurState();// 0x37db6c4
void BPOnStopMonsterTreasureBox();// 0x37db6c4
void BPOnStartMonsterTreasureBox();// 0x37db6c4
void BPOnHideLightColumn();// 0x37db6c4
void BPOnCountdownEnd();// 0x37db6c4
void BPOnBreakMonsterTreasureBox();// 0x37db6c4
void BPOnAnimationStop();// 0x37db6c4
void BPOnAnimationAkAudioStop();// 0x37db6c4
void BPOnAnimationAkAudioStart();// 0x37db6c4
FString BPGetTreasureBoxName();// 0x37db6c4
--------------------------------
Class: UAEHouseActor.UAENetActor.Actor.Object
int iRegionHouse;//[Offset: 0x3a8 , Size: 4]
float WindowHideDistanceSquared;//[Offset: 0x3ac , Size: 4]
float WindowLoadDistanceSquared;//[Offset: 0x3b0 , Size: 4]
float WindowLoadDistanceSquaredOnVeryLowDevice;//[Offset: 0x3b4 , Size: 4]
float WindowLoadDistanceSquaredOnServer;//[Offset: 0x3b8 , Size: 4]
UAEWindowRepData[] WindowList;//[Offset: 0x3c0 , Size: 16]
<int,UAEWindowComponent*> WindowComponents;//[Offset: 0x3d0 , Size: 80]
bool bEnableWindow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x420 , Size: 1]
bool SerializeDataUse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x488 , Size: 1]
bool IsStickToTheGround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x489 , Size: 1]
byte[] SerializeData;//[Offset: 0x490 , Size: 16]
void OnRep_WindowList();// 0x33fd734
void BroadcastWindowRepDataUpdated(UAEWindowRepData InRepData);// 0x33fd5ac
--------------------------------
Class: UAEWindowRepData
Transform Transform;//[Offset: 0x0 , Size: 48]
FString PathToLoad;//[Offset: 0x30 , Size: 16]
int ID;//[Offset: 0x40 , Size: 4]
bool bBroken;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x44 ,
Size: 1]
Pawn* LastInstigatorPawn;//[Offset: 0x48 , Size: 8]
--------------------------------
Class:
UAEWindowComponent.StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneCompon
ent.ActorComponent.Object
int ID;//[Offset: 0x784 , Size: 4]
bool bBroken;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x788 ,
Size: 1]
Pawn* LastInstigatorPawn;//[Offset: 0x790 , Size: 8]
StaticMesh* BrokenMesh;//[Offset: 0x798 , Size: 8]
ParticleSystem* BrokenEffect;//[Offset: 0x7a0 , Size: 8]
void NotifyServerBroken();// 0x37db6c4
void NotifyRepDataUpdated(bool bInitial, bool bLocal);// 0x340a154
void LocalHandleWindowBrokenBP(bool bInitial, bool bLocal);// 0x37db6c4
void LocalHandleWindowBroken(bool bInitial, bool bLocal);// 0x340a084
void HandleBroken(PlayerController* Instigator, bool bLocal);// 0x3409fc4
UAEWindowRepData GetRepData();// 0x3409ef8
--------------------------------
Class: ProduceDropItemComponent.ActorComponent.Object
CustomDropRule CustomDropRule;//[Offset: 0x118 , Size: 3]
HitResult GroundHitInfo;//[Offset: 0x120 , Size: 136]
int produceID;//[Offset: 0x1a8 , Size: 4]
float DropGroundItemLifeSpan;//[Offset: 0x1ac , Size: 4]
bool IsDropped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b0 ,
Size: 1]
PickUpWrapperActor*[] GenerateActorList;//[Offset: 0x1b8 , Size: 16]
int GridStep;//[Offset: 0x1c8 , Size: 4]
STExtraCharacter* OwnerPawn;//[Offset: 0x1d0 , Size: 8]
bool IsDropSuc;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d8 ,
Size: 1]
int[] DropPlanIDList;//[Offset: 0x1e0 , Size: 16]
int[] NightDropPlanIDList;//[Offset: 0x1f0 , Size: 16]
int[] DayDropPlanIDList;//[Offset: 0x200 , Size: 16]
class PlayerTombBox* DeadInventoryBoxTemplate;//[Offset: 0x210 , Size: 8]
ParticleSystem* DropGroundEffect;//[Offset: 0x228 , Size: 8]
Transform DropGroundEffectTransform;//[Offset: 0x230 , Size: 48]
float DropGroundItemLifeOverride;//[Offset: 0x260 , Size: 4]
bool IsAutoDrop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x264 , Size: 1]
float DropGroundEffectLifeSpan;//[Offset: 0x268 , Size: 4]
bool DropGroundInRandomCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x26c , Size: 1]
Vector DropGroundCenterOffest;//[Offset: 0x270 , Size: 12]
float DropGroundOuterCircleRadius;//[Offset: 0x27c , Size: 4]
float DropGroundInnerCircleRadius;//[Offset: 0x280 , Size: 4]
float DropGroundStartAndgle;//[Offset: 0x284 , Size: 4]
float DropGroundEndAngle;//[Offset: 0x288 , Size: 4]
int OpenDropGroundEffect;//[Offset: 0x28c , Size: 4]
int RandomDropGroundEffect;//[Offset: 0x290 , Size: 4]
delegate OnItemSpawned;//[Offset: 0x298 , Size: 16]
void StartDropToPosition(Vector DestinPos, Character* KillerPawn, Actor*
DeadPawn, bool InTraceGround);// 0x2d80774
void StartDrop(Actor* DeadCharacter, Controller* Killer);// 0x2d806c0
void SetProduceID(int produceID);// 0x2d80648
void SetNightDropPlanIDList(out int[] DayIdList, out int[] NightIdList);//
0x2d8050c
void SetDropPlanIDList(out int[] IDList);// 0x2d80454
void SetDropItemLifeSpan(int ItemTime);// 0x2d803d8
void RandomCircleDrop(out const PickUpItemData[] PropDatas, Transform
PawnTrans, Actor* IgnorePawn, Actor* KillerActor);// 0x2d80244
void OnOwnerPawnDead(STExtraSimpleCharacter* DeadCharacter, Controller*
Killer, Actor* DamageCauser, out const HitResult KillingHitInfo, Vector
KillingHitImpulseDir, class DamageType KillingHitDamageType);// 0x2d80070
void NineGridDrop(out const PickUpItemData[] PropDatas, Transform
PawnTrans);// 0x2d7ff50
FString GetWrapperActorPath(ItemDefineID DefineID);// 0x2d7fe44
class Object GetWrapperActorClass(ItemDefineID DefineID);// 0x2d7fda0
PickUpWrapperActor*[] GetGenerateWrapperList();// 0x2d7fca0
FString GetDropItemCfgList(out DropItemConfig[] DropList);// 0x2d7fb6c
int GetCountStrNum(FString CountStr);// 0x2d7fa30
FString GenerateDropItemByOwner(out DropPropData[] FinalDropItems);//
0x2d7f904
FString GenerateDropItemByCfg(out DropPropData[] FinalDropItems);// 0x2d7f7d8
bool DropToTreasureBox(out const DropPropData[] PropData, Actor* TargetActor,
FString BoxName, enum BoxType, Vector Offset, bool bIsAutoExpand, bool
bFixBoxName);// 0x2d7f4c0
void DropToTombBox(out const PickUpItemData[] PropData, Character*
DeadPawn);// 0x2d7f3c8
void DropToTarget(ItemDefineID DefineID, int Count, BackpackComponent*
BackPack);// 0x2d7f2bc
Actor* DropToGround(out const PickUpItemData PropData, Transform
WrapperTrans);// 0x2d7f114
void DropOutProps(out const DropPropData[] PropData, Character* KillerPawn,
Actor* DeadPawn);// 0x2d7efd0
void CalcDropItemListByDropRuleByCfg(out const DropItemConfig DropRuleCfg,
out DropPropData[] DropItemList);// 0x2d7eeac
void CalcDropItemListByDropRule(out DropPropData[] DropItemList, int
DropPlanId);// 0x2d7eda0
--------------------------------
Class: CustomDropRule
bool bTraceIgnorePawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x0 , Size: 1]
bool bTraceIgnoreWarteringArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1 , Size: 1]
bool bAttachToTargetActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2 , Size: 1]
--------------------------------
Class: DropItemConfig
int ItemDropPercent;//[Offset: 0x0 , Size: 4]
int ItemDropRuleID;//[Offset: 0x4 , Size: 4]
int RandomCount;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: DropPropData
int ItemID;//[Offset: 0x0 , Size: 4]
int ItemCount;//[Offset: 0x4 , Size: 4]
int DropMode;//[Offset: 0x8 , Size: 4]
bool bDropOnDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc ,
Size: 1]
--------------------------------
Class: AvatarCapture.Actor.Object
SkeletalMeshComponent* DisplayMesh;//[Offset: 0x398 , Size: 8]
MeshComponent* WeaponMesh;//[Offset: 0x3a0 , Size: 8]
STExtraPlayerController* ASTPC;//[Offset: 0x3a8 , Size: 8]
<int,WeaponAnimAsset> WeaponAnimList;//[Offset: 0x3b0 , Size: 80]
class AnimInstance* animBP;//[Offset: 0x400 , Size: 8]
delegate OnWeaponBlendAnim;//[Offset: 0x408 , Size: 16]
int CurUseWeaponSkinID;//[Offset: 0x418 , Size: 4]
bool bIsNewViewTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x41c , Size: 1]
<int,FName> SlotToSocket;//[Offset: 0x420 , Size: 80]
FName OBPlayerName;//[Offset: 0x470 , Size: 8]
STExtraCharacter* OBPlayerPawn;//[Offset: 0x478 , Size: 8]
CharacterAvatarComponent2* OBAvatar;//[Offset: 0x480 , Size: 8]
WeaponManagerComponent* OBWeaponMgr;//[Offset: 0x488 , Size: 8]
StaticMeshComponent*[] StMeshList;//[Offset: 0x490 , Size: 16]
SkeletalMeshComponent*[] SkMeshList;//[Offset: 0x4a0 , Size: 16]
SkeletalMeshComponent* PendantComponent;//[Offset: 0x4b0 , Size: 8]
FName[] HideBoneNames;//[Offset: 0x4b8 , Size: 16]
SkeletalMesh*[] SkMeshResList;//[Offset: 0x4c8 , Size: 16]
MeshComponent*[] WeaponAttachmentList;//[Offset: 0x4d8 , Size: 16]
SceneCaptureComponent2D* Capture2D;//[Offset: 0x4e8 , Size: 8]
DirectionalLightComponent* DirectionalLight;//[Offset: 0x4f0 , Size: 8]
bool IsCaptureEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4f8 , Size: 1]
bool SetOBTarget(STExtraCharacter* PlayerPawn, CharacterAvatarComponent2*
AvatarComp, WeaponManagerComponent* WeaponMgr);// 0x2bc31d0
void SetEnable(bool IsEnable);// 0x2bc314c
void ResetWeaponPendant(int WeaponId);// 0x2bc30d0
void ResetBackpackPendant(CharacterAvatarComponent2* AvatarComponent);//
0x2bc3054
void RenderCaptureScene();// 0x2bc3040
void RefreshAvatar();// 0x2bc302c
void OnWeaponSystemDataChanged(out WeaponSystemDataOnSimulateClient
WeaponSystemData);// 0x2bc2f88
void OnWeaponAvatarEquipped(int SlotID, ItemDefineID NewItemID);// 0x2bc2ebc
void OnSimulatedWeaponChanged();// 0x2bc2ea8
void OnAvatarEquipped(enum SlotType, bool IsEquipped, int ItemID);//
0x2bc2da4
void OnAvatarAllMeshLoaded();// 0x2bc2d90
SkeletalMesh* MergeMesh(out SkeletalMesh*[] SkMeshList, SkeletalMesh*
RefMesh);// 0x2bc2c84
int[] GetWeaponSkinIDs();// 0x2bc2be0
CharacterAvatarComponent2* GetOBAvatarComponent();// 0x2bc2bac
AnimSequenceBase* GetAnimSeqAsset(SoftObjectPath AnimResRef);// 0x2bc2a68
void EquipWeapon();// 0x2bc2a54
void EquipPlayerAvatar(CharacterAvatarComponent2* AvatarComponent);//
0x2bc29d8
void DisplayAvatar(bool IsEnable, STExtraCharacter* PlayerPawn);// 0x2bc2910
void CreateWeapon(bool IsSkeletalMesh);// 0x2bc288c
void BluePrintSetEnable(bool IsEnable);// 0x37db6c4
void ApplyAnimation();// 0x2bc2878
--------------------------------
Class: WeaponAnimAsset
FName WeaponName;//[Offset: 0x0 , Size: 8]
AnimSequenceBase* AnimPose;//[Offset: 0x8 , Size: 40]
AnimSequenceBase* AnimAdd;//[Offset: 0x30 , Size: 40]
AnimSequenceBase* WeaponAnimBP;//[Offset: 0x58 , Size: 40]
--------------------------------
Class: ClientSettingBaseOnGameMode
bool bEnableBulletImpactFXTargetCullingByQualityLevel;//(ByteOffset: 0,
ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
BulletImpactFXTargetCullingByQualityLeveConfigItem[]
BulletImpactFXTargetCullingByQualityLeveConfigList;//[Offset: 0x8 , Size: 16]
bool bBulletImpactFXAttachToTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x18 , Size: 1]
bool bSimulateClientEnableOBBulletTrackEffect;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x19 , Size: 1]
bool bAutonomousClientEnableOBBulletTrackEffect;//(ByteOffset: 0, ByteMask:
1, FieldMask: 255)[Offset: 0x1a , Size: 1]
int[] DisableBulletTrackDeviceQualityLevelConfigList;//[Offset: 0x20 , Size:
16]
int[] DisableSimulateClientBulletImpactFXDeviceQualityLevelConfigList;//
[Offset: 0x30 , Size: 16]
int[] DisableSimulateClientMuzzleFXDeviceQualityLevelConfigList;//[Offset:
0x40 , Size: 16]
--------------------------------
Class: BulletImpactFXTargetCullingByQualityLeveConfigItem
byte QualityLevel;//[Offset: 0x0 , Size: 1]
class Actor[] TargetClassConfigList;//[Offset: 0x8 , Size: 16]
class Object[] CachedClassList;//[Offset: 0x18 , Size: 16]
--------------------------------
Class: FootprintActorInfo
enum PhysicalSurface;//[Offset: 0x0 , Size: 1]
class FootprintInstanceActor* FootprintClass;//[Offset: 0x8 , Size: 40]
--------------------------------
Class: FootprintInstanceActor.Actor.Object
InstancedStaticMeshComponent* InstancedMeshComponent;//[Offset: 0x398 , Size:
8]
--------------------------------
Class: FootprintActorBlock
<uint32,FootprintInstanceActor*> TeamFootprintInstanceActorMap;//[Offset: 0x0
, Size: 80]
FootprintInstanceActor* OthersFootprintInstanceActor;//[Offset: 0x50 , Size:
8]
--------------------------------
Class: TrailMarkActorBlock
TrailMarkActor*[] WorkingList;//[Offset: 0x0 , Size: 16]
TrailMarkActor*[] AssignableList;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: IdeaDecalManager.Actor.Object
<DecalBlock,MaterialInstanceDynamic*> DecalMaterialsLookupTable;//[Offset:
0x398 , Size: 80]
class Actor[] IgnoreActorClass;//[Offset: 0x3e8 , Size: 16]
IdeaDecalRenderComponent*[] DecalComponents;//[Offset: 0x438 , Size: 16]
RuntimeMeshComponent* Decal;//[Offset: 0x6f0 , Size: 8]
void RemoveDecalOnTimer(uint32[] DecalIdArray);// 0x2cf43c0
bool RemoveDecal(const uint32 ID);// 0x2cf4330
uint32[] CreateNewDecal(out const Transform DecalTrans,
MaterialInstanceDynamic* DecalMaterialInstance, out const Vector2D DecalUVOffset,
out const Vector2D DecalUVScale);// 0x2cf4138
--------------------------------
Class: DecalBlock
MaterialInterface* DecalMaterial;//[Offset: 0x0 , Size: 8]
Texture* DecalTexure;//[Offset: 0x8 , Size: 8]
--------------------------------
Class:
IdeaDecalRenderComponent.RuntimeMeshComponent.MeshComponent.PrimitiveComponent.Scen
eComponent.ActorComponent.Object
--------------------------------
Class: BackpackDecalHandle.BattleItemHandleBase.ItemHandleBase.Object
MaterialInterface* DecalMaterial;//[Offset: 0xd0 , Size: 8]
Texture* DecalTexure;//[Offset: 0xd8 , Size: 8]
int CoordX;//[Offset: 0xe0 , Size: 4]
int CoordY;//[Offset: 0xe4 , Size: 4]
--------------------------------
Class: SupplySpot.Actor.Object
int TotalSupplyTimes;//[Offset: 0x398 , Size: 4]
int RemainSupplyTimes;//[Offset: 0x39c , Size: 4]
int SupplyBulletNum;//[Offset: 0x3a0 , Size: 4]
float ValidDistance;//[Offset: 0x3a4 , Size: 4]
delegate SupplySpotTimesChange;//[Offset: 0x3a8 , Size: 16]
void ReqUseSupplySpot(STExtraPlayerController* InController);// 0x2ef1c00
--------------------------------
Class: EnhancerSpot.Actor.Object
EnhancerSpotPlayerSkill[] SkillIdConfig;//[Offset: 0x398 , Size: 16]
int AddMonsterExpNum;//[Offset: 0x3a8 , Size: 4]
int RemainEnhancerTimesConfig;//[Offset: 0x3ac , Size: 4]
int RemainEnhancerTimes;//[Offset: 0x3b0 , Size: 4]
int UseSuccessTipsId;//[Offset: 0x3b4 , Size: 4]
float ValidDistance;//[Offset: 0x3b8 , Size: 4]
float SelfResetTime;//[Offset: 0x3bc , Size: 4]
bool IsAutoResetSelf;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3c0 , Size: 1]
enum EnhancerState;//[Offset: 0x3c1 , Size: 1]
float ReadyTime;//[Offset: 0x3c4 , Size: 4]
float FixReadyTime;//[Offset: 0x3c8 , Size: 4]
delegate EnhancerSpotTimesChange;//[Offset: 0x3d0 , Size: 16]
void StateChangeDelegate();// 0x2c89aec
void SetReadyTime(float SReadyTime);// 0x2c89a70
void SetEState(enum EState);// 0x2c899f4
void RPC_Broadcast_NotifyReadyTime(enum SEnhancerState, float SReadyTime);//
0x2c89904
void ResetTimes();// 0x2c898f0
void ResetSelf();// 0x2c898dc
void ReqUseEnhancerSpot(STExtraPlayerController* InController);// 0x2c89858
void ReadyTimeChangeDelegate();// 0x2c8983c
void OpenEffect();// 0x2c89820
void OnRep_StateChange();// 0x2c8980c
void OnRep_ReadyTimeChange();// 0x2c897f8
void OnRep_FixReadyTimeChange();// 0x2c897e4
enum GetSpotState();// 0x2c897c8
void DelayResetSelf();// 0x2c897b4
void CloseEffect();// 0x2c89798
--------------------------------
Class: EnhancerSpotPlayerSkill
enum PawnSubType;//[Offset: 0x0 , Size: 1]
int SkillID;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: PlayerRevivalComponent.ActorComponent.Object
int RevivalCountDownTime;//[Offset: 0x110 , Size: 4]
int GotoSpectatingTime;//[Offset: 0x114 , Size: 4]
int64 FinishRevivalTime;//[Offset: 0x118 , Size: 8]
int64 StartObserverTime;//[Offset: 0x120 , Size: 8]
STExtraPlayerController* OwningPC;//[Offset: 0x128 , Size: 8]
RevivalPointActor* CurServerRevivalPoint;//[Offset: 0x130 , Size: 8]
GameBaseInfo GameBaseInfo;//[Offset: 0x138 , Size: 128]
DateTime BePickupTime;//[Offset: 0x1b8 , Size: 8]
void TickRevival(float DeltaSeconds);// 0x2d6ac00
void SetRemainingRevivalTime(int InValue);// 0x2d6ab84
void SetCaptureIDCardStatus(bool InValue);// 0x2d6ab00
void OnPlayerRevived(STExtraPlayerController* SaviorPC);// 0x2d6aa84
void OnPlayerQuitSpectating();// 0x2d6aa70
void OnPlayerGotoSpectating();// 0x2d6aa5c
void OnPlayerExitGame();// 0x2d6aa48
void OnPlayerEscapeWhenGameEnd(bool bIsPlayerAlive);// 0x2d6a9c4
void LeaveRevivalState(uint32 SaviorKey);// 0x2d6a948
bool IsInWaittingRevivalState();// 0x2d6a910
int GetRevivalCountDownTime();// 0x2d6a8f4
int GetRemainingRevivalTime();// 0x2d6a8c0
bool GetCaptureIDCardStatus();// 0x2d6a888
int64 FindPlayerUIDFromKey(uint32 PlayerKey);// 0x2d6a7fc
void EnterRevivalState();// 0x2d6a7e8
void CaptureIDCard(out const RevivalCardItemPickData InPickupData);//
0x2d6a708
void BePickupRevivalCard(out const RevivalCardItemPickData InPickupData);//
0x2d6a628
--------------------------------
Class: RevivalPointActor.Actor.Object
SceneComponent* DefaultRoot;//[Offset: 0x398 , Size: 8]
float SmokeStartScaleDistance;//[Offset: 0x3a0 , Size: 4]
float SmokeEndScaleDistance;//[Offset: 0x3a4 , Size: 4]
float SmokeStartScaleValue;//[Offset: 0x3a8 , Size: 4]
float SmokeEndScaleValue;//[Offset: 0x3ac , Size: 4]
bool UseRevivalCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3b0 , Size: 1]
float RevivalCDTime;//[Offset: 0x3b4 , Size: 4]
bool UseRevivalCount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3b8 , Size: 1]
int RevivalCount;//[Offset: 0x3bc , Size: 4]
int ID;//[Offset: 0x3c0 , Size: 4]
enum CurState;//[Offset: 0x3c4 , Size: 1]
enum PreState;//[Offset: 0x3c5 , Size: 1]
int RevivalTime;//[Offset: 0x3c8 , Size: 4]
int CurRevivalTime;//[Offset: 0x3cc , Size: 4]
bool CanBeShowSmoking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3d0 , Size: 1]
int OperationalDistance;//[Offset: 0x3d4 , Size: 4]
<enum,ParticleSystem*> RevivalPointPS;//[Offset: 0x3d8 , Size: 80]
Transform PTowEleTransform;//[Offset: 0x430 , Size: 48]
<enum,ParticleSystem*> PTowEleMap;//[Offset: 0x460 , Size: 80]
FString ExParticleComponentTag;//[Offset: 0x4b0 , Size: 16]
<enum,AkAudioEvent*> RevivalPointSounds;//[Offset: 0x4c0 , Size: 80]
AkAudioEvent* RevivalInterruptSound;//[Offset: 0x510 , Size: 8]
int SmokingdisappearTime;//[Offset: 0x518 , Size: 4]
bool UseShowMiniMapIcon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x51c , Size: 1]
int IconID;//[Offset: 0x520 , Size: 4]
uint32[] CurrentRevivingPlayers;//[Offset: 0x528 , Size: 16]
STExtraPlayerController* CurRevivalPC;//[Offset: 0x538 , Size: 8]
float RevivalCDTimeCur;//[Offset: 0x540 , Size: 4]
ParticleSystemComponent* DestoryStatePSCom;//[Offset: 0x558 , Size: 8]
void StartRevival();// 0x2d9cb98
bool RevivalPlayers(STExtraPlayerController* InPC);// 0x2d9cb08
bool RecheckCurrentRevivingPlayers();// 0x2d9cad0
void OnRep_ShowSmoking();// 0x2d9cabc
void OnRep_RevivalPointState(enum LastPreState);// 0x2d9ca40
void OnRep_RevivalCDTimeCur();// 0x2d9ca2c
void OnRep_CurrentRevivingPlayers();// 0x2d9ca18
bool IsPlayerRevivedCurrently(uint32 PlayerKey);// 0x2d9c988
bool GiveUpRevivalPlayers(STExtraPlayerController* InPC);// 0x2d9c8f8
float GetRevivalCDTimeCurPercent();// 0x2d9c8c4
float GetRevivalCDTimeCur();// 0x2d9c890
float GetRevivalCDTime();// 0x2d9c85c
int GetId();// 0x2d9c828
void DistanceChangedEvent(float Scale);// 0x37db6c4
--------------------------------
Class: RevivalCardItemPickData
uint32 PickUpPlayerID;//[Offset: 0x0 , Size: 4]
uint32 DroperPlayerID;//[Offset: 0x4 , Size: 4]
int64 PickupTime;//[Offset: 0x8 , Size: 8]
int64 DroperTime;//[Offset: 0x10 , Size: 8]
FString PickUpName;//[Offset: 0x18 , Size: 16]
FString DroperPlayerName;//[Offset: 0x28 , Size: 16]
--------------------------------
Class: FloatingTextComponent.ActorComponent.Object
int MaxWidgetNum;//[Offset: 0x128 , Size: 4]
CurveFloat* OffsetXCurve;//[Offset: 0x130 , Size: 8]
CurveFloat* OffsetYCurve;//[Offset: 0x138 , Size: 8]
Vector RandomVector;//[Offset: 0x140 , Size: 12]
float TextScale;//[Offset: 0x14c , Size: 4]
LinearColor NormalTextColor;//[Offset: 0x150 , Size: 16]
float HeadShotTextScale;//[Offset: 0x160 , Size: 4]
LinearColor HeadShotTextColor;//[Offset: 0x164 , Size: 16]
float BigDamageTextScale;//[Offset: 0x174 , Size: 4]
float BigDamage;//[Offset: 0x178 , Size: 4]
LinearColor BigDamageTextColor;//[Offset: 0x17c , Size: 16]
float MaxWidgetRemianTime;//[Offset: 0x18c , Size: 4]
int FloatTextZorder;//[Offset: 0x190 , Size: 4]
bool bIgnoreZeorDamageSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x194 , Size: 1]
UserWidget*[] IdleWidgetList;//[Offset: 0x198 , Size: 16]
ShowTextWidgetData[] ShowWidgetList;//[Offset: 0x1a8 , Size: 16]
float[] RecycleTimeList;//[Offset: 0x1b8 , Size: 16]
float RecycleTime;//[Offset: 0x1c8 , Size: 4]
STExtraPlayerController* PC;//[Offset: 0x1d0 , Size: 8]
void UpdateTextWidgetPos(out ShowTextWidgetData ShowTextWidgetData);//
0x2cb52fc
void ShowFloatingText(out const FloatingTextData FloatingTextData);//
0x2cb526c
void SetFloatingText(UserWidget* FloatingTextWidget, int Damage);// 0x37db6c4
void ReycleFloatingTextWidget();// 0x2cb5258
void PlayFloatingTextAnim(out ShowTextWidgetData ShowTextWidgetData, int
Damage, bool IsHeadShot);// 0x2cb513c
void OnFloatingDamageText(float BaseDamage, bool IsHeadShot, out const
DamageEvent DamageEvent, out const HitResult HitResult, const Actor* Victim);//
0x2cb4f70
ShowTextWidgetData GetShowTextWidgetData(out const FloatingTextData
FloatingTextData);// 0x2cb4eb8
void ClientHandleFloatingTextArray(const FloatingTextData[]
FloatingTextArray);// 0x2cb4ddc
--------------------------------
Class: ShowTextWidgetData
UserWidget* FloatingTextWidget;//[Offset: 0x0 , Size: 8]
float RecycleTime;//[Offset: 0x8 , Size: 4]
Vector ShowWorldPos;//[Offset: 0xc , Size: 12]
Vector RandomOffset;//[Offset: 0x18 , Size: 12]
--------------------------------
Class: FloatingTextData
float BaseDamage;//[Offset: 0x0 , Size: 4]
bool IsHeadShot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 ,
Size: 1]
Vector_NetQuantize ImpactPoint;//[Offset: 0x8 , Size: 12]
--------------------------------
Class: ParachuteAnimAssetData
<byte,AnimationAsset*> AnimAssetCache;//[Offset: 0x0 , Size: 80]
bool IsAnimCached;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50
, Size: 1]
--------------------------------
Class: WeatherConfigComponent.ActorComponent.Object
WeatherInfo WeatherLevelInfo;//[Offset: 0x118 , Size: 24]
FString LastLoadedWeatherLevelName;//[Offset: 0x130 , Size: 16]
FString DefaultWeatherLevelName;//[Offset: 0x140 , Size: 16]
bool bLoadWeatherLevel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x150 , Size: 1]
bool bDefaulLevelLoaded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x151 , Size: 1]
void UnloadStreamLevel(FString levelName);// 0x34152b4
void SyncWeatherLevelInfo();// 0x34152a0
void OnWeatherLevelChanged();// 0x37db6c4
void OnUnLoadStreamLevelCompleted();// 0x341528c
void OnRep_WeatherSyncCount();// 0x3415278
void OnLoadStreamLevelCompleted();// 0x3415264
void LoadWeatherLevel();// 0x3415250
void LoadStreamLevel(FString levelName, int WeatherID);// 0x34150e0
void LoadDefaultWeatherLevel();// 0x34150cc
void Init();// 0x34150b0
--------------------------------
Class: DynamicWeatherExMgr.DynamicWeatherMgr.Actor.Object
bool UseCircleIndex;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4ec , Size: 1]
int CircleIndex;//[Offset: 0x4f0 , Size: 4]
WeatherControllerRepData SrcControllerCfg;//[Offset: 0x4f4 , Size: 28]
WeatherControllerRepData DstControllerCfg;//[Offset: 0x510 , Size: 28]
ScreenAppearanceCfg ScreenAppearanceCfg;//[Offset: 0x530 , Size: 40]
float TickOBPlayerCD;//[Offset: 0x558 , Size: 4]
float TickWeatherFogCD;//[Offset: 0x55c , Size: 4]
DynamicWeatherController* SrcController;//[Offset: 0x560 , Size: 8]
DynamicWeatherController* DstController;//[Offset: 0x568 , Size: 8]
STScreenAppearanceComponent* ScreenAppearanceComponent;//[Offset: 0x570 ,
Size: 8]
bool UseWeatherFogCfg;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x578 , Size: 1]
WeatherFogCfg WeatherFogCfg;//[Offset: 0x580 , Size: 80]
PlayerKeyDstWeather[] PlayerKeyDstWeatherList;//[Offset: 0x5e0 , Size: 16]
PlayerKeyDstWeather[] OBPlayerKeyDstWeatherList;//[Offset: 0x5f0 , Size: 16]
void BlendToWeatherFog(bool bDstWeatherFog);// 0x2c78508
void BlendToWeather(bool bDstWeather);// 0x2c78484
--------------------------------
Class: DynamicWeatherMgr.Actor.Object
WeatherChangeConfig WeatherChangeConfig;//[Offset: 0x398 , Size: 80]
int CurUseFixWeatherIndex;//[Offset: 0x3e8 , Size: 4]
WeatherChangeControl WeatherChangeControl;//[Offset: 0x3ec , Size: 28]
<enum,DynamicWeatherController*> DynamicWeatherLookupTable;//[Offset: 0x408 ,
Size: 80]
WeatherControllerRepData ControllerRepData;//[Offset: 0x458 , Size: 28]
WeatherControllerRepData ControllerRepDataForReplay;//[Offset: 0x474 , Size:
28]
float ServerElapsedTime;//[Offset: 0x490 , Size: 4]
bool bAllowRPCRequire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x498 , Size: 1]
enum NextWeatherStatus;//[Offset: 0x499 , Size: 1]
float NextWeatherCountDownTime;//[Offset: 0x49c , Size: 4]
bool bEnableWeatherPredictionUI;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x4a5 , Size: 1]
delegate OnDynamicWeatherChangeDelegate;//[Offset: 0x4a8 , Size: 16]
bool bDisableModifyControllerRepData;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x4c8 , Size: 1]
STExtraGameStateBase* GameState;//[Offset: 0x4d0 , Size: 8]
enum UICountDownType;//[Offset: 0x4ea , Size: 1]
bool ForbidServerHandleRepData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4eb , Size: 1]
void StartTransition();// 0x2c7b8f4
void SoftReconnectRecoverData(UAEPlayerController* PC);// 0x2c7b878
void RPCRequireControl();// 0x2c7b864
void RPCRequire();// 0x2c7b850
void RPC_S2C_UINotify(enum WeatherStatus);// 0x2c7b7cc
void RPC_S2C_ForceStopDynamicWeatherChange();// 0x2c7b7b0
void ReinitInDemoReplay();// 0x2c7b79c
void RefreshWeatherPredictionUI();// 0x2c7b788
void OnWeatherChangeStarted(out const WeatherChangeEvent Event);// 0x2c7b6f8
void OnWeatherChangeSaturated(out const WeatherChangeEvent Event);//
0x2c7b668
void OnWeatherChangeRestoreStarted(out const WeatherChangeEvent Event);//
0x2c7b5d8
void OnWeatherChangeRestoreEnded(out const WeatherChangeEvent Event);//
0x2c7b548
void OnRep_NextWeatherCountDownTime();// 0x2c7b534
void OnRep_ControllerDataForReplay();// 0x2c7b520
void OnRep_ControllerData();// 0x2c7b50c
void OnRep_bEnableWeatherPredictionUI();// 0x2c7b4f8
void OnDynamicWeatherChangeDelegate__DelegateSignature(out const
WeatherChangeEvent Event);// 0x37db6c4
void HandleClientHasReactivated();// 0x2c7b4e4
void GotoSpecificWeather(int WeatherIndex);// 0x2c7b468
bool GetNextWeatherDataByWeatherType(out WeatherChangeSequenceItem OutData,
enum WeatherStatusType);// 0x2c7b388
bool GetNextWeatherData(out WeatherChangeSequenceItem OutData);// 0x2c7b2e8
float GetNextWeatherCountDownTimeByType(enum Type);// 0x2c7b25c
float GetInProgressElapsedTimeSecWithWeather();// 0x2c7b228
float GetGlobalWeatherSystemTimeOnServer();// 0x2c7b1f4
WeatherDetailStatus GetCurrentWeatherDetailStatus();// 0x2c7b1bc
void ForceStopDynamicWeatherChangeOnServer();// 0x2c7b1a8
void ForceStartNextWeatherChangeOnServer();// 0x2c7b194
void ClientInit(WeatherControllerRepData InitDataIn);// 0x2c7b0f0
--------------------------------
Class: WeatherControllerRepData
enum WeatherType;//[Offset: 0x0 , Size: 1]
bool bStarted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1 ,
Size: 1]
float ElapsedTime;//[Offset: 0x4 , Size: 4]
float BlendInTime;//[Offset: 0x8 , Size: 4]
float BlendOutTime;//[Offset: 0xc , Size: 4]
float SaturateTime;//[Offset: 0x10 , Size: 4]
float TimeMultiplier;//[Offset: 0x14 , Size: 4]
bool BlendInStarted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x18 , Size: 1]
bool BlendSaturated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x19 , Size: 1]
bool BlendOutStarted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1a , Size: 1]
bool BlendOutEnded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1b , Size: 1]
--------------------------------
Class: WeatherChangeConfig
float StartTimeMin;//[Offset: 0x0 , Size: 4]
float StartTimeMax;//[Offset: 0x4 , Size: 4]
float BlendInTime;//[Offset: 0x8 , Size: 4]
float BlendOutTime;//[Offset: 0xc , Size: 4]
float DurationTimeMin;//[Offset: 0x10 , Size: 4]
float DurationTimeMax;//[Offset: 0x14 , Size: 4]
enum LastWeatherStatus;//[Offset: 0x18 , Size: 1]
float LastWeatherAppearTime;//[Offset: 0x1c , Size: 4]
bool bUseFixWeatherChangeSequence;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x20 , Size: 1]
WeatherChangeWeight[] WeatherChangeWeights;//[Offset: 0x28 , Size: 16]
WeatherChangeSequenceItem[] WeatherChangeSequence;//[Offset: 0x38 , Size: 16]
float TimeMultiplier;//[Offset: 0x48 , Size: 4]
bool bUseReadyGameStateEnetrAsOriginalTime;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x4c , Size: 1]
bool bDisableReadyGameStateWeatherTick;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x4d , Size: 1]
--------------------------------
Class: WeatherChangeWeight
enum NewWeatherStatus;//[Offset: 0x0 , Size: 1]
float Weight;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: WeatherChangeSequenceItem
enum WeatherStatus;//[Offset: 0x0 , Size: 1]
float StartTime;//[Offset: 0x4 , Size: 4]
float TotalDurationTime;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: WeatherChangeControl
bool WeatherChangeStarted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x0 , Size: 1]
bool WeatherChangeFinished;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1 , Size: 1]
float WeatherChangeStartTime;//[Offset: 0x4 , Size: 4]
float ElapsedTime;//[Offset: 0x8 , Size: 4]
enum NextWeather;//[Offset: 0xc , Size: 1]
float NextDuration;//[Offset: 0x10 , Size: 4]
float WeatherTotalWeight;//[Offset: 0x14 , Size: 4]
float TimelineOffset;//[Offset: 0x18 , Size: 4]
--------------------------------
Class: ScreenAppearanceCfg
bool UseScreenAppearance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x0 , Size: 1]
FString ScreenAppearanceName;//[Offset: 0x8 , Size: 16]
byte ParticleType;//[Offset: 0x18 , Size: 1]
float ScreenAppearanceConcentration;//[Offset: 0x1c , Size: 4]
FName ShaderName;//[Offset: 0x20 , Size: 8]
--------------------------------
Class: DynamicWeatherController.ActorComponent.Object
delegate DelegateOnWeatherChangeStarted;//[Offset: 0x110 , Size: 16]
delegate DelegateOnWeatherChangeSaturated;//[Offset: 0x120 , Size: 16]
delegate DelegateOnWeatherChangeRestoreStarted;//[Offset: 0x130 , Size: 16]
delegate DelegateOnWeatherChangeRestoreEnded;//[Offset: 0x140 , Size: 16]
delegate WeatherRecover;//[Offset: 0x150 , Size: 16]
enum DynamicWeatherType;//[Offset: 0x160 , Size: 1]
MaterialParameterCollection* DyanmicWeatherCollection;//[Offset: 0x168 ,
Size: 8]
CurveFloat* LightCurve;//[Offset: 0x170 , Size: 8]
float TargetLightValue;//[Offset: 0x178 , Size: 4]
bool bNotUseCurve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x17c , Size: 1]
CurveFloat* FogBlendInCurve;//[Offset: 0x180 , Size: 8]
CurveFloat* FogBlendOutCurve;//[Offset: 0x188 , Size: 8]
CurveFloat* DirectionLightRotYBlendInCurve;//[Offset: 0x190 , Size: 8]
CurveFloat* DirectionLightRotZBlendInCurve;//[Offset: 0x198 , Size: 8]
CurveFloat* DirectionLightRotYBlendOutCurve;//[Offset: 0x1a0 , Size: 8]
CurveFloat* DirectionLightRotZBlendOutCurve;//[Offset: 0x1a8 , Size: 8]
float UINotifyTimeBeforeStart;//[Offset: 0x1b0 , Size: 4]
FString UINotifyModuleName;//[Offset: 0x1b8 , Size: 16]
int ChangeStartUINotifyID;//[Offset: 0x1c8 , Size: 4]
int ChangeQuitUINotifyID;//[Offset: 0x1cc , Size: 4]
float ChangeStartUINotifyAnimPlayRate;//[Offset: 0x1d0 , Size: 4]
AkAudioEvent* UINotifyAKEventBeforeStart;//[Offset: 0x1d8 , Size: 8]
AkAudioEvent* ChangeStartUINotifyAKEvent;//[Offset: 0x1e0 , Size: 8]
AkAudioEvent* ChangeQuitUINotifyAKEvent;//[Offset: 0x1e8 , Size: 8]
bool bUseLowEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1f0 , Size: 1]
WeatherControllerRepData LocalControlData;//[Offset: 0x1f4 , Size: 28]
float RuningDirection;//[Offset: 0x210 , Size: 4]
float RuningTime;//[Offset: 0x214 , Size: 4]
float LerpTotalTime;//[Offset: 0x218 , Size: 4]
FString WeatherName;//[Offset: 0x220 , Size: 16]
DirectionalLight* MainLight;//[Offset: 0x230 , Size: 8]
SkyLight* SkyLight;//[Offset: 0x238 , Size: 8]
ExponentialHeightFog* Fog;//[Offset: 0x240 , Size: 8]
WeatherObject ObjectValues;//[Offset: 0x248 , Size: 104]
WeatherObject WeatherObjectSrc;//[Offset: 0x2b0 , Size: 104]
WeatherObject WeatherObjectLerp;//[Offset: 0x31c , Size: 104]
WeatherDetailStatus CurrentWeatherStatus;//[Offset: 0x384 , Size: 12]
void UINotifyCallbackOnServer();// 0x2c77ce4
void OnUserQualitySettingChanged(int renderlevel);// 0x2c77c60
--------------------------------
Class: WeatherObject
float MainLight_Density;//[Offset: 0x0 , Size: 4]
LinearColor MainLight_Color;//[Offset: 0x4 , Size: 16]
float MainLight_Temperature;//[Offset: 0x14 , Size: 4]
Rotator MainLight_Rotation;//[Offset: 0x18 , Size: 12]
float SkyLight_Density;//[Offset: 0x24 , Size: 4]
LinearColor SkyLight_Color;//[Offset: 0x28 , Size: 16]
float CustomFogLow_DensityCoefficient;//[Offset: 0x38 , Size: 4]
LinearColor CustomFogLow_Color;//[Offset: 0x3c , Size: 16]
float CustomFogHigh_DensityCoefficient;//[Offset: 0x4c , Size: 4]
LinearColor CustomFogHigh_Color;//[Offset: 0x50 , Size: 16]
float HeightFallOff;//[Offset: 0x60 , Size: 4]
float StartDistance;//[Offset: 0x64 , Size: 4]
--------------------------------
Class: WeatherDetailStatus
enum CurrentWeather;//[Offset: 0x0 , Size: 1]
float CurrentElapsedTime;//[Offset: 0x4 , Size: 4]
float TotalTime;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: WeatherFogCfg
enum[] WeatherTypeList;//[Offset: 0x0 , Size: 16]
ExponentialHeightFog* Fog;//[Offset: 0x10 , Size: 8]
WeatherDstFog DstWeatherFog;//[Offset: 0x18 , Size: 20]
WeatherSrcFog SrcWeatherFog;//[Offset: 0x2c , Size: 12]
float blendTime;//[Offset: 0x38 , Size: 4]
DynamicWeatherController*[] WeatherControllerList;//[Offset: 0x40 , Size: 16]
--------------------------------
Class: WeatherDstFog
bool UseStartDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x0 , Size: 1]
float StartDistance;//[Offset: 0x4 , Size: 4]
bool UseDensityCoefficient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x8 , Size: 1]
float CustomFogLow_DensityCoefficient;//[Offset: 0xc , Size: 4]
float CustomFogHigh_DensityCoefficient;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: WeatherSrcFog
float StartDistance;//[Offset: 0x0 , Size: 4]
float CustomFogLow_DensityCoefficient;//[Offset: 0x4 , Size: 4]
float CustomFogHigh_DensityCoefficient;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: PlayerKeyDstWeather
STExtraPlayerController* PC;//[Offset: 0x0 , Size: 8]
--------------------------------
Class: STExtraGameStateBase.UAEGameState.GameState.GameStateBase.Info.Actor.Object
Vector AirplaneStartLoc;//[Offset: 0x44c , Size: 12]
Vector AirplaneStopLoc;//[Offset: 0x458 , Size: 12]
AirDropPathData3D AirDropPathData;//[Offset: 0x468 , Size: 72]
Vector AirplaneCanJumpLoc;//[Offset: 0x4b0 , Size: 12]
Vector AirplaneForceJumpLoc;//[Offset: 0x4bc , Size: 12]
bool IsTest;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c9 ,
Size: 1]
Vector BlueCircle;//[Offset: 0x4cc , Size: 12]
Vector WhiteCircle;//[Offset: 0x4d8 , Size: 12]
float CirclePain;//[Offset: 0x4e4 , Size: 4]
AirAttackOrder AirAttackOrder;//[Offset: 0x4e8 , Size: 64]
Vector AirAttackArea;//[Offset: 0x528 , Size: 12]
delegate OnSafeZoneTips;//[Offset: 0x538 , Size: 16]
delegate OnHideCircle;//[Offset: 0x548 , Size: 16]
delegate OnBlueCirclePreWarning;//[Offset: 0x558 , Size: 16]
delegate OnBlueCircleRun;//[Offset: 0x568 , Size: 16]
delegate OnBlueCircleSizeAndPosition;//[Offset: 0x578 , Size: 16]
delegate OnCharacterCircleWaveOver;//[Offset: 0x588 , Size: 16]
delegate VehiclePostInitComponentDelegate;//[Offset: 0x598 , Size: 16]
delegate VehicleDestroyedDelegate;//[Offset: 0x5a8 , Size: 16]
delegate STExtraCharacterPostInitComponentDelegate;//[Offset: 0x5b8 , Size:
16]
delegate STExtraCharacterDestroyed;//[Offset: 0x5c8 , Size: 16]
int PlayerNum;//[Offset: 0x5e8 , Size: 4]
bool IsUseGameStartCountDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x5ec , Size: 1]
delegate OnPlayerNumChange;//[Offset: 0x5f0 , Size: 16]
delegate OnBeKilledNumChange;//[Offset: 0x600 , Size: 16]
delegate OnGameEnd;//[Offset: 0x610 , Size: 16]
bool bIngoreDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x620 , Size: 1]
bool bIsTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x621 , Size: 1]
bool bIsOpenDuelMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x622 , Size: 1]
bool IsShowDeadBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x623 , Size: 1]
bool bHasSignalBarReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x624 , Size: 1]
bool IsWeaponFPPOffsetInTDMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x625 , Size: 1]
bool bReInitUIAfterReCreatePawn;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x626 , Size: 1]
bool bForbidAutoAimAt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x627 , Size: 1]
bool bForbidAutoOpendoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x628 , Size: 1]
bool bForbitAudioVisual;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x629 , Size: 1]
bool bForbitAutoPick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x62a , Size: 1]
bool bForbitHurtEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x62b , Size: 1]
bool bGunSamePriority;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x62c , Size: 1]
bool bShouldDeferredExitGame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x62d , Size: 1]
bool bUseFootPrint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x62e , Size: 1]
int[] forbitPickItemTypeList;//[Offset: 0x630 , Size: 16]
int TrainingCountdownTimer;//[Offset: 0x640 , Size: 4]
bool bIsWeaponAutoReloadMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x644 , Size: 1]
FString GrenadeEffectPath;//[Offset: 0x648 , Size: 16]
bool bUseSpecialGrenadeEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x658 , Size: 1]
bool bAnniversarySignalGunEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x659 , Size: 1]
bool bGodzillaWarmUpSwitchOpened;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x65a , Size: 1]
bool bOpenNewbieGuideInDeathMatch;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x65b , Size: 1]
bool bAvatarDownloadInBattle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x65c , Size: 1]
DSSwitchInfo[] DsSwitch;//[Offset: 0x660 , Size: 16]
bool bIsPickUpFillBulletMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x670 , Size: 1]
bool bShowSkullInOB;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x671 , Size: 1]
bool bUseFuzzyInformation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x672 , Size: 1]
bool bRegisterPickUpsOnEnterFight;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x6c8 , Size: 1]
bool bEnableAutoAimTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x6c9 , Size: 1]
bool bEnablePickUpTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x6ca , Size: 1]
bool bEnableUpdateClosestVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x6cb , Size: 1]
bool bPlayVehicleMusic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x6cc , Size: 1]
float TrainingModePickUpColdCD;//[Offset: 0x6d0 , Size: 4]
float PickUpColdCountDownToleranceTime;//[Offset: 0x6d4 , Size: 4]
float PickUpColdCountDownMinTime;//[Offset: 0x6d8 , Size: 4]
float TrainingModeDropLifeTime;//[Offset: 0x6dc , Size: 4]
bool bReportAllPickUpFlow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x6e0 , Size: 1]
bool bDebugEnableDamageEffectInTrainingMode;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x6e1 , Size: 1]
bool bEnabledReInitUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x6e2 , Size: 1]
delegate OnAirAttack;//[Offset: 0x6e8 , Size: 16]
delegate OnInfectedAreaWarn;//[Offset: 0x6f8 , Size: 16]
delegate OnSkillManagerInitFinishDelegate;//[Offset: 0x708 , Size: 16]
bool IsFPPGameMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x718 , Size: 1]
bool IsCanSwitchFPP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x719 , Size: 1]
bool bResetBulletNumToMaxBulletNum;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x71a , Size: 1]
FName[] EnableMapPackages;//[Offset: 0x720 , Size: 16]
FName[] EnableMapLayers;//[Offset: 0x730 , Size: 16]
class ViewMaskManager* ViewMaskManagerClass;//[Offset: 0x740 , Size: 8]
ViewMaskManager* ViewMaskManager;//[Offset: 0x748 , Size: 8]
class ModAdapter* ModAdapterClass;//[Offset: 0x750 , Size: 8]
ModAdapter* ModAdapter;//[Offset: 0x758 , Size: 8]
bool bEnableSignalSystem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x760 , Size: 1]
bool IsCanPlaceBuilding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x761 , Size: 1]
int PvePoliceOfficeTriggerCount;//[Offset: 0x764 , Size: 4]
int PveZombieGrenadeCount;//[Offset: 0x768 , Size: 4]
bool EnableVisualField;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x76c , Size: 1]
VisualFieldFeatureParam VisualFieldFeatureParam;//[Offset: 0x770 , Size: 48]
VisualFieldFeature* VisualFieldFeature;//[Offset: 0x7a0 , Size: 8]
bool bReadyStateCountingDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x7a8 , Size: 1]
int ReadyStateTime;//[Offset: 0x7b8 , Size: 4]
delegate ReConnectGameStateInfoNotify;//[Offset: 0x7c0 , Size: 16]
bool IsCircleShowSafeZoneTips;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x7d0 , Size: 1]
FString GameModeDisplayName;//[Offset: 0x7d8 , Size: 16]
int CurCircleWave;//[Offset: 0x7e8 , Size: 4]
bool bNoAliveHumanPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x7ec , Size: 1]
bool EnableControllVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x7ed , Size: 1]
GameModeFeatureSetData GameModeFeatureSet;//[Offset: 0x7f0 , Size: 4]
FName GameModeState;//[Offset: 0x7f8 , Size: 8]
bool bLessening;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x800 , Size: 1]
float timeFromLessen;//[Offset: 0x804 , Size: 4]
Vector CircleLessenFrom;//[Offset: 0x808 , Size: 12]
Vector CircleLessenTo;//[Offset: 0x814 , Size: 12]
float timeForLessen;//[Offset: 0x820 , Size: 4]
byte CurCircleStatusInfo;//[Offset: 0x830 , Size: 1]
float CurCircleStateStartServerWorldSecond;//[Offset: 0x834 , Size: 4]
float CurCircleStatusElapsedTime;//[Offset: 0x838 , Size: 4]
float CurCircleStatusLastTime;//[Offset: 0x83c , Size: 4]
byte CurAirAttackType;//[Offset: 0x840 , Size: 1]
int CurAirAttackWave;//[Offset: 0x844 , Size: 4]
bool bActiveScreenSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x848 , Size: 1]
float ScreenSizeFactor;//[Offset: 0x84c , Size: 4]
float ExtraRadius;//[Offset: 0x850 , Size: 4]
int AlivePlayerNum;//[Offset: 0x854 , Size: 4]
int AliveTeamNum;//[Offset: 0x858 , Size: 4]
int PlayerNumOnPlane;//[Offset: 0x85c , Size: 4]
int NoneAIGameTime;//[Offset: 0x860 , Size: 4]
delegate OnDynamicWeatherChangeDelegate;//[Offset: 0x868 , Size: 16]
delegate ForceStopDynamicWeatherDelegate;//[Offset: 0x878 , Size: 16]
WeatherChangeEvent CurWeatherTypeCach;//[Offset: 0x888 , Size: 2]
GameModePlayerShowUpassInfo[] UpassInfoList;//[Offset: 0x890 , Size: 16]
enum GameModeType;//[Offset: 0x8a0 , Size: 1]
enum GameModeConfigType;//[Offset: 0x8a1 , Size: 1]
enum GameModeConfigSubType;//[Offset: 0x8a2 , Size: 1]
enum GameModeSubType;//[Offset: 0x8a3 , Size: 1]
int PlayerNumPerTeam;//[Offset: 0x8a4 , Size: 4]
FString[] OpenTagCullingMaps;//[Offset: 0x8a8 , Size: 16]
bool bShouldUseCompletePB;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x8b8 , Size: 1]
bool bGameNeedReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x8b9 , Size: 1]
bool IsDark;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8ba ,
Size: 1]
float FPVEWeatherPlaySpeed;//[Offset: 0x8d0 , Size: 4]
float WeatherPhaseIndex;//[Offset: 0x8d4 , Size: 4]
enum[] WeatherProcessArray;//[Offset: 0x8d8 , Size: 16]
delegate OnWeatherStateChange;//[Offset: 0x8e8 , Size: 16]
delegate OnWeatherSpeedChange;//[Offset: 0x8f8 , Size: 16]
enum CurDynamicWeatherState;//[Offset: 0x908 , Size: 1]
<FString,float> BeInvitedPlayers;//[Offset: 0x910 , Size: 80]
float InviteCountDownTime;//[Offset: 0x960 , Size: 4]
CircleDataMining[] CircleDataMining;//[Offset: 0x968 , Size: 16]
Vector[] CircleArray;//[Offset: 0x978 , Size: 16]
GameDataMining GameDataMining;//[Offset: 0x988 , Size: 72]
uint64 GameID;//[Offset: 0x9d0 , Size: 8]
FString GameModeID;//[Offset: 0x9d8 , Size: 16]
FString[] ModeUIManagerArray;//[Offset: 0x9e8 , Size: 16]
FString[] ModeUIManagerArrayCached;//[Offset: 0x9f8 , Size: 16]
FString ModLogicSwitchTag;//[Offset: 0xa08 , Size: 16]
delegate OnValidDynamicLevelChanged;//[Offset: 0xa18 , Size: 16]
LevelEventCenter* LevelEventCenter;//[Offset: 0xa28 , Size: 8]
Actor* StartedPlane;//[Offset: 0xa30 , Size: 8]
Character* CurCastActorMsgOwner;//[Offset: 0xa38 , Size: 8]
float StartFlyTime;//[Offset: 0xa40 , Size: 4]
int64 StartReadyUnixTimestamp;//[Offset: 0xa48 , Size: 8]
int64 StartFightingUnixTimestamp;//[Offset: 0xa50 , Size: 8]
int64 StartFinishedUnixTimestamp;//[Offset: 0xa58 , Size: 8]
bool bIsOpenShovelingAbility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xa71 , Size: 1]
bool bDoOpenRadarAbility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xa72 , Size: 1]
int EnableNewStateMachine;//[Offset: 0xa74 , Size: 4]
float PlayerInBlueCircleClipTime;//[Offset: 0xa7c , Size: 4]
float BroadcastClientDistance;//[Offset: 0xa80 , Size: 4]
int[] FinalWinTeams;//[Offset: 0xaa8 , Size: 16]
uint32[] FinalWinPlayers;//[Offset: 0xab8 , Size: 16]
uint32 GameTerminatorPlayerKey;//[Offset: 0xac8 , Size: 4]
bool CanForbitPickupTeammateBox;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xacc , Size: 1]
bool CanImprisonmentTeammate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xacd , Size: 1]
int[] ImprisonmentTeammateKillType;//[Offset: 0xad0 , Size: 16]
int[] ImprisonmentTeammateGameType;//[Offset: 0xae0 , Size: 16]
bool bUseParachuteAnimCache;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xaf0 , Size: 1]
bool bIsUseStandbyAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xaf1 , Size: 1]
bool IsOpenHighPingTag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xaf2 , Size: 1]
bool bEnableCullDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xaf3 , Size: 1]
FString GuideImageName;//[Offset: 0xaf8 , Size: 16]
FString GuideLuaTableName;//[Offset: 0xb08 , Size: 16]
FString GuideLuaFunctionName;//[Offset: 0xb18 , Size: 16]
bool IsDisableTeamPanelPlayerStateInit;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xb28 , Size: 1]
float PlayerNoOperationTime;//[Offset: 0xb2c , Size: 4]
float PlayerNoConfirmRetToGameTime;//[Offset: 0xb30 , Size: 4]
bool IsEnableHealthNumberText;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xb34 , Size: 1]
Vector2D SelfHealthOffset;//[Offset: 0xb38 , Size: 8]
bool IsCollectHitFlow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xb40 , Size: 1]
bool bOpenVehicleOverlap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xb41 , Size: 1]
UAELevelDirector* UAELevelDirector;//[Offset: 0xb48 , Size: 8]
MarkDispatchManager* MarkDispatchManager;//[Offset: 0xb50 , Size: 8]
MarkSyncData[] SyncMarkDispatchData;//[Offset: 0xb58 , Size: 16]
MarkSyncData[] PrevSyncMarkDispatchData;//[Offset: 0xb68 , Size: 16]
MarkSyncData[] LocalMarkDispatchData;//[Offset: 0xb78 , Size: 16]
MarkSyncData[] PrevLocalMarkDispatchData;//[Offset: 0xb88 , Size: 16]
DynamicWeatherMgr* DynamicWeatherMgr;//[Offset: 0xb98 , Size: 8]
class Actor* PreloadPoolActorClass;//[Offset: 0xba0 , Size: 40]
class Actor* CommonPreloadPoolActorClass;//[Offset: 0xbc8 , Size: 40]
FString CommonPrePoolActorPath;//[Offset: 0xbf0 , Size: 16]
<FString,ActorExtraComponents> ActorExtraComponents;//[Offset: 0xc00 , Size:
80]
XTriggerLuaRemoteComponent* LuaRemoteComponent;//[Offset: 0xc50 , Size: 8]
FieldOfViewNotificationComponentRegistry*
FieldOfViewNotificationComponentRegistry;//[Offset: 0xc58 , Size: 8]
bool bUseRecastBullet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xc60 , Size: 1]
bool bAIUseRecastBullet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xc61 , Size: 1]
delegate OnShowGeneralGameTipsDelegate;//[Offset: 0xc68 , Size: 16]
bool IgnoreWhenAttackNotInVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xc78 , Size: 1]
bool bEnableVehicleWeakTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xc79 , Size: 1]
bool bEnableVehicleDSWeakTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xc7a , Size: 1]
delegate OnVeteranOrRecruitListUpdate;//[Offset: 0xc80 , Size: 16]
bool bNewForbitAudioVisual;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xc90 , Size: 1]
FString FServerStartTime;//[Offset: 0xc98 , Size: 16]
bool bIsLowMatch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xca8
, Size: 1]
uint32 ServerStartTimestamp;//[Offset: 0xcac , Size: 4]
GameModeCVarConfigItem[] CVarConfigs;//[Offset: 0xcb0 , Size: 16]
FString MainWeaponTableName;//[Offset: 0xcc0 , Size: 16]
class Object[] PlaneAvatarClassArray;//[Offset: 0xcd0 , Size: 16]
<uint32,bool> SendStartFlowRecord;//[Offset: 0xcf0 , Size: 80]
<uint32,bool> SendEndFlowRecord;//[Offset: 0xd40 , Size: 80]
TslSimpleCollisionManager* SimpleCollisionManager;//[Offset: 0xd90 , Size: 8]
bool bUseNewGrenadeMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xd98 , Size: 1]
bool bEnablePlayerEventSystem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xd99 , Size: 1]
bool bEnableAttrMod;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xd9a , Size: 1]
bool bAvatarDownloadInBattleClientSwitch;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xd9b , Size: 1]
void WeatherStateChangeDelegate__DelegateSignature();// 0x37db6c4
void WeatherSpeedChangeDelegate__DelegateSignature();// 0x37db6c4
void UISetWidgetVisibility(FString WidgetTag, enum IsVisibility);// 0x2e5f778
void UISetWidgetText(FString WidgetTag, FString SText, int TextId, FString
Params);// 0x2e5f5c8
void UIOperateWidget(FString WidgetTag, FString SOperation, FString
Params);// 0x2e5f2dc
void UICustomBehavior(FString BehaviorTag, FString BehaviorType, FString
Params);// 0x2e5f168
STExtraBaseCharacter* TryGetCharacterByPlayerKey(FString PlayerKey);//
0x2e5f02c
void SyncAirplaneRoute(Vector StartLoc, Vector StopLoc, Vector CanJumpLoc,
Vector ForceJumpLoc);// 0x2e5eeec
void SyncAirplaneAndAirDrops(out AirDropPathData3D InAirDropPathData);//
0x2e5ee18
void SimulateAirAttackOver();// 0x2e5edb8
void ShowGameTips(int PlayerKey, int TipsID, FString Params);// 0x2e5ec94
void SetTagCulling(bool IsUse);// 0x2e5ec10
void SetServerStartTime(uint32 nServerStartTime);// 0x2e5eb94
void SetSendStartFlow(uint32 PlayerKey);// 0x2e5eb18
void SetSendEndFlow(uint32 PlayerKey);// 0x2e5ea9c
void SetReConnectGameStateInfo(ReConnectGameStateInfo ReConnectInfo);//
0x2e5e990
static void SetOnGameStateEndPlay(delegate InOnGameStateEndPlay);// 0x2e5e8fc
static void SetOnGameStateBeginPlay(delegate InOnGameStateBeginPlay);//
0x2e5e868
void SetIsLowMatch(int nClientType);// 0x2e5e7ec
void SetCustomRoute(out const Vector2D StartPoint, out const Vector2D
EndPoint);// 0x2e5e710
void SetCurAirAttackWave(int AirAttackWave);// 0x2e5e694
void SetCurAirAttackType(byte airattacktype);// 0x2e5e618
void SetCircleInfo(GetCircleInfo ReConnectInfo);// 0x2e5e540
void SetAvatarDownloadInBattleClientSwitch(bool bOpen);// 0x2e5e4bc
void SetAirplaneStopLoc(Vector StopLoc);// 0x2e5e43c
void SetAirplaneStartLoc(Vector StarLoc);// 0x2e5e3bc
void SetAirplaneForceJumpLoc(Vector ForceJumpLoc);// 0x2e5e33c
void SetAirplaneCanJumpLoc(Vector CanJumpLoc);// 0x2e5e2bc
void ServerRemoteDestroyActor(int SingleId);// 0x2e5e240
int ServerRemoteCreateActor(int TTeamId, int resID, Vector Position, Rotator
Rotation);// 0x2e5e100
void RPC_Client_RemoteDestroyActor(int SingleId);// 0x2e5e07c
void RPC_Client_RemoteCreateActor(int SingleId, int TTeamId, int resID,
Vector Position, Rotator Rotation);// 0x2e5df0c
void PlayPawnActive(FString PlayerKey, Actor* PlayerCharacter);// 0x2e5dd94
void OnShowGeneralGameTipsDelegate__DelegateSignature(int TipsID, FString
Params);// 0x37db6c4
void OnRep_WeatherStateChanged();// 0x2e5dd80
void OnRep_VisualFieldFeatureParam();// 0x2e5dd6c
void OnRep_VeteranRecruitListUpdate();// 0x2e5dd58
void OnRep_UpassInfoList();// 0x2e5dd44
void OnRep_StartedPlane();// 0x2e5dd30
void OnRep_ResetWeatherPlaySpeed();// 0x2e5dd1c
void OnRep_ReadyStateTime();// 0x2e5dd00
void OnRep_ReadyStateCountingDown();// 0x2e5dcec
void OnRep_PlayerNumOnPlane();// 0x2e5dcd8
void OnRep_PlayerNumChange();// 0x2e5dcc4
void OnRep_ModeUIManagerArray();// 0x2e5dcb0
void OnRep_MarkSyncData();// 0x2e5dc9c
void OnRep_IsTrainingMode();// 0x2e5dc88
void OnRep_IsShowDeadBox();// 0x2e5dc74
void OnRep_IsOpenDuelMode();// 0x2e5dc60
void OnRep_IsFPPMode();// 0x2e5dc4c
void OnRep_IsDark();// 0x2e5dc38
void OnRep_GameTerminatorPlayerKey();// 0x2e5dc24
void OnRep_GameModeType();// 0x2e5dc10
void OnRep_GameModeSubType();// 0x2e5dbfc
void OnRep_GameModeState();// 0x2e5dbe0
void OnRep_GameModeFeatureSet();// 0x2e5dbcc
void OnRep_FinalWinTeams();// 0x2e5dbb8
void OnRep_FinalWinPlayers();// 0x2e5dba4
void OnRep_EnableSignalSystem();// 0x2e5db90
void OnRep_DynamicWeatherState();// 0x2e5db7c
void OnRep_CircleArray();// 0x2e5db68
void OnRep_AliveTeamNum();// 0x2e5db54
void OnRep_AlivePlayerNum();// 0x2e5db40
void OnRep_AirplaneStopLoc();// 0x2e5db2c
void OnRep_AirplaneStartLoc();// 0x2e5db18
void OnRep_AirplaneForceJumpLoc();// 0x2e5db04
void OnRep_AirplaneCanJumpLoc();// 0x2e5daf0
void OnRep_AirDropPathData();// 0x2e5dadc
void OnPlayerSkillStart(STExtraBaseCharacter* SkillOwner, int SkillID);//
0x2e5da1c
void OnPlaneAvatarAsyncLoadComplete(out class Object[] ClassArrays);//
0x2e5d964
void OnGameStateEndPlay__DelegateSignature(byte EndPlayReason);// 0x37db6c4
void OnGameStateBeginPlay__DelegateSignature(GameState* GameState);//
0x37db6c4
void OnGameModeDisplayNameChange();// 0x2e5d950
void OnCharacterTakeHeadShot(STExtraPlayerState* InstigatorPlayerState,
STExtraPlayerState* VictimPlayerState);// 0x2e5d894
void OnCharacterTakeDamage(STExtraPlayerState* InstigatorPlayerState,
STExtraPlayerState* VictimPlayerState, float Damage);// 0x2e5d79c
void NotifyDynamicWeatherChange(DynamicWeatherMgr* Mgr, WeatherChangeEvent
Event);// 0x2e5d6e4
void ModifyEnableSignalSystemOnServer(bool bEnable);// 0x2e5d660
bool IsSendStartFlow(uint32 PlayerKey);// 0x2e5d5d0
bool IsSendEndFlow(uint32 PlayerKey);// 0x2e5d540
bool IsRevivalGame();// 0x2e5d508
bool IsPVEMode();// 0x2e5d4d0
bool IsPlaneValid();// 0x2e5d4ac
bool IsNoCircleInfo();// 0x2e5d474
bool IsMapUseTeamPattern();// 0x2e5d434
bool IsInNight();// 0x2e5d3f4
bool IsInBlueCircleByCircleMgr(Actor* _actor);// 0x2e5d364
bool IsInBlueCircle(out const Vector pos);// 0x2e5d2c8
bool IsFeatureSupported(enum SubSystemType);// 0x2e5d230
bool IsEnableDamageInfo();// 0x2e5d1f0
TslSimpleCollisionManager* GetSimpleCollisionManager();// 0x2e5d1bc
int GetServerStartUnixTimestamp();// 0x2e5d188
FString GetServerStartTime();// 0x2e5d0e4
float GetRepServerWorldTimeSeconds();// 0x2e5d0b0
ReConnectGameStateInfo GetReConnectGameStateInfo();// 0x2e5d030
int GetPVEWeatherPhaseIndex();// 0x2e5cffc
STExtraPlayerState* GetPlayerStateByUID(uint64 PlayerUID);// 0x2e5cf70
XTriggerLuaRemoteComponent* GetLuaRemoteComponent();// 0x2e5cf3c
FName GetGameModeState();// 0x2e5cf08
Vector GetForceJumpLoc();// 0x2e5cee0
FieldOfViewNotificationComponentRegistry*
GetFieldOfViewNotificationComponentRegistry();// 0x2e5ceac
FString GetDSSwitchValue(const int InSwitchId);// 0x2e5cdb8
enum GetCurWeatherState();// 0x2e5cd84
enum GetCurDynamicWeatherState();// 0x2e5cd50
int GetCurCircleWave();// 0x2e5cd34
byte GetCurCircleState();// 0x2e5ccf0
int GetCurCircleIndex();// 0x2e5ccbc
GetCircleInfo GetCircleStateInfo();// 0x2e5cc50
Vector GetCanJumpLoc();// 0x2e5cc28
MarkSyncData[] GetAllMarkSyncData(byte _TYPE);// 0x2e5cb74
MarkSyncData[] GetAllMarkLocalData(byte _TYPE);// 0x2e5cac0
int GetAlivePlayerNum();// 0x2e5ca8c
Vector GetAirplaneStopLoc();// 0x2e5ca64
Vector GetAirplaneStartLoc();// 0x2e5ca3c
AirDropPathData3D GetAirDropPathData();// 0x2e5c8c4
STExtraBaseCharacter* FindCharacterByPlayerKey(FString PlayerKey);//
0x2e5c788
void ExecuteCVarConfig();// 0x2e5c774
Widget* DeepFindWidgetInUserWidget(UserWidget* SourceWidget, FName
WidgetName);// 0x2e5c6b0
bool CheckIsLowMatch();// 0x2e5c678
void CheckInitLuaRemoteEvent();// 0x2e5c664
bool CheckDSSwitchOpen(const int SwitchId);// 0x2e5c5d4
bool CheckDamage(STExtraBaseCharacter* AttackCharacter, STExtraBaseCharacter*
TargetBaseCharacter);// 0x2e5c504
void ChangeWeatherStatus(WeatherChangeEvent Event);// 0x2e5c488
void ChangeDynamicWeatherState(enum DayState);// 0x2e5c40c
void BroadcastUISetWidgetVisibility(FString WidgetTag, enum IsVisibility);//
0x2e5c31c
void BroadcastUISetWidgetText(FString WidgetTag, FString SText, int TextId,
FString Params);// 0x2e5c164
void BroadcastUIOperateWidget(FString WidgetTag, FString SOperation, FString
Params);// 0x2e5bfe8
void BroadcastUICustomBehavior(FString BehaviorTag, FString BehaviorType,
FString Params);// 0x2e5be6c
void BroadcastTemporaryMessage(FString Message);// 0x2e5bdbc
void BroadcastShowGameTips(int TipsID, FString Params);// 0x2e5bccc
void BroadcastRoute(Vector StartLoc, Vector StopLoc);// 0x2e5bc0c
void BroadcastLuaTipsBehavior(FString BehaviorTag, int ID, FString Params1,
FString Params2);// 0x2e5ba54
void BroadcastEndCircle();// 0x2e5b9f4
void BroadcastCircleWaveOver(int Index);// 0x2e5b944
void BroadcastCircleSizeAndPosition(Vector BlueCircleSync, Vector
WhiteCircleSync, int Index, bool InbActiveScreenSize, float InScreenSizeFactor,
float InExtraRadius, float Pain);// 0x2e5b6f8
void BroadcastCircleInfo(byte circleInfo, float Time, const Vector
BlueCircleSync, const Vector WhiteCircleSync, int CircleInvertedIndex);// 0x2e5b550
void BroadcastAirAttackWarning(const Vector airAttackAreaSrc, int
waveindex);// 0x2e5b494
void BroadcastAirAttackOrder(const AirAttackOrder airAttackOrderSrc, int
waveindex);// 0x2e5b358
void AsyncLoadResFinishCallback();// 0x2e5b344
void AsyncLoadCommonResFinishCallback();// 0x2e5b330
void AddUseSpringJumpTimes(uint32 PlayerKey, int Times);// 0x2e5b274
void AddUseEnhancerTimes(uint32 PlayerKey, int Times);// 0x2e5b1b8
void AddPveZombieGrenadeCount(int Value);// 0x2e5b13c
void AddPvePoliceOfficeTriggerCount(int Value);// 0x2e5b0c0
void AddPlayerScore(Controller* ScorePlayer, Controller* VictimPlayer,
FString ScoreType, float DamagePoint);// 0x2e5aec4
--------------------------------
Class: UAEGameState.GameState.GameStateBase.Info.Actor.Object
bool bTeamIDChgDeactivePawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x405 , Size: 1]
FString WeaponAttrReloadTableName;//[Offset: 0x408 , Size: 16]
FString VehicleAttrReloadTableName;//[Offset: 0x418 , Size: 16]
bool IsInitTable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x428
, Size: 1]
FString LuaFilePath;//[Offset: 0x430 , Size: 16]
void SendLuaDSToClient(int ID, out const byte[] Content);// 0x33fbc24
void RPC_LuaDSToClient(int ID, const byte[] Content);// 0x33fbb04
static WeaponAttrReloadTableStruct GetWeaponAttrReloadTableRow(int ID);//
0x33fba58
static VehicleAttrReloadTableStruct GetVehicleAttrReloadTableRow(int ID);//
0x33fb9d8
--------------------------------
Class: WeaponAttrReloadTableStruct
int KeyID;//[Offset: 0x0 , Size: 4]
float AutoAimingConfig_InnerRange_Speed;//[Offset: 0x4 , Size: 4]
float AutoAimingConfig_InnerRange_RangeRate;//[Offset: 0x8 , Size: 4]
float AutoAimingConfig_InnerRange_SpeedRate;//[Offset: 0xc , Size: 4]
float AutoAimingConfig_InnerRange_RangeRateSight;//[Offset: 0x10 , Size: 4]
float AutoAimingConfig_InnerRange_SpeedRateSight;//[Offset: 0x14 , Size: 4]
float AutoAimingConfig_InnerRange_CrouchRate;//[Offset: 0x18 , Size: 4]
float AutoAimingConfig_InnerRange_ProneRate;//[Offset: 0x1c , Size: 4]
float AutoAimingConfig_InnerRange_DyingRate;//[Offset: 0x20 , Size: 4]
float AutoAimingConfig_InnerRange_DriveVehicleRate;//[Offset: 0x24 , Size: 4]
float AutoAimingConfig_InnerRange_InVehicleRate;//[Offset: 0x28 , Size: 4]
float AutoAimingConfig_InnerRange_FreeFallRate;//[Offset: 0x2c , Size: 4]
float AutoAimingConfig_InnerRange_OpeningRate;//[Offset: 0x30 , Size: 4]
float AutoAimingConfig_InnerRange_LandingRate;//[Offset: 0x34 , Size: 4]
float AutoAimingConfig_InnerRange_AdsorbMaxRange;//[Offset: 0x38 , Size: 4]
float AutoAimingConfig_InnerRange_AdsorbMinRange;//[Offset: 0x3c , Size: 4]
float AutoAimingConfig_InnerRange_AdsorbMinAttenuationDis;//[Offset: 0x40 ,
Size: 4]
float AutoAimingConfig_InnerRange_AdsorbMaxAttenuationDis;//[Offset: 0x44 ,
Size: 4]
float AutoAimingConfig_InnerRange_AdsorbActiveMinRange;//[Offset: 0x48 ,
Size: 4]
float AutoAimingConfig_OuterRange_Speed;//[Offset: 0x4c , Size: 4]
float AutoAimingConfig_OuterRange_RangeRate;//[Offset: 0x50 , Size: 4]
float AutoAimingConfig_OuterRange_SpeedRate;//[Offset: 0x54 , Size: 4]
float AutoAimingConfig_OuterRange_RangeRateSight;//[Offset: 0x58 , Size: 4]
float AutoAimingConfig_OuterRange_SpeedRateSight;//[Offset: 0x5c , Size: 4]
float AutoAimingConfig_OuterRange_CrouchRate;//[Offset: 0x60 , Size: 4]
float AutoAimingConfig_OuterRange_ProneRate;//[Offset: 0x64 , Size: 4]
float AutoAimingConfig_OuterRange_DyingRate;//[Offset: 0x68 , Size: 4]
float AutoAimingConfig_OuterRange_DriveVehicleRate;//[Offset: 0x6c , Size: 4]
float AutoAimingConfig_OuterRange_InVehicleRate;//[Offset: 0x70 , Size: 4]
float AutoAimingConfig_OuterRange_FreeFallRate;//[Offset: 0x74 , Size: 4]
float AutoAimingConfig_OuterRange_OpeningRate;//[Offset: 0x78 , Size: 4]
float AutoAimingConfig_OuterRange_LandingRate;//[Offset: 0x7c , Size: 4]
float AutoAimingConfig_OuterRange_AdsorbMaxRange;//[Offset: 0x80 , Size: 4]
float AutoAimingConfig_OuterRange_AdsorbMinRange;//[Offset: 0x84 , Size: 4]
float AutoAimingConfig_OuterRange_AdsorbMinAttenuationDis;//[Offset: 0x88 ,
Size: 4]
float AutoAimingConfig_OuterRange_AdsorbMaxAttenuationDis;//[Offset: 0x8c ,
Size: 4]
float AutoAimingConfig_OuterRange_AdsorbActiveMinRange;//[Offset: 0x90 ,
Size: 4]
float AutoAimingConfig_FollowTimeMax;//[Offset: 0x94 , Size: 4]
float AutoAimingConfig_MaxAngle;//[Offset: 0x98 , Size: 4]
float AccessoriesVRecoilFactor;//[Offset: 0x9c , Size: 4]
float AccessoriesHRecoilFactor;//[Offset: 0xa0 , Size: 4]
float AccessoriesRecoveryFactor;//[Offset: 0xa4 , Size: 4]
float DeviationBase;//[Offset: 0xa8 , Size: 4]
float DeviationBaseAim;//[Offset: 0xac , Size: 4]
float DeviationRecoilGain;//[Offset: 0xb0 , Size: 4]
float DeviationRecoilGainAim;//[Offset: 0xb4 , Size: 4]
float DeviationMaxMove;//[Offset: 0xb8 , Size: 4]
float DeviationMoveMultiplier;//[Offset: 0xbc , Size: 4]
float DeviationStanceJump;//[Offset: 0xc0 , Size: 4]
float GameDeviationFactor;//[Offset: 0xc4 , Size: 4]
float HitPartCoffHead;//[Offset: 0xc8 , Size: 4]
float HitPartCoffBody;//[Offset: 0xcc , Size: 4]
float HitPartCoffLimbs;//[Offset: 0xd0 , Size: 4]
float HitPartCoffHand;//[Offset: 0xd4 , Size: 4]
float HitPartCoffFoot;//[Offset: 0xd8 , Size: 4]
float ZombileHitPartCoffHead;//[Offset: 0xdc , Size: 4]
float ZombileHitPartCoffBody;//[Offset: 0xe0 , Size: 4]
float ZombileHitPartCoffLimbs;//[Offset: 0xe4 , Size: 4]
float ZombileHitPartCoffHand;//[Offset: 0xe8 , Size: 4]
float ZombileHitPartCoffFoot;//[Offset: 0xec , Size: 4]
float BaseImpactDamage;//[Offset: 0xf0 , Size: 4]
float RangeModifier;//[Offset: 0xf4 , Size: 4]
float ReferenceDistance;//[Offset: 0xf8 , Size: 4]
float IgnoreRangeAttenuatDis;//[Offset: 0xfc , Size: 4]
float ReloadTime;//[Offset: 0x100 , Size: 4]
float ReloadTimeTactical;//[Offset: 0x104 , Size: 4]
float ReloadTimeMagOut;//[Offset: 0x108 , Size: 4]
float ReloadTimeMagIn;//[Offset: 0x10c , Size: 4]
float ReloadDurationStart;//[Offset: 0x110 , Size: 4]
float ReloadDurationLoop;//[Offset: 0x114 , Size: 4]
float MaxBulletNumInOneClip;//[Offset: 0x118 , Size: 4]
float InitBulletInClip;//[Offset: 0x11c , Size: 4]
float BulletFireSpeed;//[Offset: 0x120 , Size: 4]
int bEnableVehicleShoot;//[Offset: 0x124 , Size: 4]
int bEnableLeanOutHolding;//[Offset: 0x128 , Size: 4]
float Bullet_RadialDamageParams_BaseDamage;//[Offset: 0x12c , Size: 4]
float Bullet_RadialDamageParams_MinimumDamage;//[Offset: 0x130 , Size: 4]
float Bullet_RadialDamageParams_DamageInnerRadius;//[Offset: 0x134 , Size: 4]
float Bullet_RadialDamageParams_DamageOuterRadius;//[Offset: 0x138 , Size: 4]
float Bullet_RadialDamageParams_DamageFalloff;//[Offset: 0x13c , Size: 4]
float Bullet_MaxNoGravityRange;//[Offset: 0x140 , Size: 4]
float Bullet_LaunchGravityScale;//[Offset: 0x144 , Size: 4]
FString Bullet_RadialDamageParams_DamageTypeClass;//[Offset: 0x148 , Size:
16]
FString ImpactActorTemplatePath;//[Offset: 0x158 , Size: 16]
FString BulletTemplatePath;//[Offset: 0x168 , Size: 16]
int ReloadWithNoCost;//[Offset: 0x178 , Size: 4]
FString MuzzleFX;//[Offset: 0x180 , Size: 16]
FString ScopeMuzzleFX;//[Offset: 0x190 , Size: 16]
FString RemoteMuzzleFX;//[Offset: 0x1a0 , Size: 16]
FString LocalSilencerMuzzleFX;//[Offset: 0x1b0 , Size: 16]
FString ScopeSilencerMuzzleFX;//[Offset: 0x1c0 , Size: 16]
FString RemoteSilencerMuzzleFX;//[Offset: 0x1d0 , Size: 16]
FString LocalFiringSuppressorMuzzleFX;//[Offset: 0x1e0 , Size: 16]
FString ScopeFiringSuppressorMuzzleFX;//[Offset: 0x1f0 , Size: 16]
FString RemoteFiringSuppressorMuzzleFX;//[Offset: 0x200 , Size: 16]
FString LocalCompensatorMuzzleFX;//[Offset: 0x210 , Size: 16]
FString ScopeCompensatorMuzzleFX;//[Offset: 0x220 , Size: 16]
FString RemoteCompensatorMuzzleFX;//[Offset: 0x230 , Size: 16]
int WeaponDurability;//[Offset: 0x240 , Size: 4]
int ShootReduceDurabilityAmount;//[Offset: 0x244 , Size: 4]
--------------------------------
Class: VehicleAttrReloadTableStruct
int KeyID;//[Offset: 0x0 , Size: 4]
float HealthMax;//[Offset: 0x4 , Size: 4]
float Health;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: AirDropPathData3D
int AirDropIndex;//[Offset: 0x0 , Size: 4]
Vector StartLoc3D;//[Offset: 0x4 , Size: 12]
Vector TargetLoc3D;//[Offset: 0x10 , Size: 12]
Vector[] AirDropLocs3D;//[Offset: 0x20 , Size: 16]
bool bIsDrawAirDropFlightPath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x30 , Size: 1]
Vector MapCenter;//[Offset: 0x34 , Size: 12]
float Radius;//[Offset: 0x40 , Size: 4]
--------------------------------
Class: AirAttackOrder
int waveindex;//[Offset: 0x0 , Size: 4]
float FlightHeight;//[Offset: 0x4 , Size: 4]
float SeaLevelHeight;//[Offset: 0x8 , Size: 4]
int16[] bombsInterval;//[Offset: 0x10 , Size: 16]
Vector2D[] bombsPosition2D;//[Offset: 0x20 , Size: 16]
--------------------------------
Class: ViewMaskManager.Object
enum ViewMaskTypeSetting;//[Offset: 0x28 , Size: 1]
class Actor[] FilterActorClassList;//[Offset: 0x30 , Size: 16]
void SetViewMaskType(enum NewMaskType);// 0x2f8d8f8
bool IsPlayerViewMaskValid(STExtraBaseCharacter* BaseCharacter);// 0x2f8d868
void Init();// 0x2f8d854
int ClearViewMaskForActor(Actor* MaskActor);// 0x2f8d7c8
int ApplyViewMaskForPlayer(STExtraBaseCharacter* BaseCharacter);// 0x2f8d73c
int ApplyViewMaskForActorWithOwnerPlayer(Actor* MaskActor,
STExtraBaseCharacter* BaseCharacter);// 0x2f8d678
--------------------------------
Class: ModAdapter.Object
Actor* SpawnPointLightActor(ModAdapterSpawnInfo SpawnInfo);// 0x2d27434
Actor* SpawnModActorByClass(class Actor ActorClass, out const Transform
SpawnTransform, Pawn* Instigator, Actor* Owner);// 0x2d272cc
--------------------------------
Class: ModAdapterSpawnInfo
Actor* RelatedActor;//[Offset: 0x0 , Size: 8]
FName LightType;//[Offset: 0x8 , Size: 8]
Transform SpawnTransform;//[Offset: 0x10 , Size: 48]
--------------------------------
Class: VisualFieldFeatureParam
float VisualFieldUpdateInterval;//[Offset: 0x0 , Size: 4]
float MaxVisualFieldDistanceSquared;//[Offset: 0x4 , Size: 4]
FName[] VisualCheckBoneList;//[Offset: 0x8 , Size: 16]
float DefaultFOVAngle;//[Offset: 0x18 , Size: 4]
byte[] VisualCheckChanelList;//[Offset: 0x20 , Size: 16]
--------------------------------
Class: VisualFieldFeature.Object
TimerHandle VisualFieldTickTimerHandle;//[Offset: 0x58 , Size: 8]
VisualFieldFrame VisualFieldFrame;//[Offset: 0x60 , Size: 80]
<int,float> VisualAngleLimitMap;//[Offset: 0xb0 , Size: 80]
STExtraPlayerController* CachedLocalController;//[Offset: 0x100 , Size: 8]
--------------------------------
Class: VisualFieldFrame
<int,VisualFieldCamp> VisualFieldFrameMap;//[Offset: 0x0 , Size: 80]
--------------------------------
Class: VisualFieldCamp
VisibleActorInfo[] VisibleActorList;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: VisibleActorInfo
VisualFieldMetaInfo VisibleActorMetaInfo;//[Offset: 0x0 , Size: 16]
Actor* VisibleActor;//[Offset: 0x10 , Size: 8]
--------------------------------
Class: GameModeFeatureSetData
uint32 GameModeFeatureSet_A;//[Offset: 0x0 , Size: 4]
--------------------------------
Class: WeatherChangeEvent
enum WeaterType;//[Offset: 0x0 , Size: 1]
enum WeaterChangeEvent;//[Offset: 0x1 , Size: 1]
--------------------------------
Class: GameModePlayerShowUpassInfo
FString PlayerName;//[Offset: 0x0 , Size: 16]
int updateTime;//[Offset: 0x10 , Size: 4]
int upassLevel;//[Offset: 0x14 , Size: 4]
int upassScore;//[Offset: 0x18 , Size: 4]
int planeAvatarId;//[Offset: 0x1c , Size: 4]
bool isBattleTitle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x20 , Size: 1]
bool isUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21 , Size:
1]
bool battleShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x22 ,
Size: 1]
bool isBuy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23 ,
Size: 1]
FString iconUrl;//[Offset: 0x28 , Size: 16]
FString Nation;//[Offset: 0x38 , Size: 16]
GameModePlayerAliasInfo AliasInfo;//[Offset: 0x48 , Size: 72]
int upassKeepBuy;//[Offset: 0x90 , Size: 4]
int nUpassPrimePlusCard;//[Offset: 0x94 , Size: 4]
--------------------------------
Class: CircleDataMining
Vector WhiteCircleCenter;//[Offset: 0x0 , Size: 12]
bool bDestinyCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xc , Size: 1]
int LeftPlayerNum;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: GameDataMining
FString BattleID;//[Offset: 0x0 , Size: 16]
Vector PlaneStartPoint;//[Offset: 0x10 , Size: 12]
Vector PlaneEndPoint;//[Offset: 0x1c , Size: 12]
CircleDataMining[] CircleDataMining;//[Offset: 0x28 , Size: 16]
GameWatchReport[] WatchReport;//[Offset: 0x38 , Size: 16]
--------------------------------
Class: GameWatchReport
uint16 AreaID;//[Offset: 0x0 , Size: 2]
int8 PlatID;//[Offset: 0x2 , Size: 1]
FString ZoneID;//[Offset: 0x8 , Size: 16]
uint64 player_uid;//[Offset: 0x18 , Size: 8]
float total_time;//[Offset: 0x20 , Size: 4]
WatchFlow[] watch_flow;//[Offset: 0x28 , Size: 16]
--------------------------------
Class: WatchFlow
uint64 UId;//[Offset: 0x0 , Size: 8]
uint32 sec;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: MarkDispatchManager.ActorComponent.Object
int CurrentInstanceCount;//[Offset: 0x110 , Size: 4]
int CurrentLocalInstanceCount;//[Offset: 0x114 , Size: 4]
MarkDispatchAction[] ActionQueue;//[Offset: 0x118 , Size: 16]
MarkDispatchAction[] BatchActionQueue;//[Offset: 0x128 , Size: 16]
int MarkCountProcessed;//[Offset: 0x138 , Size: 4]
static MarkDispatchManager* GetMarkDispatchManager(Object*
WorldContextObject);// 0x2d1b988
int GenerateNewLocalInstanceID();// 0x2d1b954
int GenerateNewInstanceID();// 0x2d1b930
void DispatchMarkData(MarkDispatchAction Data);// 0x2d1b7c0
void ClearMarkDataByTypeID(int TypeID, enum MarkTypeIDClearType,
STExtraPlayerState* WeakPlayerState);// 0x2d1b6cc
--------------------------------
Class: MarkDispatchAction
enum ActionType;//[Offset: 0x0 , Size: 1]
enum RangeType;//[Offset: 0x1 , Size: 1]
MarkSyncData SyncData;//[Offset: 0x8 , Size: 96]
float DispatchDelayTime;//[Offset: 0x68 , Size: 4]
float RangeRad;//[Offset: 0x6c , Size: 4]
STExtraPlayerState* WeakPlayerState;//[Offset: 0x70 , Size: 8]
float DispatchTime;//[Offset: 0x78 , Size: 4]
bool bIsFromLocal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7c
, Size: 1]
delegate OnMapAlertSet;//[Offset: 0x80 , Size: 16]
--------------------------------
Class: ActorExtraComponents
class ActorComponent[] BPComponents;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: XTriggerLuaRemoteComponent.ActorComponent.Object
<FString,float> EventTagCDMap;//[Offset: 0x110 , Size: 80]
float EventCDTime;//[Offset: 0x160 , Size: 4]
bool LuaRemoteEvent(FString EventTag, FString CustomParam, Object* Object01,
Object* Object02);// 0x2fbb4b8
--------------------------------
Class: FieldOfViewNotificationComponentRegistry.Object
delegate FieldOfViewNotificationComponentRegisteredDelegate;//[Offset: 0x28 ,
Size: 16]
delegate FieldOfViewNotificationComponentUnregisteredDelegate;//[Offset: 0x38
, Size: 16]
void Unregister(FieldOfViewNotificationComponent*
FieldOfViewNotificationComponent);// 0x2cb1ff4
void Register(FieldOfViewNotificationComponent*
FieldOfViewNotificationComponent);// 0x2cb1f70
void GetRegisteredFieldOfViewNotificationComponents(out
FieldOfViewNotificationComponent*[]
OutRegisteredFieldOfViewNotificationComponents);// 0x2cb1eb0
static FieldOfViewNotificationComponentRegistry* Get(Object* WorldContext);//
0x2cb1e34
void
FieldOfViewNotificationComponentUnregisteredDelegate__DelegateSignature(FieldOfView
NotificationComponentRegistry* Sender, FieldOfViewNotificationComponent*
FieldOfViewNotificationComponent);// 0x37db6c4
void
FieldOfViewNotificationComponentRegisteredDelegate__DelegateSignature(FieldOfViewNo
tificationComponentRegistry* Sender, FieldOfViewNotificationComponent*
FieldOfViewNotificationComponent);// 0x37db6c4
--------------------------------
Class: FieldOfViewNotificationComponent.ActorComponent.Object
delegate InFieldOfViewChangedDelegate;//[Offset: 0x110 , Size: 16]
float CheckFrequencyLowerBoundInSeconds;//[Offset: 0x120 , Size: 4]
float CheckFrequencyUpperBoundInSeconds;//[Offset: 0x124 , Size: 4]
bool bSelfDebugLineTraceDrawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x128 , Size: 1]
bool bCheckingFieldOfViewEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x129 , Size: 1]
enum FieldOfViewNotificationStatus;//[Offset: 0x130 , Size: 1]
bool IsNotificationWorking();// 0x2caf660
static int IsGlobalDebugLineTraceDrawn();// 0x2caf628
void
InFieldOfViewChangedDelegate__DelegateSignature(FieldOfViewNotificationComponent*
Sender, enum OldFieldOfViewNotificationStatus);// 0x37db6c4
enum GetFieldOfViewNotificationStatus();// 0x2caf5f4
--------------------------------
Class: GameModeCVarConfigItem
FString Key;//[Offset: 0x0 , Size: 16]
FString Value;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: TslSimpleCollisionManager.Actor.Object
SimpleSpherePersistentChecker[] PersistentExplosiveItemFields;//[Offset:
0x3b8 , Size: 16]
float DamageFieldUpdatePeriod;//[Offset: 0x440 , Size: 4]
float DamageFieldPassedTime;//[Offset: 0x444 , Size: 4]
void RegisterPersistentReceiver(out const SimpleCollisionCapsule Collision,
TslSimpleCollisionReceiver* OwnerTracer, int ID);// 0x2f1be94
void RegisterBoundingSphere(out const Vector Origin, float Radius,
TslSimpleCollisionReceiver* OwnerTracer);// 0x2f1bd88
void AddRandomPersistentCapsules(int Num, float RngRadius);// 0x2f1bcd0
int AddCheckerToBoundingSphere(out const SimpleCollisionCapsule Collision,
TslSimpleCollisionReceiver* OwnerTracer, TslSimpleCollisionReceiver* Receiver, bool
RebuildSphere);// 0x2f1bb54
--------------------------------
Class: SimpleSpherePersistentChecker
PrimitiveComponent* TargetComponent;//[Offset: 0x0 , Size: 8]
SimpleCollisionSphere Sphere;//[Offset: 0x8 , Size: 16]
float PassedTime;//[Offset: 0x18 , Size: 4]
--------------------------------
Class: SimpleCollisionSphere
Vector Origin;//[Offset: 0x0 , Size: 12]
float Radius;//[Offset: 0xc , Size: 4]
--------------------------------
Class: SimpleCollisionCapsule
Vector Start;//[Offset: 0x0 , Size: 12]
Vector End;//[Offset: 0xc , Size: 12]
float Radius;//[Offset: 0x18 , Size: 4]
--------------------------------
Class: TslSimpleCollisionReceiver.SceneComponent.ActorComponent.Object
--------------------------------
Class: WeaponHitDetailInfo
int TotalShootNum;//[Offset: 0x0 , Size: 4]
int[] HitNumEveryBodys;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: LastGameRemainItemData
FName TombName;//[Offset: 0x0 , Size: 8]
Vector DropGroundPoint;//[Offset: 0x8 , Size: 12]
FString TargetPlayerUID;//[Offset: 0x18 , Size: 16]
RemainItemData[] RemainItemDataList;//[Offset: 0x28 , Size: 16]
--------------------------------
Class: RemainItemData
int ItemID;//[Offset: 0x0 , Size: 4]
int Count;//[Offset: 0x4 , Size: 4]
BattleItemAdditionalData[] AdditionalDataList;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: BattleOpenSequencerInfo
Transform StartPosition;//[Offset: 0x0 , Size: 48]
VehicleWarStartVehicleInfo[] VehicleInfoList;//[Offset: 0x30 , Size: 16]
float Time;//[Offset: 0x40 , Size: 4]
float ServerStartTimestamp;//[Offset: 0x44 , Size: 4]
--------------------------------
Class: VehicleWarStartVehicleInfo
Vector Position;//[Offset: 0x0 , Size: 12]
Rotator Rotation;//[Offset: 0xc , Size: 12]
STExtraVehicleBase* Vehicle;//[Offset: 0x18 , Size: 8]
VehicleWarStartVehiclePlayerInfo DriverInfo;//[Offset: 0x20 , Size: 16]
VehicleWarStartVehiclePlayerInfo PassengerInfo;//[Offset: 0x30 , Size: 16]
--------------------------------
Class: VehicleWarStartVehiclePlayerInfo
int upassLevel;//[Offset: 0x0 , Size: 4]
int upassScore;//[Offset: 0x4 , Size: 4]
STExtraBaseCharacter* BasePlayer;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: ZombieWaveUIState
int TypeID;//[Offset: 0x0 , Size: 4]
int CountdownTime;//[Offset: 0x4 , Size: 4]
FString ShowString;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: StartFireInfo
uint32 CurShootID;//[Offset: 0x0 , Size: 4]
uint32 CurClipID;//[Offset: 0x4 , Size: 4]
int CurBulletNumInClip;//[Offset: 0x8 , Size: 4]
byte ShootMode;//[Offset: 0xc , Size: 1]
float StartFireTime;//[Offset: 0x10 , Size: 4]
double StartFireSysTime;//[Offset: 0x18 , Size: 8]
--------------------------------
Class: STExtraExplosionEffect.Actor.Object
ParticleSystem* FarComplexEffect;//[Offset: 0x398 , Size: 8]
ParticleSystem* NearSimpleEffect;//[Offset: 0x3a0 , Size: 8]
float NearToFarDistance;//[Offset: 0x3a8 , Size: 4]
AkAudioEvent* ExplosionSound;//[Offset: 0x3b0 , Size: 8]
float PlayEffectDelayTime;//[Offset: 0x3b8 , Size: 4]
HitResult SurfaceHit;//[Offset: 0x3c0 , Size: 136]
bool bPlayFallbackEffectIfFailed;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x448 , Size: 1]
--------------------------------
Class: SACData
BulletHitInfoUploadData[] HitDataArray;//[Offset: 0x0 , Size: 16]
LocalShootHitData[] ShootHitDataArray;//[Offset: 0x10 , Size: 16]
ShootTimeData[] ShootTimeDatas;//[Offset: 0x20 , Size: 16]
int ShootTimes;//[Offset: 0x30 , Size: 4]
byte[] TssSdkAntiData;//[Offset: 0x38 , Size: 16]
int TssSdkAntiDataLen;//[Offset: 0x48 , Size: 4]
int NetworkStatus;//[Offset: 0x4c , Size: 4]
--------------------------------
Class: ShootTimeData
Vector ShootPos;//[Offset: 0x0 , Size: 12]
Vector GunPos;//[Offset: 0xc , Size: 12]
Vector_NetQuantizeNormalSv MuzzleDir;//[Offset: 0x18 , Size: 12]
uint32 ShootID;//[Offset: 0x24 , Size: 4]
uint64 CurrentStates;//[Offset: 0x28 , Size: 8]
byte CapsuleHalfHeight;//[Offset: 0x30 , Size: 1]
float SkeletonLength;//[Offset: 0x34 , Size: 4]
ShootTimeInfo_NetQuantize ShootInfo;//[Offset: 0x40 , Size: 64]
double ShootSystemTime;//[Offset: 0x80 , Size: 8]
byte ShootTimeConDelta;//[Offset: 0x88 , Size: 1]
float ShootLevelTime;//[Offset: 0x8c , Size: 4]
Vector GunTailPos;//[Offset: 0x90 , Size: 12]
--------------------------------
Class: Vector_NetQuantizeNormalSv.Vector
--------------------------------
Class: ShootTimeInfo_NetQuantize
--------------------------------
Class: STExtraFireBalloon.Actor.Object
BoxComponent* RootCollision;//[Offset: 0x3a8 , Size: 8]
StaticMeshComponent* BalloonMesh;//[Offset: 0x3b0 , Size: 8]
FireBalloonMovementComponent* Movement;//[Offset: 0x3b8 , Size: 8]
int MapMarkTypeID;//[Offset: 0x3c0 , Size: 4]
enum MapMarkFlag;//[Offset: 0x3c4 , Size: 1]
Pawn* Driver;//[Offset: 0x3d0 , Size: 8]
float MoveUpValue;//[Offset: 0x3d8 , Size: 4]
byte MovementSmoothMode;//[Offset: 0x410 , Size: 1]
float MovementSmoothAlpha;//[Offset: 0x414 , Size: 4]
float MoveUpScale;//[Offset: 0x418 , Size: 4]
bool bAutoFallOff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x41c , Size: 1]
float AutoFallOffSpeed;//[Offset: 0x420 , Size: 4]
Vector ControlInputVector;//[Offset: 0x424 , Size: 12]
Vector LastControlInputVector;//[Offset: 0x430 , Size: 12]
float TickInterval;//[Offset: 0x43c , Size: 4]
void SetParachuteServerAuthorized(Pawn* InPawn);// 0x2e4e4f8
void SetMoveUpValue(float InMoveUpValue);// 0x2e4e47c
void SetDriver(Pawn* InPawn);// 0x2e4e3f8
void OnRep_Driver(Pawn* PrevDriver);// 0x2e4e374
Pawn* GetDriver();// 0x2e4e358
bool CanBeDriver(Pawn* InPawn);// 0x2e4e2c0
bool BlueprintIsNetRelevantFor(const Actor* RealViewer, const Actor*
ViewTarget, out const Vector SrcLocation);// 0x37db6c4
--------------------------------
Class:
FireBalloonMovementComponent.FloatingPawnMovement.PawnMovementComponent.NavMovement
Component.MovementComponent.ActorComponent.Object
enum MaxFlyHeightType;//[Offset: 0x1a1 , Size: 1]
float MaxFlyHeight;//[Offset: 0x1a4 , Size: 4]
float InitialMaxTarceDist;//[Offset: 0x1a8 , Size: 4]
Vector InitialLocation;//[Offset: 0x1ac , Size: 12]
delegate OnFireBalloonImpactDelegate;//[Offset: 0x1b8 , Size: 16]
Actor* ActorOwner;//[Offset: 0x1c8 , Size: 8]
void SetSkipUpdate(bool bNewValue);// 0x2e4ddf0
void ReceiveOnImpact(out const HitResult Hit, float TimeSlice, out const
Vector MoveDelta);// 0x37db6c4
void OnFireBalloonImpactDelegate__DelegateSignature(out const HitResult
ImpactResult);// 0x37db6c4
float GetMaxFlyHeight();// 0x2e4ddbc
--------------------------------
Class: DeviceInfo
FString GPUFamily;//[Offset: 0x0 , Size: 16]
FString GLVersion;//[Offset: 0x10 , Size: 16]
FString OSVersion;//[Offset: 0x20 , Size: 16]
FString DeviceMake;//[Offset: 0x30 , Size: 16]
FString DeviceModel;//[Offset: 0x40 , Size: 16]
FString VulkanVersion;//[Offset: 0x50 , Size: 16]
FString MemorySizeInGB;//[Offset: 0x60 , Size: 16]
FString OpenID;//[Offset: 0x70 , Size: 16]
--------------------------------
Class: SeekAndLockRPGBulletUploadData
byte SeekAndLockStageType;//[Offset: 0x0 , Size: 1]
Actor* SeekAndLockTarget;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: PlayerRemainTombBox.PlayerTombBox.Actor.Object
FString TargetPlayerUID;//[Offset: 0x438 , Size: 16]
int MiniMapIconID;//[Offset: 0x448 , Size: 4]
int MiniMapInstanceID;//[Offset: 0x44c , Size: 4]
bool bIsSearchedRemainBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x450 , Size: 1]
void OnRep_IsSearchedRemainBox();// 0x2d69594
void HandleBoxIsSearched();// 0x2d69578
--------------------------------
Class: WarPlayerStateScore
int Rank;//[Offset: 0x0 , Size: 4]
int Score;//[Offset: 0x4 , Size: 4]
enum ScoreChangeReason;//[Offset: 0x8 , Size: 1]
int ScoreChangeCauserPlayerID;//[Offset: 0xc , Size: 4]
int HighestScore;//[Offset: 0x10 , Size: 4]
int FollowScore;//[Offset: 0x14 , Size: 4]
--------------------------------
Class: VehicleMoveFlow
uint64 RoleID;//[Offset: 0x0 , Size: 8]
FString OpenID;//[Offset: 0x8 , Size: 16]
int8 PlatID;//[Offset: 0x18 , Size: 1]
uint16 AreaID;//[Offset: 0x1a , Size: 2]
FString ZoneID;//[Offset: 0x20 , Size: 16]
VehicleMovePoint[] PointList;//[Offset: 0x30 , Size: 16]
--------------------------------
Class: VehicleMovePoint
uint32 UniqueId;//[Offset: 0x0 , Size: 4]
int8 Type;//[Offset: 0x4 , Size: 1]
int X;//[Offset: 0x8 , Size: 4]
int Y;//[Offset: 0xc , Size: 4]
int Z;//[Offset: 0x10 , Size: 4]
int Speed;//[Offset: 0x14 , Size: 4]
int8 VehicleN2oUse;//[Offset: 0x18 , Size: 1]
int8 VehicleCarPetUse;//[Offset: 0x19 , Size: 1]
int VehicleMoveDistance;//[Offset: 0x1c , Size: 4]
int TimeStamp;//[Offset: 0x20 , Size: 4]
int8 RoleType;//[Offset: 0x24 , Size: 1]
--------------------------------
Class: WeaponHitDisanceSectionArray
int[] SectionArray;//[Offset: 0x0 , Size: 16]
int CaculateType;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: SIslandInactiveClearComponent.ActorComponent.Object
float ComponentTickInterval;//[Offset: 0x110 , Size: 4]
float InactiveCheckGap;//[Offset: 0x114 , Size: 4]
float InactiveTimeForTipPreTime;//[Offset: 0x11c , Size: 4]
float PreActiveTime;//[Offset: 0x120 , Size: 4]
float ClientSendActiveRPCGap;//[Offset: 0x128 , Size: 4]
bool bIsClientActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x12c , Size: 1]
enum SIslandActiveType;//[Offset: 0x12d , Size: 1]
Vector PrePawnLoc;//[Offset: 0x130 , Size: 12]
Rotator PreControllerRotation;//[Offset: 0x13c , Size: 12]
delegate OnInactiveTipInSocialIslandDelegate;//[Offset: 0x148 , Size: 16]
void ServerMarkPlayerActive();// 0x2dbb690
void OnInactiveTipInSocialIslandDelegate__DelegateSignature(float
RemainTime);// 0x37db6c4
void MarkPlayerActive();// 0x2dbb67c
void KickOutPlayer();// 0x2dbb668
void ClientShowKickOutTip(float RemainTime);// 0x2dbb5e4
void ClientCachedActiveState();// 0x2dbb5d0
bool CheckForMovement();// 0x2dbb598
void CheckForInactive();// 0x2dbb57c
--------------------------------
Class: ObservingReplay.GameReplay.Object
delegate OnRequestStreamsComplete;//[Offset: 0x130 , Size: 16]
FString ReplayServerURL;//[Offset: 0x178 , Size: 16]
void RequestReplaysFromServer(FString URLString);// 0x2d4cc80
void ClearStreams();// 0x2d4cc6c
--------------------------------
Class: GameReplay.Object
UserWidget* GMUI;//[Offset: 0x38 , Size: 8]
class UserWidget* GMUIClass;//[Offset: 0x40 , Size: 40]
enum ReplayType;//[Offset: 0x68 , Size: 1]
ReplayUIManager* pReplayUIMgr;//[Offset: 0x80 , Size: 8]
bool bIsPausePlaying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xe0 , Size: 1]
STExtraPlayerController* PlayerController;//[Offset: 0x110 , Size: 8]
KillInfoRecordData[] RecordKillInfoDataArray;//[Offset: 0x120 , Size: 16]
bool StopRecordingReplay();// 0x2ccd650
bool StopPlay();// 0x2ccd610
bool StartRecordingReplay();// 0x2ccd5d0
void SetSpectatorName(FString SpectatorName, bool bGM);// 0x2ccd458
void SetReplayStreamer(FString InReplayStreamer);// 0x2ccd2e4
void SetIsGMSpectator(bool bGM);// 0x2ccd264
void SetCurrentReplayTimeToSeconds(float Seconds);// 0x2ccd1e8
void ReplayUnbindBulletNumChangedDelegate(STExtraBaseCharacter*
pCharacter);// 0x2ccd16c
void ReplayOnWeaponChanged();// 0x2ccd158
void ReplayOnSimulatedWeaponChanged();// 0x2ccd144
void ReplayOnBulletNumChanged();// 0x2ccd130
void ReplayBindBulletNumChangedDelegate(STExtraBaseCharacter* pCharacter);//
0x2ccd0b4
bool PlayReplay();// 0x2ccd074
bool PauseReplay(bool bPaused);// 0x2cccfd4
bool IsInRecordState();// 0x2cccf9c
bool IsInPlayState();// 0x2cccf64
bool IsFastForwarding();// 0x2cccf2c
bool HaveRecordingData();// 0x2ccceec
void HandleChangeStatePC();// 0x2ccced8
STExtraBaseCharacter* GetViewCharacter();// 0x2cccea4
FString GetSpectatorName();// 0x2ccce00
float GetCurrentReplayTotalTimeInSeconds();// 0x2cccdcc
float GetCurrentReplayCurTimeInSeconds();// 0x2cccd98
--------------------------------
Class: ReplayUIManager.Object
STExtraPlayerController* pSTExtraPC;//[Offset: 0x30 , Size: 8]
STExtraGameInstance* pExtraInst;//[Offset: 0x38 , Size: 8]
STExtraPlayerState* pExtraPS;//[Offset: 0x40 , Size: 8]
STExtraBaseCharacter* pViewCharacter;//[Offset: 0x48 , Size: 8]
class UserWidget* ReplayUIPath;//[Offset: 0x50 , Size: 40]
ReplayUserWidget* pReplayUserWidget;//[Offset: 0x78 , Size: 8]
ReplayTeammateInfo[] SavedTeammateInfoArray;//[Offset: 0x80 , Size: 16]
<uint32,FString> AssumedMap_Key2name;//[Offset: 0x90 , Size: 80]
<FString,FString> AssumedMap_Name2name;//[Offset: 0xe0 , Size: 80]
int ReplayTargetTeamID;//[Offset: 0x148 , Size: 4]
FString ReplayTargetName;//[Offset: 0x150 , Size: 16]
void UpdateReplayUI();// 0x2d9955c
void ReplayUnbindBulletNumChangedDelegate(STExtraBaseCharacter*
InCharacter);// 0x2d994e0
void ReplayOnWeaponChanged();// 0x2d994cc
void ReplayOnSimulatedWeaponChanged();// 0x2d994b8
void ReplayOnBulletNumChanged();// 0x2d994a4
void ReplayBindBulletNumChangedDelegate(STExtraBaseCharacter* InCharacter);//
0x2d99428
void ReleaseManager();// 0x2d99414
void InitManager();// 0x2d99400
void ChangeProgress();// 0x2d993ec
--------------------------------
Class: STExtraGameInstance.UAEGameInstance.GameInstance.Object
delegate OnUserQualitySettingChanged;//[Offset: 0x388 , Size: 16]
delegate OnUserMsaaSettingChanged;//[Offset: 0x398 , Size: 16]
delegate OnWaterReflectionSettingChanged;//[Offset: 0x3a8 , Size: 16]
delegate OnCampRoomChanged;//[Offset: 0x3b8 , Size: 16]
RenderQualitySettings renderQualitySettingsLastSet;//[Offset: 0x3c8 , Size:
3]
RenderQualitySettings renderQualitySettingsApplying;//[Offset: 0x3cb , Size:
3]
RenderQualitySettings renderQualitySettingsInit;//[Offset: 0x3ce , Size: 3]
UserDetailSetting UserDetailSetting;//[Offset: 0x3d4 , Size: 100]
bool ExeCmdSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x468 , Size: 1]
bool LobbyRenderSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x469 , Size: 1]
bool LobbyRenderSwitchLow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x46a , Size: 1]
bool LobbyRenderSwitchMid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x46b , Size: 1]
bool LobbyRenderSwitchHigh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x46c , Size: 1]
int iEnableRegionID;//[Offset: 0x470 , Size: 4]
SwitchesInMaps[] SwitchesInMaps;//[Offset: 0x478 , Size: 16]
RenderItem[] LobbyBackupRenderSettings;//[Offset: 0x488 , Size: 16]
RenderItem[] LobbyRenderSettingsUltralHigh;//[Offset: 0x498 , Size: 16]
RenderItem[] LobbyRenderSettingsHigh;//[Offset: 0x4a8 , Size: 16]
RenderItem[] LobbyRenderSettingsMid;//[Offset: 0x4b8 , Size: 16]
RenderItem[] LobbyRenderSettingsLow;//[Offset: 0x4c8 , Size: 16]
RenderItem[] LowFPSBackupRenderSettings;//[Offset: 0x4d8 , Size: 16]
RenderItem[] LowFPSRenderSettingProfileHigh;//[Offset: 0x4e8 , Size: 16]
RenderItem[] LowFPSRenderSettingProfileMid;//[Offset: 0x4f8 , Size: 16]
RenderItem[] MobileHDROpenConfig;//[Offset: 0x508 , Size: 16]
RenderItem[] MobileHDRCloseConfig;//[Offset: 0x518 , Size: 16]
RenderItem[] MobileUltralHighOpenConfig;//[Offset: 0x528 , Size: 16]
RenderItem[] MobileUltralHighCloseConfig;//[Offset: 0x538 , Size: 16]
RenderItem[] MobileMSAAOpenConfig;//[Offset: 0x548 , Size: 16]
RenderItem[] Mobile2xMSAAOpenConfig;//[Offset: 0x558 , Size: 16]
RenderItem[] MobileMSAACloseConfig;//[Offset: 0x568 , Size: 16]
RenderItem[] MobilePPOpenConfig;//[Offset: 0x578 , Size: 16]
RenderItem[] MobilePPCloseConfig;//[Offset: 0x588 , Size: 16]
FString[] RePairDeleteDir;//[Offset: 0x598 , Size: 16]
RenderStyleParameterInMaps[] RenderStyleParamsInMaps;//[Offset: 0x5a8 , Size:
16]
MaterialParametersStyle[] MaterialParametersStyleArray;//[Offset: 0x5b8 ,
Size: 16]
ObjectPoolClassConfig[] ObjectPoolClassConfigs;//[Offset: 0x5c8 , Size: 16]
FName[] ObjectPoolIgnoringProperties;//[Offset: 0x5d8 , Size: 16]
FString AutoTestMissionType;//[Offset: 0x5f8 , Size: 16]
FString CustomLineStr;//[Offset: 0x608 , Size: 16]
enum GamePlayMode;//[Offset: 0x618 , Size: 4]
Vector2D FOVRange;//[Offset: 0x61c , Size: 8]
Vector2D FOVScreenSizeCullingFactorRange;//[Offset: 0x624 , Size: 8]
bool bFOVChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x62c
, Size: 1]
bool PVENightChangeCullDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x62d , Size: 1]
float SwimRotateX;//[Offset: 0x630 , Size: 4]
bool IsCutdownForHighTemp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x634 , Size: 1]
WonderfulRecordingCut* WonderfulRecordingCut;//[Offset: 0x658 , Size: 8]
DeathPlayback* DeathPlayback;//[Offset: 0x660 , Size: 8]
CompletePlayback* CompletePlayback;//[Offset: 0x668 , Size: 8]
ObservingReplay* ObservingReplay;//[Offset: 0x670 , Size: 8]
ReplayUIManager* ReplayUIManager;//[Offset: 0x678 , Size: 8]
MaterialInstanceDynamic* m_CustomTexMat;//[Offset: 0x680 , Size: 8]
AntiCheatConfig* ACConfig;//[Offset: 0x6f0 , Size: 8]
FeatureSetCollection* FeatureSetCollection;//[Offset: 0x708 , Size: 8]
AvatarItemDownload* AssociatedAvatarItemDownload;//[Offset: 0x710 , Size: 8]
FadeDynamicStyleInfo FadeInfo;//[Offset: 0x718 , Size: 12]
float DefaultGray;//[Offset: 0x724 , Size: 4]
void WaterReflectionSettingChanged__DelegateSignature(bool
bOpenWaterReflection);// 0x37db6c4
void UserQualitySettingChanged__DelegateSignature(int
UserQualitySettingLevel);// 0x37db6c4
void UserMsaaSettingChanged__DelegateSignature(bool UserMsaaSetting);//
0x37db6c4
void UpdateWorldCullDistanceVolumes();// 0x2e52e3c
void TestAyncLoad();// 0x2e52e28
void SuperBattle(FString IP);// 0x2e52cf4
void SetWorldDoorCullDistance(int Distance);// 0x2e52c78
void SetWorldCullDistanceVolumeEnable(FString Name, int Enable);// 0x2e52b08
void SetWorldCompositionRelativeDistance(int LODIndex, float Distance);//
0x2e52a50
void SetWaterReflectionSetting(bool bDoOpen);// 0x2e529cc
void SetUserVulkanSetting(bool Enable);// 0x2e52948
void SetUserSetingShadowQuality(bool bShadow);// 0x2e528c4
void SetUserSetingMobilceContentSCale(float mcs);// 0x2e52848
bool SetSoundEffectQuality(int Type);// 0x2e527b8
void SetRenderQuality(RenderQualitySettings RenderQualitySettings);//
0x2e52720
void SetKillZValue(float KillZ);// 0x2e526a4
void SetHZBMobileState();// 0x2e52690
void SetFOVScreenSizeCullingFactor(float FOV);// 0x2e52614
void SetEnableCullDistanceVolumeOffset(FString Name, bool Enable);//
0x2e5249c
void SetEnableCullDistanceVolumeMovable(FString Name, bool Enable);//
0x2e52324
static void SetCustomRouteLine();// 0x2e52310
static void SetAutoMissionType();// 0x2e522fc
void ReSetFOVScreenSizeCullingFactor();// 0x2e522e8
void RenderForLowFPS();// 0x2e522d4
void RemovePPVBlendableMaterial(MaterialInterface* InMaterial);// 0x2e52258
void RefuseRenderForLowFPS();// 0x2e52244
void QuitGame();// 0x2e52230
void PreSetRenderQuality(RenderQualitySettings RenderQualitySettings, out
bool renderLevelChanged);// 0x2e5214c
void OnStopAutoTest();// 0x2e52138
void OnStartAutoTest();// 0x2e52124
void ObjectPoolServerSwitch(bool bOn);// 0x2e520a0
void ModifyAllLandscapeStreamingDistance(int Distance);// 0x2e52024
void MakeLevelStreamingDistanceShorterWhenLanded();// 0x2e52010
bool isUsingAssumedNameInReplay();// 0x2e51fd8
bool IsSupportTagCulling();// 0x2e51fbc
bool IsSupportSwitchSoundEffectQuality();// 0x2e51f84
bool IsSupportSwitchRenderLevelRuntime();// 0x2e51f4c
bool IsSupportMSAA();// 0x2e51f28
bool IsSupportLDR();// 0x2e51f04
static bool IsSecAutoRunTest();// 0x2e51ecc
bool IsRunningOnVulkan();// 0x2e51e94
bool IsPVENightChangeCullDistance();// 0x2e51e5c
bool IsPlayingObservingReplay();// 0x2e51e24
bool IsOpenMSAA();// 0x2e51df0
bool IsOpenHDR();// 0x2e51db8
bool IsIOSOneGigabyteDevice();// 0x2e51d80
static bool IsGAutomatorTest();// 0x2e51d48
static bool IsAutoRunTestGamePVEProfile();// 0x2e51d10
static bool IsAutoRunTestGamePVE();// 0x2e51cd8
static bool IsAutoRunTestGameBindCompoment();// 0x2e51ca0
static bool IsAutoRunTestGame();// 0x2e51c68
void GVoiceCampRoomChanged__DelegateSignature(enum CampRoomType);// 0x37db6c4
void GMStandalone(FString Map);// 0x2e51b34
WonderfulRecordingCut* GetWonderfulRecordingCut();// 0x2e51b00
bool GetWaterReflectionSetting();// 0x2e51ac8
bool GetUserVulkanSetting();// 0x2e51a90
bool GetUserSetingShadowQuality();// 0x2e51a58
int GetUserQualitySettingLevel();// 0x2e51a3c
int GetSoundEffectQuality();// 0x2e51a08
ReplayUIManager* GetReplayUIManager();// 0x2e519d4
RenderQualitySettings GetRenderQualityLastSet();// 0x2e51980
RenderQualitySettings GetRenderQualityApplying();// 0x2e5192c
ObservingReplay* GetObservingReplay();// 0x2e518f8
bool GetIsFirstInitWaterReflectionSetting();// 0x2e518c0
static STExtraGameInstance* GetInstance();// 0x2e5189c
int GetExactDeviceLevel();// 0x2e51868
int GetDeviceUpdateVersionFlag();// 0x2e5182c
FString GetDeviceProfilerLevel();// 0x2e51788
byte GetDeviceMaxSupportSoundEffect();// 0x2e51754
byte GetDeviceMaxSupportLevel();// 0x2e51720
int GetDeviceMaxFPSByDeviceLevel(byte renderlevel);// 0x2e51694
int GetDeviceLimit();// 0x2e51660
int GetDeviceLevel();// 0x2e51624
bool GetDefaultSoundEffectQuality();// 0x2e515ec
DeathPlayback* GetDeathPlayback();// 0x2e515b8
FString GetCurrentRHI();// 0x2e51514
CompletePlayback* GetCompletePlayback();// 0x2e514e0
static int GetAutoRunTestServerIdx();// 0x2e514ac
static FString GetAutoRunPassWD();// 0x2e51408
static FString GetAutoRunLuaTest();// 0x2e51364
static FString GetAutoRunAccount();// 0x2e512c0
AvatarItemDownload* GetAssociatedAvatarItemDownload();// 0x2e5128c
bool GetApplyingShadowQuality();// 0x2e51254
FString GetActiveDeviceProfile();// 0x2e511b0
void ExecuteCMD(FString CMDkey, FString CMDvalue);// 0x2e50fa0
void EnableStreamingLevelLOD(bool bEnable);// 0x2e50f1c
void DrawMateritalToTexRenderTarget(TextureRenderTarget2D*
TextureRenderTarget, Texture2D* tex1, Texture2D* tex2);// 0x2e50e2c
bool DeleteSavedFiles(bool allfilesSaved);// 0x2e50d94
TextureRenderTarget2D* CreateTexRenderTarget(int Width, int Height);//
0x2e50cd0
TextureRenderTarget2D* CreateCustomTex(Texture2D* TexResFirst, Texture2D*
TexResSecond);// 0x2e50c0c
void ChangeLevelFXActor(FString levelName, bool isLoad);// 0x2e50b1c
void ChangeCullDistanceVolume(bool UpdateCulldisImmediate);// 0x2e50a98
void bHideGroundLevels(bool Disable);// 0x2e50a14
void AutoActiveUltralHighRenderItems();// 0x2e50a00
void AutoActiveLDR();// 0x2e509ec
void AddOrUpdatePPVBlendableMaterial(MaterialInterface* InMaterial, float
InWeight);// 0x2e50934
bool ActiveStyle_PPForDynamicRender(byte Type, float InterpSpeed, float
DeltaTime);// 0x2e50828
void ActiveStyle_PP(byte Level);// 0x2e507a4
bool ActiveStyle_ACESForDynamicRender(byte Type, float InterpSpeed, float
DeltaTime);// 0x2e50698
void ActiveStyle(byte Level);// 0x2e50614
void ActiveNightVision(bool bSet);// 0x2e50590
void ActiveMSAA(bool bOpenMSAA);// 0x2e5050c
void ActiveDynamicStyle(bool bSet, byte Type, float InterpSpeed, bool
bNeedDestroyComp);// 0x2e503bc
--------------------------------
Class: UAEGameInstance.GameInstance.Object
ClientBaseInfo ClientBaseInfo;//[Offset: 0x1e0 , Size: 296]
delegate EnginePreTick;//[Offset: 0x308 , Size: 16]
FrontendHUD* AssociatedFrontendHUD;//[Offset: 0x348 , Size: 8]
UIMsgBus* AssociatedUIMsgBus;//[Offset: 0x358 , Size: 8]
LuaStateWrapper* LuaStateWrapper;//[Offset: 0x360 , Size: 8]
bool bStandAloneFromLobby;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x368 , Size: 1]
void SetLuaStateWrapper(LuaStateWrapper* TLuaStateWrapper);// 0x3079d9c
void OpenAssetLoadLog();// 0x3079d88
void LuaLeakDetect();// 0x3079d74
void LuaDoString(FString LuaString);// 0x3079ccc
float GetWeatherTime();// 0x3079cb0
int GetWeatherID();// 0x3079c94
UIMsgBus* GetUIMsgBus();// 0x3079c60
LuaStateWrapper* GetLuaStateWrapper();// 0x3079c2c
FString GetGameID();// 0x3079b7c
int GetDeviceLevel();// 0x3079b40
UAEDataTable* GetDataTable(FString tableName);// 0x3079a88
FrontendHUD* GetAssociatedFrontendHUD();// 0x3079a54
void CloseAssetLoadLog();// 0x3079a40
--------------------------------
Class: ClientBaseInfo
FString OpenID;//[Offset: 0x0 , Size: 16]
uint64 RoleID;//[Offset: 0x10 , Size: 8]
FString GameSvrId;//[Offset: 0x18 , Size: 16]
FString GameAppID;//[Offset: 0x28 , Size: 16]
uint16 AreaID;//[Offset: 0x38 , Size: 2]
int8 PlatID;//[Offset: 0x3a , Size: 1]
FString ZoneID;//[Offset: 0x40 , Size: 16]
uint64 BattleID;//[Offset: 0x50 , Size: 8]
uint64 GameID;//[Offset: 0x58 , Size: 8]
FString BattleServerIP;//[Offset: 0x60 , Size: 16]
uint32 BattleServerPort;//[Offset: 0x70 , Size: 4]
FString UserName;//[Offset: 0x78 , Size: 16]
FString PicUrl;//[Offset: 0x88 , Size: 16]
uint32 PlayerKey;//[Offset: 0x98 , Size: 4]
int8 WeatherID;//[Offset: 0xa0 , Size: 1]
FString WeatherLevelName;//[Offset: 0xa8 , Size: 16]
float WeatherTime;//[Offset: 0xb8 , Size: 4]
int[] MrpcsData;//[Offset: 0xc0 , Size: 16]
<int,FString> AdvConfig;//[Offset: 0xd8 , Size: 80]
--------------------------------
Class: RenderQualitySettings
byte RenderQualitySetting;//[Offset: 0x0 , Size: 1]
byte RenderStyleSetting;//[Offset: 0x1 , Size: 1]
bool RenderMSAASetting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2 , Size: 1]
--------------------------------
Class: UserDetailSetting
int DeviceQualityLevel;//[Offset: 0x0 , Size: 4]
int TCQualityGrade;//[Offset: 0x4 , Size: 4]
int DeviceMaxSoundEffectLevel;//[Offset: 0x8 , Size: 4]
int DeviceMaxQualityLevel;//[Offset: 0xc , Size: 4]
int UserQualitySetting;//[Offset: 0x10 , Size: 4]
int DeviceSupportHDR;//[Offset: 0x14 , Size: 4]
int IsOpenHDR;//[Offset: 0x18 , Size: 4]
int UserHDRSetting;//[Offset: 0x1c , Size: 4]
int IsSupportMSAA;//[Offset: 0x20 , Size: 4]
bool UserMsaaSetting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x24 , Size: 1]
float UserMCSSetting;//[Offset: 0x28 , Size: 4]
int UserShadowSetting;//[Offset: 0x2c , Size: 4]
int UserShadowSwitch;//[Offset: 0x30 , Size: 4]
int UserTeamQualityEnhanceSetting;//[Offset: 0x34 , Size: 4]
int PUBGLimitSetting;//[Offset: 0x38 , Size: 4]
int PUBGDeviceUpdateFlag;//[Offset: 0x3c , Size: 4]
int PUBGDeviceFPSDef;//[Offset: 0x40 , Size: 4]
int PUBGDeviceFPSLow;//[Offset: 0x44 , Size: 4]
int PUBGDeviceFPSMid;//[Offset: 0x48 , Size: 4]
int PUBGDeviceFPSHigh;//[Offset: 0x4c , Size: 4]
int PUBGDeviceFPSHDR;//[Offset: 0x50 , Size: 4]
int PUBGDeviceFPSUltralHigh;//[Offset: 0x54 , Size: 4]
bool IsSupportTagCulling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x58 , Size: 1]
int PUBGTeamQualityEnhance;//[Offset: 0x5c , Size: 4]
int UserVulkanSetting;//[Offset: 0x60 , Size: 4]
--------------------------------
Class: SwitchesInMaps
FString MapName;//[Offset: 0x0 , Size: 16]
SwitchesItem[] Switches;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: SwitchesItem
FString Key;//[Offset: 0x0 , Size: 16]
float Value;//[Offset: 0x10 , Size: 4]
FString DependKey;//[Offset: 0x18 , Size: 16]
float DependValue;//[Offset: 0x28 , Size: 4]
--------------------------------
Class: RenderItem
FString RenderKey;//[Offset: 0x0 , Size: 16]
float RenderValue;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: RenderStyleParameterInMaps
byte DynamicStyleName;//[Offset: 0x0 , Size: 1]
FString[] PostProcessParams;//[Offset: 0x8 , Size: 16]
ACESParameter ACESParams;//[Offset: 0x18 , Size: 40]
--------------------------------
Class: MaterialParametersStyle
FString StyleName;//[Offset: 0x0 , Size: 16]
MaterialParameterFloat[] Floats;//[Offset: 0x10 , Size: 16]
MaterialParameterVector[] Vectors;//[Offset: 0x20 , Size: 16]
--------------------------------
Class: MaterialParameterFloat
FName Name;//[Offset: 0x0 , Size: 8]
float Value;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: MaterialParameterVector
FName Name;//[Offset: 0x0 , Size: 8]
Vector Vector;//[Offset: 0x8 , Size: 12]
--------------------------------
Class: UIMsgBus.CustomMsgBus.BlueprintFunctionLibrary.Object
static UIMsgBus* GetUIMsgBus(Object* WorldContextObj);// 0x3063cc8
--------------------------------
Class: CustomMsgBus.BlueprintFunctionLibrary.Object
<FString,CustomGameMsgGroup*> MsgListenerGroupMap;//[Offset: 0x28 , Size: 80]
<FString,CustomTaggedGameMsgGroup*> TaggedMsgListenerGroupMap;//[Offset: 0x78
, Size: 80]
void UnRegistTaggedMsgListener(FString InMsgName, FString InMsgTagName, const
Object* InMsgLisenter);// 0x30636e0
void UnRegistMsgListener(FString InMsgName, const Object* InMsgLisenter);//
0x3063568
void RegistTaggedMsgListener(FString InMsgName, FString InMsgTagName, Object*
InMsgLisenter);// 0x3063314
void RegistMsgListener(FString InMsgName, Object* InMsgLisenter);// 0x306319c
void PushTaggedMsg(FString InMsgName, FString InMsgTagName, CustomGameMsg*
InTargetMsg, int TaggedMsgMaxProcessCount);// 0x3062f0c
void PushMsg(FString InMsgName, CustomGameMsg* InTargetMsg);// 0x3062d94
--------------------------------
Class: CustomGameMsgGroup.Object
FString MsgName;//[Offset: 0x28 , Size: 16]
Object*[] MsgListenerGroup;//[Offset: 0x38 , Size: 16]
--------------------------------
Class: CustomTaggedGameMsgGroup.CustomGameMsgGroup.Object
FString MsgTagName;//[Offset: 0x48 , Size: 16]
GameMsgCache[] CachedMsgList;//[Offset: 0x58 , Size: 16]
--------------------------------
Class: GameMsgCache
CustomGameMsg* CachedGameMsg;//[Offset: 0x0 , Size: 8]
int ProcessedCount;//[Offset: 0x8 , Size: 4]
int MaxProcessCount;//[Offset: 0xc , Size: 4]
--------------------------------
Class: CustomGameMsg.Object
--------------------------------
Class: LuaStateWrapper.Object
--------------------------------
Class: WonderfulRecordingCut.Object
WonderfulCutOutputData[] WonderfulCutOutputDataList;//[Offset: 0x28 , Size:
16]
WonderfulCutContinuousKillOutputData[]
WonderfulCutContinuousKillOutputDataList;//[Offset: 0x38 , Size: 16]
bool bIsChickenDinner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x74 , Size: 1]
float ChickenDinnerTimeSecs;//[Offset: 0x78 , Size: 4]
bool bIsShowSmallCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x7c , Size: 1]
float ShowSmallCircleTimeSecs;//[Offset: 0x80 , Size: 4]
WonderfulCutShootDamageData[] ShootDamageDataList;//[Offset: 0x88 , Size: 16]
void StopRecord(bool bRankFirst);// 0x2fb3e48
void StartRecord();// 0x2fb3e34
void SortShootDamageData(out WonderfulCutShootDamageSortData[]
LargeCircleDataList, out WonderfulCutShootDamageSortData[] SmallCircleDataList);//
0x2fb3c48
void RemoveOutputDataInContinuousKillRange(out
WonderfulCutShootDamageSortData[] SortDataList);// 0x2fb3b30
void CaptureRecordCut(byte CaptureType, int DamagePlayerID, bool bAI, byte
ShootDamageType, float ShootDistance, FString CauserName);// 0x2fb38a0
void BuildOutputData();// 0x2fb388c
void BuildContinuousKillOutputData();// 0x2fb3878
--------------------------------
Class: WonderfulCutOutputData
float BeginTimeSecs;//[Offset: 0x0 , Size: 4]
float EndTimeSecs;//[Offset: 0x4 , Size: 4]
byte WonderfulCutType;//[Offset: 0x8 , Size: 1]
float ShootDistance;//[Offset: 0xc , Size: 4]
FString CauserName;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: WonderfulCutContinuousKillOutputData
float BeginTimeSecs;//[Offset: 0x0 , Size: 4]
float EndTimeSecs;//[Offset: 0x4 , Size: 4]
int KillNum;//[Offset: 0x8 , Size: 4]
float FarthestKillDistance;//[Offset: 0xc , Size: 4]
--------------------------------
Class: WonderfulCutShootDamageData
int DamagePlayerID;//[Offset: 0x0 , Size: 4]
WonderfulCut_OneShootDamage[] ShootDamageList;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: WonderfulCut_OneShootDamage
bool bVictimAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 ,
Size: 1]
byte CaptureType;//[Offset: 0x1 , Size: 1]
byte ShootDamageType;//[Offset: 0x2 , Size: 1]
float DamageTimeSecs;//[Offset: 0x4 , Size: 4]
float ShootDistance;//[Offset: 0x8 , Size: 4]
FString CauserName;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: WonderfulCutShootDamageSortData
float DamageIntervalSecs;//[Offset: 0x0 , Size: 4]
float DamageTimeSecs;//[Offset: 0x4 , Size: 4]
bool bVictimAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8 ,
Size: 1]
byte CaptureType;//[Offset: 0x9 , Size: 1]
byte ShootDamageType;//[Offset: 0xa , Size: 1]
float ShootDistance;//[Offset: 0xc , Size: 4]
FString CauserName;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: DeathPlayback.GameReplay.Object
bool bDeathPlaybackEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x130 , Size: 1]
bool IsSwitchedOffByDevice();// 0x2c6d4dc
FString GetReplayTargetName();// 0x2c6d438
void EnableDeathPlayback(bool bEnable);// 0x2c6d3b4
--------------------------------
Class: CompletePlayback.GameReplay.Object
class UserWidget* UIClass;//[Offset: 0x130 , Size: 40]
UAEUserWidget* ReplayUI;//[Offset: 0x158 , Size: 8]
int MaxHoursForKeepingFiles;//[Offset: 0x160 , Size: 4]
bool isUsingAssumedName;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x164 , Size: 1]
FString[] ExcludedGameModes;//[Offset: 0x168 , Size: 16]
bool isProgressChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x178 , Size: 1]
bool isForceUIMsg;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x179 , Size: 1]
uint32[] TeammateKeyArray;//[Offset: 0x180 , Size: 16]
bool PlayDemoWithFilename(FString DemoName);// 0x2c56f44
FString GetDemoPlayTime();// 0x2c56ea0
--------------------------------
Class: AntiCheatConfig.Object
--------------------------------
Class: FeatureSetCollection.Object
FeatureConfigItem[] FeatureConfigItemList;//[Offset: 0x28 , Size: 16]
FeatureSetItem[] FeatureSetItemList;//[Offset: 0x38 , Size: 16]
--------------------------------
Class: FeatureConfigItem
FString TargetClassName;//[Offset: 0x0 , Size: 16]
int bUseFeatureSet;//[Offset: 0x10 , Size: 4]
FString[] ExcludeComponentsList_DS;//[Offset: 0x18 , Size: 16]
FString[] ExcludeComponentsList_Autonomous;//[Offset: 0x28 , Size: 16]
FString[] ExcludeComponentsList_Team;//[Offset: 0x38 , Size: 16]
FString[] ExcludeComponentsList_NonTeam;//[Offset: 0x48 , Size: 16]
FString[] ExcludeComponentsList_DSAI;//[Offset: 0x58 , Size: 16]
FString[] ExcludeComponentsList_ClientAI;//[Offset: 0x68 , Size: 16]
FString[] ExcludeComponentsList_Standalone;//[Offset: 0x78 , Size: 16]
FString[] ExcludeComponentsList_StandaloneAI;//[Offset: 0x88 , Size: 16]
--------------------------------
Class: FeatureSetItem
--------------------------------
Class: AvatarItemDownload.Object
void StartDownloadItem(uint32 ItemID, uint32 Priority, delegate
OnItemDownloadDelegate);// 0x2bcf7f0
void StartBatchDownloadItem(uint32[] ItemIDs, uint32 Priority, delegate
OnBatchItemDownloadDelegate);// 0x2bcf61c
--------------------------------
Class: FadeDynamicStyleInfo
--------------------------------
Class: ReplayUserWidget.UAEUserWidget.UserWidget.Widget.Visual.Object
byte DemoType;//[Offset: 0x3d0 , Size: 1]
FString ReplayNameStr;//[Offset: 0x3d8 , Size: 16]
int ReplayTeamID;//[Offset: 0x3e8 , Size: 4]
ReplayUIManager* pReplayUIManager;//[Offset: 0x3f0 , Size: 8]
Vector UIOffsetVec;//[Offset: 0x3f8 , Size: 12]
<int,ReplayEnemyUIInfo> CurEnemyUIMapTable;//[Offset: 0x408 , Size: 80]
void UpdateWeaponUI();// 0x2d9a16c
void UpdateReplayUI();// 0x2d9a150
void UpdateOneEnemyUI(int _Index, ReplayEnemyUIInfo inUIInfo);// 0x2d9a074
void UpdateBulletUI();// 0x2d9a058
void OnReplayProgressChange();// 0x2d9a03c
void InitIngameUI();// 0x2d9a020
void HideUnnecessaryUI();// 0x2d9a004
void HideOneEnemyUI(int _Index);// 0x2d99f80
void ForceUpdateUI();// 0x2d99f64
void ClearLastReplayUI();// 0x2d99f48
int AddOneEnemyUI(STExtraPlayerState* InPlayerState);// 0x2d99eb4
--------------------------------
Class: ReplayEnemyUIInfo
int UIIndex;//[Offset: 0x0 , Size: 4]
Vector WordLocation;//[Offset: 0x4 , Size: 12]
--------------------------------
Class: ReplayTeammateInfo
--------------------------------
Class: KillInfoRecordData
FString SafeLabel;//[Offset: 0x30 , Size: 16]
int SafeParam1;//[Offset: 0x40 , Size: 4]
int SafeParam2;//[Offset: 0x44 , Size: 4]
float RecordTimestamp;//[Offset: 0x48 , Size: 4]
--------------------------------
Class: DailyTaskReportInfo
uint64 UId;//[Offset: 0x0 , Size: 8]
uint32 PlayerKey;//[Offset: 0x8 , Size: 4]
uint32 TaskSyncToDsTs;//[Offset: 0xc , Size: 4]
DailyTaskStoreInfo[] TaskInfo;//[Offset: 0x10 , Size: 16]
DailyTaskAwardInfo[] RewardInfo;//[Offset: 0x20 , Size: 16]
--------------------------------
Class: DailyTaskAwardInfo
int TaskID;//[Offset: 0x0 , Size: 4]
TaskAwardItemInfo[] AwardList;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: TaskAwardItemInfo
int ItemID;//[Offset: 0x0 , Size: 4]
int ItemNum;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: GameModePlayerParams
bool bEnablePlaneBanner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x0 , Size: 1]
FString PlanetailResLink;//[Offset: 0x8 , Size: 16]
uint64 UId;//[Offset: 0x18 , Size: 8]
FString OpenID;//[Offset: 0x20 , Size: 16]
FName PlayerType;//[Offset: 0x30 , Size: 8]
FString PlayerName;//[Offset: 0x38 , Size: 16]
uint32 PlayerKey;//[Offset: 0x48 , Size: 4]
int TeamID;//[Offset: 0x4c , Size: 4]
int PlayerBornPointID;//[Offset: 0x50 , Size: 4]
bool bTeamLeader;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x54 , Size: 1]
bool bIsGM;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x55 ,
Size: 1]
byte gender;//[Offset: 0x56 , Size: 1]
FString PIC_URL;//[Offset: 0x58 , Size: 16]
int Level;//[Offset: 0x68 , Size: 4]
int Segment_Level;//[Offset: 0x6c , Size: 4]
int AceImprintShowId;//[Offset: 0x70 , Size: 4]
int AvatarBoxId;//[Offset: 0x74 , Size: 4]
bool bAIPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x78 ,
Size: 1]
GameModePlayerItem[] ItemList;//[Offset: 0x80 , Size: 16]
GameModePlayerItem[] fireworksInfo;//[Offset: 0x90 , Size: 16]
int[] equip_plating_list;//[Offset: 0xa0 , Size: 16]
GameModePlayerRolewearInfo[] AllWear;//[Offset: 0xb0 , Size: 16]
int RolewearIndex;//[Offset: 0xc0 , Size: 4]
GameModePlayerExpressionItem[] ExpressionItemList;//[Offset: 0xc8 , Size: 16]
GameModePlayerTaskData[] TaskDataList;//[Offset: 0xd8 , Size: 16]
GameModePlayerItem[] WeaponAvatarList;//[Offset: 0xe8 , Size: 16]
GameModePlayerItem[] VehicleAvatarList;//[Offset: 0xf8 , Size: 16]
VehicleAvatarData[] VehicleAdvanceAvatarList;//[Offset: 0x108 , Size: 16]
GameModePlayerEquipmentAvatar EquipmentAvatar;//[Offset: 0x118 , Size: 12]
GameModeWeaponDIYPlanData[] WeaponDIYPlanData;//[Offset: 0x128 , Size: 16]
int VehicleSkinInReady;//[Offset: 0x138 , Size: 4]
GameModePlayerAliasInfo AliasInfo;//[Offset: 0x140 , Size: 72]
GameModePlayerUpassInfo UpassInfo;//[Offset: 0x188 , Size: 48]
GameModePlayerPetInfo PetInfo;//[Offset: 0x1b8 , Size: 32]
GameModePlayerKnapsackExtInfo[] KnapsackExtInfoList;//[Offset: 0x1d8 , Size:
16]
GameModePlayeWeaponSchemeInfo[] WeaponSchemeInfoList;//[Offset: 0x1e8 , Size:
16]
int CurWeaponSchemeIndex;//[Offset: 0x1f8 , Size: 4]
int PveLevel;//[Offset: 0x1fc , Size: 4]
int[] CharSkillList;//[Offset: 0x200 , Size: 16]
GameModePlayerBanChat banChat;//[Offset: 0x210 , Size: 24]
GameModePlayerBanChat banTarget;//[Offset: 0x228 , Size: 24]
SpecialPickItem[] SpecialPickItem;//[Offset: 0x240 , Size: 16]
AchievementPrize EquippedAchievementPrize;//[Offset: 0x250 , Size: 12]
int[] audioChat;//[Offset: 0x260 , Size: 16]
FName CurrentPlayerState;//[Offset: 0x270 , Size: 8]
FName CurrentCharacterState;//[Offset: 0x278 , Size: 8]
float SyncedTimestamp;//[Offset: 0x280 , Size: 4]
float DestinyValue;//[Offset: 0x284 , Size: 4]
float WarmScore;//[Offset: 0x288 , Size: 4]
int LeaderCount;//[Offset: 0x28c , Size: 4]
uint64 LastGameLeaderUID;//[Offset: 0x290 , Size: 8]
uint64[] LastGameTeammatesUID;//[Offset: 0x298 , Size: 16]
uint64 LastGameBattleID;//[Offset: 0x2a8 , Size: 8]
float RatingScore;//[Offset: 0x2b0 , Size: 4]
bool bDoPlayerUseAutoFollow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2b4 , Size: 1]
float MaxRankingScore;//[Offset: 0x2b8 , Size: 4]
bool bIsObserver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2bc
, Size: 1]
uint64 WatchPlayerKey;//[Offset: 0x2c0 , Size: 8]
byte PlatformGender;//[Offset: 0x2c8 , Size: 1]
int planeAvatarId;//[Offset: 0x2cc , Size: 4]
int DyeDebugFlag;//[Offset: 0x2d0 , Size: 4]
FString Nation;//[Offset: 0x2d8 , Size: 16]
int MatchLabel;//[Offset: 0x2e8 , Size: 4]
int AnchorPlatColorID;//[Offset: 0x2ec , Size: 4]
int AnchorPlatResID;//[Offset: 0x2f0 , Size: 4]
bool OnlyTeammateSeeAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2f4 , Size: 1]
int64 LastGameResultTime;//[Offset: 0x2f8 , Size: 8]
int64 CorpsID;//[Offset: 0x300 , Size: 8]
int64 CampID;//[Offset: 0x308 , Size: 8]
bool bUsedSimulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x310 , Size: 1]
bool bRoomCanKickPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x311 , Size: 1]
bool bCanDownloadInBattle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x312 , Size: 1]
bool bRoomOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x313 , Size: 1]
int VeteranRecruitIndex;//[Offset: 0x314 , Size: 4]
int MatchStrategyLabel;//[Offset: 0x318 , Size: 4]
DailyTaskStoreInfo[] DailyTaskStoreList;//[Offset: 0x320 , Size: 16]
int LandId;//[Offset: 0x330 , Size: 4]
int FollowType;//[Offset: 0x334 , Size: 4]
uint64 FollowUID;//[Offset: 0x338 , Size: 8]
uint32 TaskSyncToDsTs;//[Offset: 0x340 , Size: 4]
BornItem[] BornItems;//[Offset: 0x348 , Size: 16]
--------------------------------
Class: GameModePlayerBanChat
int end_time;//[Offset: 0x0 , Size: 4]
FString Reason;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: AchievementPrize
int MedalAvatarID;//[Offset: 0x0 , Size: 4]
int NotifyTitleAvatarID;//[Offset: 0x4 , Size: 4]
int ScoreBoardAvatarID;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: ActivityModeMapData.MapDataBase.Object
float CheckHumanFrequencyGap;//[Offset: 0x60 , Size: 4]
float RefreshHunmanIconFrequencyGap;//[Offset: 0x6c , Size: 4]
float CheckHumanRange;//[Offset: 0x70 , Size: 4]
Vector2D[] HumanMarkPosArray;//[Offset: 0x88 , Size: 16]
UAEUserWidget*[] HumanMarkIconArray;//[Offset: 0x98 , Size: 16]
class UAEUserWidget* HumanIconClass;//[Offset: 0xa8 , Size: 8]
void UpdateWalkingDeathHumanLocC(float InDeltaTime);// 0x2b91d74
void UpdateWalkingDeathHumanIcon(float InDeltaTime);// 0x2b91cf8
--------------------------------
Class: ActivityUtils.BlueprintFunctionLibrary.Object
static bool RemoveParticleComponent(MeshComponent* InMeshComp, out
ActivityParticleGroup InParticleGroup);// 0x2b929dc
static bool PlayAudioEvent(Actor* InActor, out const ActivitySoundGroup
InSoundGroup);// 0x2b928c4
static bool IsAllowInteractiveState(Character* Character);// 0x2b92844
static Object* GetSoftRefObj(out const SoftObjectPath AssetRef);// 0x2b92784
static ActivityBPUtils* GetBPUtils();// 0x2b92750
static bool CreateParticleComponent(MeshComponent* InMeshComp, out
ActivityParticleGroup InParticleGroup);// 0x2b92614
static void CollectionSoundAsset(out const ActivitySoundAsset[] InSoundAsset,
out SoftObjectPath[] OutPathList);// 0x2b92498
static void CollectionParticleAsset(out const ActivityParticleAsset[]
InParticleAsset, out SoftObjectPath[] OutPathList);// 0x2b9231c
static void AsyncLoadSoundAsset(out const ActivitySoundAsset[] InSoundAsset,
out ActivitySoundGroup OutSoundGroup);// 0x2b921e4
static void AsyncLoadParticleAsset(out const ActivityParticleAsset[]
InParticleAsset, out ActivityParticleGroup OutParticleGroup);// 0x2b92088
--------------------------------
Class: ActivityParticleGroup
ParticleSystem*[] ParticleSystemList;//[Offset: 0x0 , Size: 16]
ParticleSystemComponent*[] ParticleCompList;//[Offset: 0x10 , Size: 16]
ActivityParticleAsset[] ParticleAssetList;//[Offset: 0x20 , Size: 16]
--------------------------------
Class: ActivityParticleAsset
Transform Transform;//[Offset: 0x0 , Size: 48]
ParticleSystem* ParticleSystem;//[Offset: 0x30 , Size: 40]
FName AttachSocket;//[Offset: 0x58 , Size: 8]
ParticleSysParam[] InstanceParameters;//[Offset: 0x60 , Size: 16]
bool bLimitCount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x70 , Size: 1]
bool bAutoDestroy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x71
, Size: 1]
--------------------------------
Class: ActivitySoundGroup
AkAudioEvent*[] AudioEventList;//[Offset: 0x0 , Size: 16]
ActivitySoundAsset[] SoundAssetList;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: ActivitySoundAsset
FString BankName;//[Offset: 0x0 , Size: 16]
AkAudioEvent* AudioEvent;//[Offset: 0x10 , Size: 40]
--------------------------------
Class: ActivityBPUtils.Object
enum[] DisableInteractiveState;//[Offset: 0x28 , Size: 16]
--------------------------------
Class: ActorAttachUIComp.ActorComponent.Object
class ActorPositionWidget* UIClass;//[Offset: 0x110 , Size: 40]
bool BShowMiniMapUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x138 , Size: 1]
int MiniMapUIIcon;//[Offset: 0x13c , Size: 4]
enum RangeType;//[Offset: 0x140 , Size: 1]
float SquredDistanceOfSwitchingVisibility;//[Offset: 0x144 , Size: 4]
ActorPositionWidget* PositionWidget;//[Offset: 0x148 , Size: 8]
int AlertID;//[Offset: 0x150 , Size: 4]
void SetActorPositionWidgetClass(class ActorPositionWidget
InActorPositionWidgetClass);// 0x2b9322c
ActorPositionWidget* GetPositionWidget();// 0x2b93210
--------------------------------
Class: ActorPositionWidget.UAEUserWidget.UserWidget.Widget.Visual.Object
CanvasPanelSlot* MyCanvasPanelSlot;//[Offset: 0x3d0 , Size: 8]
TextBlock* TextBlockDist;//[Offset: 0x3d8 , Size: 8]
Actor* AttachedActor;//[Offset: 0x3e0 , Size: 8]
Vector4 Limit;//[Offset: 0x3f0 , Size: 16]
Vector2D UIOffset;//[Offset: 0x400 , Size: 8]
Vector LocOffset;//[Offset: 0x408 , Size: 12]
bool BNeedShowArrow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x414 , Size: 1]
float AlphaBegin;//[Offset: 0x418 , Size: 4]
float AlphaEnd;//[Offset: 0x41c , Size: 4]
float AlphaStep;//[Offset: 0x420 , Size: 4]
float AlphaBeginDistance;//[Offset: 0x424 , Size: 4]
float AlphaEndDistance;//[Offset: 0x428 , Size: 4]
float ScaleBegin;//[Offset: 0x42c , Size: 4]
float ScaleEnd;//[Offset: 0x430 , Size: 4]
float ScaleStep;//[Offset: 0x434 , Size: 4]
float ScaleBeginDistance;//[Offset: 0x438 , Size: 4]
float ScaleEndDistance;//[Offset: 0x43c , Size: 4]
float MaxShowDistance;//[Offset: 0x440 , Size: 4]
int TargetDistance;//[Offset: 0x444 , Size: 4]
STExtraPlayerController* STExtraPlayerController;//[Offset: 0x458 , Size: 8]
void ShowArrowAngle(bool Visible, float Angle);// 0x37db6c4
void SetCurrentWidgetVisible(bool Visible);// 0x37db6c4
void SetActorImage(Texture2D* Texture);// 0x37db6c4
void PostAttachmentChanged();// 0x37db6c4
void DetachFromActor(Actor* InActor);// 0x2b94644
void AttachToActor(Actor* InActor);// 0x2b945c8
--------------------------------
Class: TextBlock.TextLayoutWidget.Widget.Visual.Object
FText Text;//[Offset: 0x128 , Size: 24]
delegate TextDelegate;//[Offset: 0x140 , Size: 16]
SlateColor ColorAndOpacity;//[Offset: 0x150 , Size: 40]
delegate ColorAndOpacityDelegate;//[Offset: 0x178 , Size: 16]
SlateColor SelectColorAndOpacity;//[Offset: 0x188 , Size: 40]
SlateColor NoSelectColorAndOpacity;//[Offset: 0x1b0 , Size: 40]
bool bHaveSelectColorAndOpacity;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x1d8 , Size: 1]
bool bIsSelected;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d9
, Size: 1]
SlateFontInfo Font;//[Offset: 0x1e0 , Size: 88]
Vector2D ShadowOffset;//[Offset: 0x238 , Size: 8]
LinearColor ShadowColorAndOpacity;//[Offset: 0x240 , Size: 16]
delegate ShadowColorAndOpacityDelegate;//[Offset: 0x250 , Size: 16]
float MinDesiredWidth;//[Offset: 0x260 , Size: 4]
bool AutoEllipsisText;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x264 , Size: 1]
bool bWrapWithInvalidationPanel;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x265 , Size: 1]
void SetVerticalJustification(byte InJustification);// 0x45119e8
void SetText(FText InText);// 0x45117d0
void SetShadowOffset(Vector2D InShadowOffset);// 0x4511758
void SetShadowColorAndOpacity(LinearColor InShadowColorAndOpacity);//
0x45116dc
void SetSelectColor(bool bIsSelect);// 0x4511658
void SetOpacity(float InOpacity);// 0x45115dc
void SetMinDesiredWidth(float InMinDesiredWidth);// 0x4511560
void SetJustification(byte InJustification);// 0x45114e4
void SetFont(SlateFontInfo InFontInfo);// 0x4511278
void SetColorAndOpacity(SlateColor InColorAndOpacity);// 0x4511020
void SetAutoEllipsisText(bool InAutoEllipsisText);// 0x4510f9c
FText GetText();// 0x4510e90
--------------------------------
Class: TextLayoutWidget.Widget.Visual.Object
ShapedTextOptions ShapedTextOptions;//[Offset: 0x100 , Size: 4]
byte Justification;//[Offset: 0x104 , Size: 1]
byte VerticalJustification;//[Offset: 0x105 , Size: 1]
bool AutoWrapText;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x106 , Size: 1]
float WrapTextAt;//[Offset: 0x108 , Size: 4]
enum WrappingPolicy;//[Offset: 0x10c , Size: 1]
Margin Margin;//[Offset: 0x110 , Size: 16]
float LineHeightPercentage;//[Offset: 0x120 , Size: 4]
--------------------------------
Class: SlateFontInfo
Object* FontObject;//[Offset: 0x0 , Size: 8]
Object* FontMaterial;//[Offset: 0x8 , Size: 8]
FontOutlineSettings OutlineSettings;//[Offset: 0x10 , Size: 40]
FName TypefaceFontName;//[Offset: 0x48 , Size: 8]
int Size;//[Offset: 0x50 , Size: 4]
bool IsBold;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54 ,
Size: 1]
--------------------------------
Class: FontOutlineSettings
int OutlineSize;//[Offset: 0x0 , Size: 4]
Object* OutlineMaterial;//[Offset: 0x8 , Size: 8]
LinearColor OutlineColor;//[Offset: 0x10 , Size: 16]
bool bSeparateFillAlpha;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x20 , Size: 1]
--------------------------------
Class: ShapedTextOptions
bool bOverride_TextShapingMethod;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x0 , Size: 1]
bool bOverride_TextFlowDirection;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x0 , Size: 1]
enum TextShapingMethod;//[Offset: 0x1 , Size: 1]
enum TextFlowDirection;//[Offset: 0x2 , Size: 1]
--------------------------------
Class: ActorCacheMgr.Actor.Object
<class Actor,ActorCachePool*> DataMap;//[Offset: 0x398 , Size: 80]
Actor* GetActor(class Actor Type);// 0x2b93b94
bool AddToPool(class Actor Type, Actor* Target);// 0x2b93acc
--------------------------------
Class: ActorCachePool.Object
--------------------------------
Class: ActorHiddenInterface.Interface.Object
void SetActorHiddenInGameMask(bool bNewHidden, enum HiddenMask);// 0x2b9411c
--------------------------------
Class: ActorBoundingBoxGetterInterface.Interface.Object
Box GetActorBoundingBox(Actor* Actor);// 0x2b94ac8
--------------------------------
Class: ActorLocationGetterInterface.Interface.Object
Vector GetActorLocation(Actor* Actor);// 0x2b94d8c
--------------------------------
Class: AdjustSmokeCirclePostMatComponent.ActorComponent.Object
float CircleInRadius;//[Offset: 0x110 , Size: 4]
float CircleOutRadius;//[Offset: 0x114 , Size: 4]
float DistanceForHideSmoke;//[Offset: 0x118 , Size: 4]
float TickInternal;//[Offset: 0x11c , Size: 4]
MaterialInterface* ParentMaterial;//[Offset: 0x120 , Size: 8]
FName ShaderUniformName;//[Offset: 0x128 , Size: 8]
FString TagName;//[Offset: 0x130 , Size: 16]
CurveFloat* AlphaCurve;//[Offset: 0x140 , Size: 8]
float DefaultSmokeTime;//[Offset: 0x148 , Size: 4]
float FadeOutStartTime;//[Offset: 0x14c , Size: 4]
float RealFadeOutStartTime;//[Offset: 0x150 , Size: 4]
Actor* SmokeActor;//[Offset: 0x158 , Size: 8]
STScreenAppearanceComponent* SCAppearComp;//[Offset: 0x180 , Size: 8]
ParticleSystemComponent*[] SmokeParticles;//[Offset: 0x188 , Size: 16]
void FadeOutParticle();// 0x2b95044
--------------------------------
Class: AgentBoundComponent.ActorComponent.Object
Vector LocalCenter;//[Offset: 0x110 , Size: 12]
Vector LocalSize;//[Offset: 0x11c , Size: 12]
--------------------------------
Class: OnlyActorComponent.ActorComponent.Object
byte bCanEverUpdate;//[Offset: 0x110 , Size: 1]
--------------------------------
Class: AIAbilityComponent.OnlyActorComponent.ActorComponent.Object
--------------------------------
Class: AIActingBPAssit.Object
bool IsSmokeGrenadeActive(Actor* pSmokeGrenade);// 0x37db6c4
bool IsGrenadeHasBeenThrowedOut(Actor* pGrenade);// 0x37db6c4
float GetRealTimeSeconds();// 0x2b954f0
--------------------------------
Class: AIActingComponent.ActorComponent.Object
AIActingCandidateData[] CandidateAIList;//[Offset: 0x130 , Size: 16]
AIEquipSpawnItem[] SpecialAISpawnItems;//[Offset: 0x208 , Size: 16]
bool bCheckTeleportLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x218 , Size: 1]
int MaxActiveAI;//[Offset: 0x21c , Size: 4]
int ActiveAI_n;//[Offset: 0x220 , Size: 4]
int ActiveAI_m;//[Offset: 0x224 , Size: 4]
float AISpawnCircleOriginOffset;//[Offset: 0x228 , Size: 4]
float NoWhiteCirclesRadius;//[Offset: 0x22c , Size: 4]
float SelectActionPeriod;//[Offset: 0x230 , Size: 4]
float SpawnCheckHumanRadiusSquare;//[Offset: 0x234 , Size: 4]
int TryFindSpawnAILocNum;//[Offset: 0x238 , Size: 4]
AIActingItem[] AIActingItemList;//[Offset: 0x240 , Size: 16]
int SimulateKillMinIntervalNum;//[Offset: 0x2a4 , Size: 4]
AIBeginAttackEachOther[] AIAttackEachOtherRatingTimeConfig;//[Offset: 0x2a8 ,
Size: 16]
float MinKilledFreqScale;//[Offset: 0x2b8 , Size: 4]
float MaxKilledFreqScale;//[Offset: 0x2bc , Size: 4]
int FullFeedLimit;//[Offset: 0x2c0 , Size: 4]
DeliveryRatingConfig[] DeliveryWaveInterval;//[Offset: 0x2c8 , Size: 16]
float DeliveryBeginTime;//[Offset: 0x2d8 , Size: 4]
float DeliveryFreq;//[Offset: 0x2dc , Size: 4]
int DeliveryAINumEachPeriod;//[Offset: 0x2e0 , Size: 4]
float MinimumWarmScore;//[Offset: 0x2e4 , Size: 4]
float[] SpecialAIProp;//[Offset: 0x2e8 , Size: 16]
float SpecialAIHpCondition;//[Offset: 0x2f8 , Size: 4]
float SpecialAICircleDistanceScale;//[Offset: 0x2fc , Size: 4]
AIDeliveryAreaLimit[] AIDeliveryAreaLimit;//[Offset: 0x300 , Size: 16]
DeliveryCondition[] DeliveryChecks;//[Offset: 0x310 , Size: 16]
bool bUseSpecialAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x320 , Size: 1]
SpecialAINumConfig[] SpecialAINumCfg;//[Offset: 0x328 , Size: 16]
float SpecialDeliveryBeginTime;//[Offset: 0x338 , Size: 4]
float TeammateDistanceThresholdSqr;//[Offset: 0x33c , Size: 4]
float SpecialDeliveryInterval;//[Offset: 0x340 , Size: 4]
float EnemyDistanceThresholdSqr;//[Offset: 0x344 , Size: 4]
int DeliveryTargetNumPerRoundForSpecialAI;//[Offset: 0x34c , Size: 4]
float DeliveryCoolDown;//[Offset: 0x350 , Size: 4]
float SpecialDeliveryCoolDown;//[Offset: 0x354 , Size: 4]
bool bForceDeliveryInWholeTeam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x358 , Size: 1]
FString HotValuePrefix;//[Offset: 0x360 , Size: 16]
HotValueAttenuation HotValueAttenuation;//[Offset: 0x370 , Size: 12]
HotValueScale HotValueScale;//[Offset: 0x37c , Size: 12]
float DeliveryHotValueThreshold;//[Offset: 0x388 , Size: 4]
float HotValueUpdateBeginTime;//[Offset: 0x38c , Size: 4]
float HotValueUpdateDeltaTime;//[Offset: 0x390 , Size: 4]
bool bDebugHotValue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x394 , Size: 1]
SpecialAIDeliveryNumContainer[] SpAINumWitmTeammateCfg;//[Offset: 0x3c0 ,
Size: 16]
AIRatingDamage[] AIRatingDamageConfig;//[Offset: 0x3d0 , Size: 16]
AIAttackAIRatingDamage[] AIAttackAIRatingDamage;//[Offset: 0x3e0 , Size: 16]
DeliveryPlayerConfig[] AIDeliveryPlayerConfig;//[Offset: 0x3f0 , Size: 16]
AIAttackAnimalRatingDamage[] AIAttackAnimalRatingDamage;//[Offset: 0x400 ,
Size: 16]
int MaxMoveRequestExecutePerFrame;//[Offset: 0x410 , Size: 4]
int MaxQueuingMoveRequests;//[Offset: 0x414 , Size: 4]
int MaxClearTroubleRequestExecutePerFrame;//[Offset: 0x418 , Size: 4]
CirleAreaVolume* CircleAreaVolume;//[Offset: 0x420 , Size: 8]
CircleMgrComponent* CircleMgrComponent;//[Offset: 0x428 , Size: 8]
int CircleIndexFakeAIPoisonDamage;//[Offset: 0x504 , Size: 4]
int AIAttackAnimalRatingDamageIndex;//[Offset: 0x508 , Size: 4]
bool IsCheckVisibilityReverse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x530 , Size: 1]
bool bCheckTargetLocationDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x531 , Size: 1]
float TargetLocationDistanceThreshold;//[Offset: 0x534 , Size: 4]
bool EnableFinalCircleSpawnAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x548 , Size: 1]
int FinalCircleSpawnTrueAINum;//[Offset: 0x54c , Size: 4]
float FinalCircleNoMarkAIDistance;//[Offset: 0x550 , Size: 4]
float FinalCircleSpawnTrueAITime;//[Offset: 0x554 , Size: 4]
AIActingBPAssit* m_BPAssit;//[Offset: 0x560 , Size: 8]
FString AIActingBPAssitClassPath;//[Offset: 0x568 , Size: 16]
Actor*[] WaterSwimActors;//[Offset: 0x578 , Size: 16]
void GMModidyAIEquipSpawnGroupData(out AIEquipSpawnGroupDataBase[]
OutGroupData);// 0x2b98884
float GetNoWhiteCirclesRadius();// 0x2b98868
void BroadFinishLastBreathFunction(FString Killer, FString Killed, int
WeaponId, FString KillerNation, FString KilledNation);// 0x2b98460
bool AdjustAIAttackAnimalRatingDamage(AnimalAIController* AIC);// 0x2b983d0
--------------------------------
Class: AIActingCandidateData
FakePlayerAIController* FakePlayerAIController;//[Offset: 0x28 , Size: 8]
--------------------------------
Class:
FakePlayerAIController.BaseAIController.BasicAIController.AIController.Controller.A
ctor.Object
class STExtraBaseCharacter* CharacterClass;//[Offset: 0xaf8 , Size: 8]
delegate OnEnterJumping;//[Offset: 0xb00 , Size: 16]
NewPathFollowingComponent* NewFollowingComponent;//[Offset: 0xb20 , Size: 8]
int PlayerTeamId;//[Offset: 0xb28 , Size: 4]
uint32 PlayerKey;//[Offset: 0xb2c , Size: 4]
FString PlayerName;//[Offset: 0xb30 , Size: 16]
byte AIType;//[Offset: 0xb40 , Size: 1]
int resID;//[Offset: 0xb44 , Size: 4]
bool bUseDynamicNAV;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xb4c , Size: 1]
FString DropItemCfgTableName;//[Offset: 0xb50 , Size: 16]
STExtraBaseCharacter* ControlledCharacter;//[Offset: 0xb60 , Size: 8]
bool IsOpenPawnMoveOpti;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xb69 , Size: 1]
int GetResId();// 0x2cacd48
--------------------------------
Class: BaseAIController.BasicAIController.AIController.Controller.Actor.Object
float CheckPeriod;//[Offset: 0x680 , Size: 4]
float RandomDeviation;//[Offset: 0x684 , Size: 4]
float ProtectCountdownTime;//[Offset: 0x688 , Size: 4]
float SpawnEquipDelayTime;//[Offset: 0x68c , Size: 4]
float SpawnEquipFreezeRadius;//[Offset: 0x690 , Size: 4]
Vector2D ProtectShootRadius;//[Offset: 0x694 , Size: 8]
float TurnVelocity;//[Offset: 0x69c , Size: 4]
Vector2D DarkMaxAttackDistRange;//[Offset: 0x6a0 , Size: 8]
<enum,enum> WeatherToAttackDist;//[Offset: 0x6a8 , Size: 80]
bool bSyncViewRotationData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x6f8 , Size: 1]
byte AIActionType;//[Offset: 0xa68 , Size: 1]
BackpackComponent* BackpackComponent;//[Offset: 0xa70 , Size: 8]
AIControllerCachedData AIControllerCachedData;//[Offset: 0xa78 , Size: 48]
AIShootMissInfo AIShootMissInfo;//[Offset: 0xaa8 , Size: 24]
AIConditionHearingComponent* AIConditionHearingComponent;//[Offset: 0xac0 ,
Size: 8]
AIHoleUpComponent* AIHoleUpComponent;//[Offset: 0xac8 , Size: 8]
AIBuildingComponent* AIBuildingComponent;//[Offset: 0xad0 , Size: 8]
float SpecialDamageScale;//[Offset: 0xae4 , Size: 4]
FString BPClassOverrideTag;//[Offset: 0xae8 , Size: 16]
void Respawn();// 0x2c0485c
float GetRatingDamageScale(STExtraPlayerController* PlayerController);//
0x2c047d0
float GetRatingDamageFiringAccuRadius(STExtraPlayerController*
PlayerController);// 0x2c04744
Pawn* GetCurEnemy();// 0x2c04708
void ChangeAIActionType(byte InAIActionType);// 0x2c04684
--------------------------------
Class: BasicAIController.AIController.Controller.Actor.Object
BehaviorTreeComponent* BehaviorComp;//[Offset: 0x4a0 , Size: 8]
BlackboardComponent* BlackboardComp;//[Offset: 0x4a8 , Size: 8]
BehaviorTree*[] BehaviorTreePath;//[Offset: 0x4b0 , Size: 16]
float ActorLocationTetherDistance;//[Offset: 0x4c0 , Size: 4]
OnlyActorCompManagerComponent* CompManagerComponent;//[Offset: 0x4c8 , Size:
8]
FString AIFeatureInfoTableName;//[Offset: 0x4d0 , Size: 16]
FString AIWeaponRangeTableName;//[Offset: 0x4e0 , Size: 16]
int HitRateConfigNum;//[Offset: 0x4f0 , Size: 4]
int AIFeatureID;//[Offset: 0x4f4 , Size: 4]
AIFeatureInfo AIFeatureInfo;//[Offset: 0x548 , Size: 80]
AITargetInViewOffset AITargetInViewOffset;//[Offset: 0x598 , Size: 56]
AIShootingPoseOffsetInfo shootingPoseOffsetInfo;//[Offset: 0x610 , Size: 112]
void OnAIEnterDarkArea(bool bInEnter, Actor* DarkArea, bool bAtLeastInOne);//
0x2c0dc70
void InitAIFeatureInfo(int InID);// 0x2c0dbf4
Pawn* GetCurEnemy();// 0x2c0dbb8
BlackboardComponent* GetBlackboardComponent();// 0x2c0db9c
--------------------------------
Class: AIControllerCachedData
STExtraBaseCharacter* ControlledPawn;//[Offset: 0x0 , Size: 8]
--------------------------------
Class: AIShootMissInfo
float MissMaxRangeTime;//[Offset: 0x0 , Size: 4]
float MissMinRangeTime;//[Offset: 0x4 , Size: 4]
float MissCDTime;//[Offset: 0x8 , Size: 4]
float MissResetTime;//[Offset: 0xc , Size: 4]
float MissResetConfig;//[Offset: 0x10 , Size: 4]
bool bCanMissShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x14 , Size: 1]
--------------------------------
Class: AIConditionHearingComponent.ActorComponent.Object
SoundShieldForAI* CurrentSoundShield;//[Offset: 0x110 , Size: 8]
bool CanHearingInBox(Actor* TargetActor, Actor* SourceActor);// 0x2b998ec
--------------------------------
Class: SoundShieldForAI.Actor.Object
Actor*[] PlayerPawns;//[Offset: 0x398 , Size: 16]
Actor*[] AIPawns;//[Offset: 0x3a8 , Size: 16]
int MaxCacheNum;//[Offset: 0x3b8 , Size: 4]
void OnPlayerPawnsOverlap(Actor* InActor, bool bEnter);// 0x2dd1d68
void OnAIPawnsOverlap(Actor* InActor, bool bEnter);// 0x2dd1ca8
bool InSameSoundShield(Actor* InAIPawn, Actor* InPlayerPawn);// 0x2dd1bd8
--------------------------------
Class:
AIHoleUpComponent.AIAbilityComponent.OnlyActorComponent.ActorComponent.Object
float OccludeBuildingActorByRemoveTime;//[Offset: 0x160 , Size: 4]
float OccludeBuildingActorInvalidDis;//[Offset: 0x164 , Size: 4]
float InvalidOccludeBuildingPosAgainCheckCD;//[Offset: 0x168 , Size: 4]
float OccludePosInvalidDis;//[Offset: 0x16c , Size: 4]
--------------------------------
Class:
AIBuildingComponent.AIAbilityComponent.OnlyActorComponent.ActorComponent.Object
<int,int> CanBuildActorNums;//[Offset: 0x140 , Size: 80]
float TotalCD;//[Offset: 0x190 , Size: 4]
float SoloCD;//[Offset: 0x194 , Size: 4]
--------------------------------
Class: OnlyActorCompManagerComponent.ActorComponent.Object
<FString,OnlyActorComponent*> CacheComponents;//[Offset: 0x110 , Size: 80]
OnlyActorComponent*[] CacheUpdateComponents;//[Offset: 0x160 , Size: 16]
--------------------------------
Class: AIFeatureInfo
float HP;//[Offset: 0x0 , Size: 4]
float DamageScale;//[Offset: 0x4 , Size: 4]
float TakeDamageScale;//[Offset: 0x8 , Size: 4]
int DropID;//[Offset: 0xc , Size: 4]
float[] HitRates;//[Offset: 0x10 , Size: 16]
bool bNeedNearDeath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x20 , Size: 1]
bool bHasDeadBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x21 , Size: 1]
Vector2D MissOnPurposeTimeRange;//[Offset: 0x24 , Size: 8]
Vector2D OutViewMissOnPurposeTimeRange;//[Offset: 0x2c , Size: 8]
float MissOnPurposeCD;//[Offset: 0x34 , Size: 4]
float MissOnPurposeResetTime;//[Offset: 0x38 , Size: 4]
float MissOnPurposeHitRate;//[Offset: 0x3c , Size: 4]
float NearDeathTargetStopFireTime;//[Offset: 0x40 , Size: 4]
float NearDeathTargetFixedHitRate;//[Offset: 0x44 , Size: 4]
bool bDoMissOnPurposeWhenNearDeathToNormal;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x48 , Size: 1]
--------------------------------
Class: AITargetInViewOffset
Vector[] Offset;//[Offset: 0x0 , Size: 16]
Vector[] CrouchOffset;//[Offset: 0x10 , Size: 16]
Vector TargetLoc;//[Offset: 0x20 , Size: 12]
int CurrentOffsetIndex;//[Offset: 0x2c , Size: 4]
bool bTargetInViewDueToOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x30 , Size: 1]
enum TargetPawnState;//[Offset: 0x31 , Size: 1]
--------------------------------
Class: AIShootingPoseOffsetInfo
AIShootingPoseOffsetDetailInfo[] ShootingPoseShootPointOffsetArray;//[Offset:
0x0 , Size: 16]
float CrouchToStandHeightOffset;//[Offset: 0x10 , Size: 4]
float ProneToStandHeightOffset;//[Offset: 0x14 , Size: 4]
<enum,Vector> ShootingPoseShootPointOffsetMap;//[Offset: 0x20 , Size: 80]
--------------------------------
Class: AIShootingPoseOffsetDetailInfo
enum shootingPose;//[Offset: 0x0 , Size: 1]
Vector offsetInfo;//[Offset: 0x4 , Size: 12]
--------------------------------
Class: NewPathFollowingComponent.PathFollowingComponent.ActorComponent.Object
float maxCheckDis;//[Offset: 0x2e8 , Size: 4]
float maxCheckDisTime;//[Offset: 0x2ec , Size: 4]
bool isUseFixedPos;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2f4 , Size: 1]
float PlayerHalfHeight;//[Offset: 0x2f8 , Size: 4]
float PlayerNewHalfHeight;//[Offset: 0x2fc , Size: 4]
float MaxTransferDis;//[Offset: 0x300 , Size: 4]
--------------------------------
Class: AIEquipSpawnItem
enum itemType;//[Offset: 0x0 , Size: 1]
int ItemSpecificID;//[Offset: 0x4 , Size: 4]
int Count;//[Offset: 0x8 , Size: 4]
int MaxCount;//[Offset: 0xc , Size: 4]
Vector2D ExtraConfigValue;//[Offset: 0x10 , Size: 8]
--------------------------------
Class: AIActingItem
float StartSeconds;//[Offset: 0x0 , Size: 4]
float EndSeconds;//[Offset: 0x4 , Size: 4]
float DeadPercent;//[Offset: 0x8 , Size: 4]
int PlayerNumScale;//[Offset: 0xc , Size: 4]
bool IsFinished;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 ,
Size: 1]
int[] WeaponIdList;//[Offset: 0x18 , Size: 16]
--------------------------------
Class: AIBeginAttackEachOther
float BeginAttackEachOtherTime;//[Offset: 0x0 , Size: 4]
float RightRatingSection;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: DeliveryRatingConfig
float DeliveryInterval;//[Offset: 0x0 , Size: 4]
float RightRatingSection;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: AIDeliveryAreaLimit
Vector TopLeftVec;//[Offset: 0x0 , Size: 12]
Vector BottomRightVec;//[Offset: 0xc , Size: 12]
--------------------------------
Class: DeliveryCondition
DeliveryConditionCheck* CheckCnd;//[Offset: 0x0 , Size: 8]
--------------------------------
Class: DeliveryConditionCheck.Object
STExtraBaseCharacter* TargetPawn;//[Offset: 0x28 , Size: 8]
bool CheckDeliveryForBP(STExtraBaseCharacter* InTargerPawn);// 0x2c7300c
bool CheckDelivery(STExtraBaseCharacter* InTargetPawn);// 0x2c72f74
--------------------------------
Class: SpecialAINumConfig
float NumScale;//[Offset: 0x0 , Size: 4]
float SectionRightValue;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: HotValueAttenuation
float Corner;//[Offset: 0x0 , Size: 4]
float Center;//[Offset: 0x4 , Size: 4]
float UpDown;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: HotValueScale
float Corner;//[Offset: 0x0 , Size: 4]
float Center;//[Offset: 0x4 , Size: 4]
float UpDown;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: SpecialAIDeliveryNumContainer
int TeammateNum;//[Offset: 0x0 , Size: 4]
SpecialAIDeliveryNum[] DeliverNumCfg;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: SpecialAIDeliveryNum
int DeliveryNum;//[Offset: 0x0 , Size: 4]
int Weight;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: AIRatingDamage
float RatingDamageScale;//[Offset: 0x0 , Size: 4]
float SpecialRatingDamageScale;//[Offset: 0x4 , Size: 4]
float FiringAccuracyRadius;//[Offset: 0x8 , Size: 4]
float SpecialFiringAccuracyRadius;//[Offset: 0xc , Size: 4]
int AIFeedLimit;//[Offset: 0x10 , Size: 4]
float SectionRightValue;//[Offset: 0x14 , Size: 4]
--------------------------------
Class: AIAttackAIRatingDamage
float RatingDamageScale;//[Offset: 0x0 , Size: 4]
float FiringAccuracyRadius;//[Offset: 0x4 , Size: 4]
float SectionRightValue;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: DeliveryPlayerConfig
DeliveryItem[] DeliveryItem;//[Offset: 0x0 , Size: 16]
float RightRatingSection;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: DeliveryItem
int percent;//[Offset: 0x0 , Size: 4]
int DeliveryNum;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: AIAttackAnimalRatingDamage
float RatingDamageScale;//[Offset: 0x0 , Size: 4]
float FiringAccuracyRadius;//[Offset: 0x4 , Size: 4]
float SectionRightValue;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: AIEquipSpawnGroupDataBase
float RightTime;//[Offset: 0x0 , Size: 4]
AIEquipSpawnGroup[] AIEquipSpawnGroupList;//[Offset: 0x8 , Size: 16]
AIEquipSpawnItem[] AIMustPickUpItemList;//[Offset: 0x18 , Size: 16]
--------------------------------
Class: AIEquipSpawnGroup
AIEquipSpawnItem[] Item;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: AnimalAIController.BasicAIController.AIController.Controller.Actor.Object
NewPathFollowingComponent* NewFollowingComponent;//[Offset: 0x680 , Size: 8]
float TurnVelocity;//[Offset: 0x688 , Size: 4]
float SetAirDropTargetInterval;//[Offset: 0x68c , Size: 4]
float IgnoreMoveCollisionTimeWhenBlocked;//[Offset: 0x690 , Size: 4]
float IgnoreMoveCollisionSetInterval;//[Offset: 0x694 , Size: 4]
float DragOnGroundCheckInterval;//[Offset: 0x698 , Size: 4]
float DragOnGroundMaxOverGroundHeight;//[Offset: 0x69c , Size: 4]
float DragOnGroundMaxRayLen;//[Offset: 0x6a0 , Size: 4]
float DragOnGroundMaxFloorThickness;//[Offset: 0x6a4 , Size: 4]
float DragOnGroundMaxSubsidenceDepth;//[Offset: 0x6a8 , Size: 4]
float DragOnGroundNavRandomRadius;//[Offset: 0x6ac , Size: 4]
bool EnableUpdateRotatition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x6b0 , Size: 1]
Box[] FindMovePointLimitArea;//[Offset: 0x6f8 , Size: 16]
TickControlComponent* TickControlComp;//[Offset: 0x708 , Size: 8]
void SetMoveTargetLoc(out const Vector TargetLoc);// 0x2bac720
void SetCaughtOwner(Actor* CaughtOwner);// 0x2bac69c
void RunBehaviorTreeWithIndex(int TreeIndex);// 0x2bac618
void OnAirDropLandGroup(Actor* AirDropBoxActor, bool bIsInWater);// 0x2bac558
--------------------------------
Class: AIAttributeModifyComponent.ActorComponent.Object
void ApplyAttributeModify(int AttributeID, STExtraBaseCharacter*
BaseCharacter);// 0x2b98ec8
--------------------------------
Class:
AIChooseEnemyComponent.AIAbilityComponent.OnlyActorComponent.ActorComponent.Object
--------------------------------
Class:
AICrowdMoveComponent.AIAbilityComponent.OnlyActorComponent.ActorComponent.Object
--------------------------------
Class: AIGroupManagerComponent.ActorComponent.Object
AnimalGroupRespawnConfig[] AnimalGroupRespawnConfig;//[Offset: 0x110 , Size:
16]
AIActingComponent* AIActingComp;//[Offset: 0x1c0 , Size: 8]
--------------------------------
Class: AnimalGroupRespawnConfig
enum AnimalType;//[Offset: 0x0 , Size: 1]
AnimalGroupRespawnNumProbability[]
AnimalGroupRespawnNumProbability;//[Offset: 0x8 , Size: 16]
float NoBlueCircleRadius;//[Offset: 0x18 , Size: 4]
float CheckPlayerRadius;//[Offset: 0x1c , Size: 4]
float EndRespawnTime;//[Offset: 0x20 , Size: 4]
int TryFindSpawnLocNum;//[Offset: 0x24 , Size: 4]
FString[] ValidTraceActorIncludeName;//[Offset: 0x28 , Size: 16]
Vector AnimalGenerateOffset;//[Offset: 0x38 , Size: 12]
class STAnimalCharacter* AnimalCharacterClass;//[Offset: 0x48 , Size: 40]
--------------------------------
Class: AnimalGroupRespawnNumProbability
uint32 AnimalNum;//[Offset: 0x0 , Size: 4]
int Weight;//[Offset: 0x4 , Size: 4]
--------------------------------
Class:
STAnimalCharacter.STExtraSimpleCharacterBase.STExtraCharacter.UAECharacter.Characte
r.Pawn.Actor.Object
AnimalStateMutual[] AnimalStateMutuals;//[Offset: 0xe78 , Size: 16]
SimulateSyncSmoothComponent* SimulateSyncSmooth;//[Offset: 0xe90 , Size: 8]
InterpMovementComponent* InterpMovement;//[Offset: 0xe98 , Size: 8]
WidgetComponent* AnimalInfoWidget;//[Offset: 0xea0 , Size: 8]
Vector RelativeLocation;//[Offset: 0xea8 , Size: 12]
class UserWidget* WidgetClass;//[Offset: 0xeb8 , Size: 8]
bool bUseMediumRegionSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xec0 , Size: 1]
AnimalAnimListComponent* _AnimListComponent;//[Offset: 0xec8 , Size: 8]
STAnimalAnimInstance* _AnimInstance;//[Offset: 0xed0 , Size: 8]
ProduceDropItemComponent* ProduceDropItemComponent;//[Offset: 0xed8 , Size:
8]
int AnimalGroupID;//[Offset: 0xee0 , Size: 4]
enum AnimalType;//[Offset: 0xef2 , Size: 1]
<enum,float> AnimalStateSpeeds;//[Offset: 0xef8 , Size: 80]
float HearRadius;//[Offset: 0xf48 , Size: 4]
SkeletalMesh*[] RandomMeshs;//[Offset: 0xf50 , Size: 16]
MaterialInterface*[] RandomMaterials;//[Offset: 0xf60 , Size: 16]
delegate CustomObjectEvent;//[Offset: 0xf70 , Size: 16]
ParticleSystem* FootPrintRes;//[Offset: 0xf80 , Size: 8]
ParticleSystemComponent* FootPrintParticleSys;//[Offset: 0xf88 , Size: 8]
FName AttachedSocket;//[Offset: 0xf90 , Size: 8]
float MovementTickInterval;//[Offset: 0xf98 , Size: 4]
void ShowFootPrintEffect(bool IsEnabled);// 0x2dd5368
void SetExtendData(FString Key, int Value);// 0x2dd51f0
void HandleDynamicWeatherChanged(DynamicWeatherMgr* WeatherMgr, out const
WeatherChangeEvent Event);// 0x2dd5124
WeatherDetailStatus GetCurrentWeatherStatus();// 0x2dd50ec
void DisappearOnDeath();// 0x2dd50d0
void ClearOnDeath(Controller* EventInstigater, int DamageType);// 0x2dd5010
void BeforeDestroyed();// 0x2dd4ff4
--------------------------------
Class:
STExtraSimpleCharacterBase.STExtraCharacter.UAECharacter.Character.Pawn.Actor.Objec
t
float MaxRememberEnemyTimeInSeconds;//[Offset: 0xd88 , Size: 4]
float MinTimeLockTarget;//[Offset: 0xd8c , Size: 4]
float MinTimeWhenCannotSeeTarget;//[Offset: 0xd90 , Size: 4]
float SensedRadius;//[Offset: 0xd94 , Size: 4]
float MinTimeLockHeardEnemy;//[Offset: 0xd98 , Size: 4]
float HeardRadius;//[Offset: 0xd9c , Size: 4]
float DelayHideDuration;//[Offset: 0xda0 , Size: 4]
bool IsHurting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xda4 ,
Size: 1]
bool IsTurning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xda5 ,
Size: 1]
Vector HurtDir;//[Offset: 0xda8 , Size: 12]
float HurtDistance;//[Offset: 0xdb4 , Size: 4]
float HurtResetDefaultTime;//[Offset: 0xdb8 , Size: 4]
StateMutual[] StateMutuals;//[Offset: 0xdc8 , Size: 16]
delegate StateEnterEvent;//[Offset: 0xdd8 , Size: 16]
delegate StateLeaveEvent;//[Offset: 0xde8 , Size: 16]
delegate OnDeath;//[Offset: 0xe10 , Size: 16]
SimpleDamageRepData SimpleDamageRepData;//[Offset: 0xe20 , Size: 40]
int[] randomIndexes;//[Offset: 0xe48 , Size: 16]
SimpleAnimListBaseComponent* AnimListComponent;//[Offset: 0xe58 , Size: 8]
STExtraSimpleAnimInstanceBase* AnimInstance;//[Offset: 0xe60 , Size: 8]
byte NetRelevantType;//[Offset: 0xe68 , Size: 1]
void SetNetRelevantType(byte InType);// 0x2ece4e8
void OnRep_SimpleDamageData();// 0x2ece4d4
void DisappearOnDeath();// 0x2ece4b8
void CurrentStatesRemove(int State);// 0x2ece434
void CurrentStatesAdd(int State);// 0x2ece3b0
void ClearOnDeath(Controller* EventInstigater, int DamageType);// 0x2ece2f0
void BroadcastClientsSimulateVehicleDamage(float BaseDamage, const
VehicleDamageEvent VehicleDamageEvent, Pawn* DamageInstigatorPawn, float
ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x2ece0ac
void BroadcastClientsSimulateRadialDamage(float BaseDamage, const
RadialDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float
ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x2ecde34
void BroadcastClientsSimulatePoisonDamage(float BaseDamage, const
PoisonDamageEvent PoisonDamageEvent, Pawn* DamageInstigatorPawn, float
ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x2ecdbf0
void BroadcastClientsSimulatePointDamage(float BaseDamage, const
STPointDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float
ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x2ecd9ac
void BroadcastClientsSimulateMeleeDamage(float BaseDamage, const
MeleeDamageEvent MeleeDamageEvent, Pawn* DamageInstigatorPawn, float
ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x2ecd754
void BroadcastClientsSimulateFallingDamage(float BaseDamage, const
FallingDamageEvent FallingDamageEvent, Pawn* DamageInstigatorPawn, float
ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x2ecd510
void BroadcastClientsSimulateDrowningDamage(float BaseDamage, const
DrowningDamageEvent DrowningDamageEvent, Pawn* DamageInstigatorPawn, float
ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x2ecd2cc
void BroadcastClientsSimulateBurningDamage(float BaseDamage, const
STBurningDamageEvent BurningDamageEvent, Pawn* DamageInstigatorPawn, float
ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x2ecd07c
void BroadcastClientsSimulateAirAttackDamage(float BaseDamage, const
STAirAttackRadialDamageEvent AirAttackDamageEvent, Pawn* DamageInstigatorPawn,
float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x2ecce00
void BPNotifyStartDying(Controller* Killer, Actor* DamageCauser, out const
HitResult KillingHitInfo, Vector KillingHitImpulseDir, class DamageType
KillingHitDamageType);// 0x37db6c4
void BPNotifyDeathEnd(Controller* Killer, Actor* DamageCauser, out const
HitResult KillingHitInfo, Vector KillingHitImpulseDir, class DamageType
KillingHitDamageType);// 0x37db6c4
void BPDie(float KillingDamage, const Controller* EventInstigator, Actor*
DamageCauser, out const DamageEvent DamageEvent);// 0x2ecccb0
--------------------------------
Class: AnimalStateMutual
enum state1;//[Offset: 0x0 , Size: 1]
enum state2;//[Offset: 0x1 , Size: 1]
--------------------------------
Class: StateMutual
int state1;//[Offset: 0x0 , Size: 4]
int state2;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: SimpleDamageRepData
float Damage;//[Offset: 0x0 , Size: 4]
float CurrentHeath;//[Offset: 0x4 , Size: 4]
bool IsFatalHealthCost;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x8 , Size: 1]
bool IsHeadShotDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x9 , Size: 1]
Pawn* DamageInstigatorPawn;//[Offset: 0x10 , Size: 8]
Pawn* DamageReceiver;//[Offset: 0x18 , Size: 8]
int NetCounter;//[Offset: 0x20 , Size: 4]
--------------------------------
Class:
InterpMovementComponent.NavMovementComponent.MovementComponent.ActorComponent.Objec
t
float MaxMoveSpeed;//[Offset: 0x190 , Size: 4]
bool bUseDirectionAdjustVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x194 , Size: 1]
float ScalePower;//[Offset: 0x198 , Size: 4]
bool bUseRVOAvoidance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x19c , Size: 1]
float AvoidanceWeight;//[Offset: 0x1a0 , Size: 4]
float AvoidanceConsiderationRadius;//[Offset: 0x1a4 , Size: 4]
NavAvoidanceMask AvoidanceGroup;//[Offset: 0x1a8 , Size: 4]
NavAvoidanceMask GroupsToAvoid;//[Offset: 0x1ac , Size: 4]
NavAvoidanceMask GroupsToIgnore;//[Offset: 0x1b0 , Size: 4]
bool bHasRequestedMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x1b4 , Size: 1]
Vector RequestedVelocity;//[Offset: 0x1b8 , Size: 12]
Character* CharacterOwner;//[Offset: 0x1c8 , Size: 8]
int AvoidanceUID;//[Offset: 0x1e0 , Size: 4]
--------------------------------
Class: SimpleAnimListBaseComponent.UAEAnimListComponentBase.ActorComponent.Object
AnimDataPair[] AnimDataPairs;//[Offset: 0x200 , Size: 16]
CurveFloat* hitPoseAndDistanceCurve;//[Offset: 0x210 , Size: 8]
<int,float> moveAnimSpeed;//[Offset: 0x218 , Size: 80]
float PlayMoveDeathMinimumDist;//[Offset: 0x268 , Size: 4]
delegate OnAnimLoadedFinished;//[Offset: 0x270 , Size: 16]
void SortAnimations();// 0x2db33b4
void RemoveChildComponent(UAEAnimListComponentBase* ChildComponent);//
0x2db3330
void OnAsyncLoadingFinished(AsyncLoadAnimParams loadAnimParams);// 0x2db30f4
void AddChildComponent(UAEAnimListComponentBase* ChildComponent, int
Layer);// 0x2db3034
--------------------------------
Class: AnimDataPair
int PoseTypeID;//[Offset: 0x0 , Size: 4]
AnimationAsset* AnimSoftPtr;//[Offset: 0x8 , Size: 40]
--------------------------------
Class: AsyncLoadAnimParams
--------------------------------
Class: STExtraSimpleAnimInstanceBase.AnimInstance.Object
STExtraSimpleCharacterBase* OwnerCharacter;//[Offset: 0x3b8 , Size: 8]
FString OwnerClassPath;//[Offset: 0x3d0 , Size: 16]
bool EnableAdjustFloorNormal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3f0 , Size: 1]
Rotator AdjustFloorRot;//[Offset: 0x3f4 , Size: 12]
float AdjustFloorDelta;//[Offset: 0x400 , Size: 4]
void ResetAnimState();// 0x2ec4d54
void OnPawnDeadEvent(STExtraSimpleCharacterBase* DeadCharacter, Controller*
Killer, Actor* DamageCauser, out const HitResult KillingHitInfo, Vector
KillingHitImpulseDir, int DamageType, bool IsHeadShotDamage);// 0x2ec4b34
void OnLeaveState(int State);// 0x2ec4ab0
void OnEnterState(int State);// 0x2ec4a2c
void OnAnimListLoadedFinished(AsyncLoadAnimParams loadAnimParams);//
0x2ec47e8
void CacheAnimState(float DeltaSeconds);// 0x2ec4764
void CacheAnimDataList(bool ForceRefreshVar);// 0x2ec46d8
--------------------------------
Class:
AnimalAnimListComponent.SimpleAnimListBaseComponent.UAEAnimListComponentBase.ActorC
omponent.Object
AnimalAnimData[] AnimalAnimDatas;//[Offset: 0x298 , Size: 16]
AnimalMoveAnimSpeed[] AnimalMoveAnimSpeeds;//[Offset: 0x2a8 , Size: 16]
--------------------------------
Class: AnimalAnimData
enum PoseType;//[Offset: 0x0 , Size: 4]
AnimationAsset* AnimSoftPtr;//[Offset: 0x8 , Size: 40]
--------------------------------
Class: AnimalMoveAnimSpeed
enum PoseType;//[Offset: 0x0 , Size: 4]
float Speed;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: STAnimalAnimInstance.STExtraSimpleAnimInstanceBase.AnimInstance.Object
bool b_Hit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x408 ,
Size: 1]
bool b_Moving;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x409 ,
Size: 1]
bool b_Trot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40a ,
Size: 1]
bool b_Running;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40b ,
Size: 1]
float f_MoveRate;//[Offset: 0x40c , Size: 4]
Vector v_HitVector;//[Offset: 0x410 , Size: 12]
bool b_IsFighting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x41c , Size: 1]
AnimSequence* A_Idle;//[Offset: 0x420 , Size: 8]
AnimMontage* A_Idle_Arder;//[Offset: 0x428 , Size: 8]
AnimSequence* A_MoveAnim_Walk;//[Offset: 0x430 , Size: 8]
AnimSequence* A_MoveAnim_Trot;//[Offset: 0x438 , Size: 8]
AnimSequence* A_MoveAnim_Run;//[Offset: 0x440 , Size: 8]
BlendSpace* A_HitAnim;//[Offset: 0x448 , Size: 8]
AnimMontage* A_DeadAnim;//[Offset: 0x450 , Size: 8]
AnimMontage* A_FearAnim;//[Offset: 0x458 , Size: 8]
AnimMontage* A_CuteAnim;//[Offset: 0x460 , Size: 8]
void ResetAnimState();// 0x2dd47a4
void OnPawnDeadEvent(STExtraSimpleCharacterBase* DeadCharacter, Controller*
Killer, Actor* DamageCauser, out const HitResult KillingHitInfo, Vector
KillingHitImpulseDir, int DamageType, bool IsPointDamage);// 0x2dd4584
void OnLeaveState(int State);// 0x2dd4500
void OnEnterState(int State);// 0x2dd447c
void OnAnimListLoadedFinished(AsyncLoadAnimParams loadAnimParams);//
0x2dd4238
void CacheAnimState(float DeltaSeconds);// 0x2dd41b4
void CacheAnimDataList(bool ForceRefreshVar);// 0x2dd4128
--------------------------------
Class: AimOffsetViewComponent.ActorComponent.Object
--------------------------------
Class: AIOrder.Object
byte OrderType;//[Offset: 0x28 , Size: 1]
--------------------------------
Class: AIOrder_MoveTo.AIOrder.Object
Vector Position;//[Offset: 0x80 , Size: 12]
float MaxTime;//[Offset: 0x8c , Size: 4]
--------------------------------
Class: AIOrder_MoveAttack.AIOrder.Object
Vector Position;//[Offset: 0x80 , Size: 12]
float MaxTime;//[Offset: 0x8c , Size: 4]
--------------------------------
Class: AIOrder_AttackMove.AIOrder.Object
Vector Position;//[Offset: 0x80 , Size: 12]
float MaxTime;//[Offset: 0x8c , Size: 4]
--------------------------------
Class: AIOrder_MoveToTarget.AIOrder.Object
Actor* TargetPawn;//[Offset: 0x80 , Size: 8]
float RedirectTime;//[Offset: 0x88 , Size: 4]
float AcceptDist;//[Offset: 0x8c , Size: 4]
float MaxTime;//[Offset: 0x90 , Size: 4]
--------------------------------
Class: AIOrder_AttackTarget.AIOrder.Object
Actor* TargetPawn;//[Offset: 0x80 , Size: 8]
float MaxTime;//[Offset: 0x88 , Size: 4]
--------------------------------
Class: AIOrder_GuardTarget.AIOrder.Object
Actor* TargetPawn;//[Offset: 0x80 , Size: 8]
float Radius;//[Offset: 0x88 , Size: 4]
float Time;//[Offset: 0x8c , Size: 4]
--------------------------------
Class: AIOrder_GuardArea.AIOrder.Object
Vector Center;//[Offset: 0x80 , Size: 12]
float Radius;//[Offset: 0x8c , Size: 4]
float RandomMoveInterval;//[Offset: 0x90 , Size: 4]
bool bChase;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x94 ,
Size: 1]
float Time;//[Offset: 0x98 , Size: 4]
--------------------------------
Class: AIOrder_CastSkillNoneTarget.AIOrder.Object
int SkillIndex;//[Offset: 0x80 , Size: 4]
--------------------------------
Class: AIOrder_CastSkillOnTarget.AIOrder.Object
int SkillIndex;//[Offset: 0x80 , Size: 4]
Actor* Target;//[Offset: 0x88 , Size: 8]
--------------------------------
Class: AIOrder_CastSkillOnLocation.AIOrder.Object
int SkillIndex;//[Offset: 0x80 , Size: 4]
Vector Location;//[Offset: 0x84 , Size: 12]
--------------------------------
Class: AIOrder_Stop.AIOrder.Object
float MaxTime;//[Offset: 0x80 , Size: 4]
--------------------------------
Class: AIOrderComponent.ActorComponent.Object
AIOrder*[] OrderQueue;//[Offset: 0x110 , Size: 16]
AIOrder* CurrentOrder;//[Offset: 0x120 , Size: 8]
int QueueMaxSize;//[Offset: 0x134 , Size: 4]
bool TryExecuteNextOrder();// 0x2b9c880
bool HasAnyOrder();// 0x2b9c848
void EndCurrentOrder(bool bCallOnFinish);// 0x2b9c7c4
void ClearOrderQueue();// 0x2b9c7b0
--------------------------------
Class:
AIParachuteJumpComponent.AIAbilityComponent.OnlyActorComponent.ActorComponent.Objec
t
--------------------------------
Class: AIParachutePoint.Actor.Object
--------------------------------
Class: AIPathNode.Actor.Object
AIPathNode* NextPathNode;//[Offset: 0x398 , Size: 8]
AIPathNode* PrevPathNode;//[Offset: 0x3a0 , Size: 8]
--------------------------------
Class: AIPickupResouce.Actor.Object
int GroupID;//[Offset: 0x398 , Size: 4]
CapsuleComponent* CapsuleComponent;//[Offset: 0x3a0 , Size: 8]
BillboardComponent* SignSprite;//[Offset: 0x3a8 , Size: 8]
BillboardComponent* GoodSprite;//[Offset: 0x3b0 , Size: 8]
BillboardComponent* BadSprite;//[Offset: 0x3b8 , Size: 8]
--------------------------------
Class: GameModeProbeComponent.ActorComponent.Object
--------------------------------
Class: AIProbeComponent.GameModeProbeComponent.ActorComponent.Object
--------------------------------
Class: AirAttackBombActor.Pawn.Actor.Object
float LifeSpan;//[Offset: 0x3f8 , Size: 4]
int SkillID;//[Offset: 0x3fc , Size: 4]
--------------------------------
Class: AirAttackComponent.TimerRegistComponent.ActorComponent.Object
Vector MapOriginal;//[Offset: 0x164 , Size: 12]
float MapRadius;//[Offset: 0x170 , Size: 4]
float FlightHeight;//[Offset: 0x174 , Size: 4]
float SeaLevelHeight;//[Offset: 0x178 , Size: 4]
float DelayTime;//[Offset: 0x17c , Size: 4]
int WaveCount;//[Offset: 0x180 , Size: 4]
enum DefaultAirAttackGenerateType;//[Offset: 0x184 , Size: 1]
enum[] AirAttackGenerateTypeList;//[Offset: 0x188 , Size: 16]
bool bAirAttackUseModifier;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x198 , Size: 1]
CurveFloat* AttackAreaSizeModifierCurve;//[Offset: 0x1a0 , Size: 8]
CurveFloat* BombCountModifierCurve;//[Offset: 0x1a8 , Size: 8]
int WaveInternal;//[Offset: 0x1b0 , Size: 4]
AirAttackCfg AirAttackConfig;//[Offset: 0x1b4 , Size: 24]
float BroadcastClientDistance;//[Offset: 0x1cc , Size: 4]
--------------------------------
Class: AirAttackCfg
float EscapeTime;//[Offset: 0x0 , Size: 4]
float AttackLastingTime;//[Offset: 0x4 , Size: 4]
float AttackAreaRadius;//[Offset: 0x8 , Size: 4]
float OuterRadius;//[Offset: 0xc , Size: 4]
int TotalBombs;//[Offset: 0x10 , Size: 4]
int BombsRadius;//[Offset: 0x14 , Size: 4]
--------------------------------
Class: AirAttackCS.TimerRegistComponent.ActorComponent.Object
class STExtraExplosionEffect* ExplosionEffectTemplate;//[Offset: 0x168 ,
Size: 8]
void OnAirAttack(byte airattacktype, int waveindex);// 0x2ba2450
void DoBombHarmAtLocation(out Vector bombLocation);// 0x2ba23c8
void AirAttackThrowBomb(int Index);// 0x2ba234c
--------------------------------
Class: AirAttackLocatorWidget.UAEUserWidget.UserWidget.Widget.Visual.Object
TextBlock* TextBlock_Distance1;//[Offset: 0x3d0 , Size: 8]
Image* Image_DisableTips1;//[Offset: 0x3d8 , Size: 8]
void SetAALOpen(bool bOpen);// 0x2ba333c
--------------------------------
Class: AirDropBoxActor.Actor.Object
float DroppingSpeed;//[Offset: 0x398 , Size: 4]
bool bIsHitTheGround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x39c , Size: 1]
float HitGroundHeight;//[Offset: 0x3a0 , Size: 4]
float SmokeStartScaleDistance;//[Offset: 0x3a4 , Size: 4]
float SmokeEndScaleDistance;//[Offset: 0x3a8 , Size: 4]
float SmokeStartScaleValue;//[Offset: 0x3ac , Size: 4]
float SmokeEndScaleValue;//[Offset: 0x3b0 , Size: 4]
float PrevSmokeCurrentDistanceScaler;//[Offset: 0x3b4 , Size: 4]
bool bIsShowingSmoke;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3b8 , Size: 1]
float ForceUpdateLocInterval;//[Offset: 0x3bc , Size: 4]
float ForceUpdateLocDissqThreshold;//[Offset: 0x3c0 , Size: 4]
class PlayerTombBox* DeadInventoryBoxTemplate;//[Offset: 0x3c8 , Size: 8]
FName WrapperBoxName;//[Offset: 0x3d0 , Size: 8]
BuoyancyForceComponent* BuoyancyForceComponent;//[Offset: 0x3d8 , Size: 8]
int AirDropBoxID;//[Offset: 0x3e0 , Size: 4]
float OBUIShowDistance;//[Offset: 0x3e4 , Size: 4]
bool bIsSuperAirdrop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3e8 , Size: 1]
FString FestivalAirDropBoxMesh;//[Offset: 0x3f0 , Size: 16]
bool bUseFestivalAirDropBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x400 , Size: 1]
AirDropResource NormalAirdropBoxResource;//[Offset: 0x408 , Size: 192]
AirDropResource SuperAirdropBoxResource;//[Offset: 0x4c8 , Size: 192]
enum DropType;//[Offset: 0x589 , Size: 1]
uint32 SummonerKey;//[Offset: 0x58c , Size: 4]
bool bIsAirOpen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x590 , Size: 1]
bool bIsEmptyAirdrop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x591 , Size: 1]
bool bIsBoxHitTheGroundCpp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x592 , Size: 1]
float ServerDroppingSpeedCpp;//[Offset: 0x594 , Size: 4]
bool bRecoverSpeedCpp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x598 , Size: 1]
Actor*[] SwimObjectArray;//[Offset: 0x5a0 , Size: 16]
float CheckWaterOverlapInterval;//[Offset: 0x5b0 , Size: 4]
float CheckWaterOverlapElapsedCpp;//[Offset: 0x5b4 , Size: 4]
bool IsNeedCheckFallGroundCpp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x688 , Size: 1]
ProjectileMovementComponent* MoveComp;//[Offset: 0x690 , Size: 8]
StaticMeshComponent* RootBoxComp;//[Offset: 0x698 , Size: 8]
Vector AttachedRelLoc;//[Offset: 0x6a8 , Size: 12]
Actor* AttachedActor;//[Offset: 0x6b8 , Size: 8]
bool bNeedForceUpdateLoc;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x6c0 , Size: 1]
void SetBuoyancyUpdatedComponent(SceneComponent* UpdatedComponent);//
0x2ba3fe0
void ServerSetAttachedActor(Actor* InAttachTarget);// 0x2ba3f64
void OnRep_ServerDroppingSpeedCpp();// 0x2ba3f50
void OnRep_IsBoxHitTheGroundCpp();// 0x2ba3f3c
void OnRep_bUseFestivalAirDropBox();// 0x2ba3f28
void OnRep_BoxId();// 0x2ba3f14
void OnRep_AttachedRelLoc();// 0x2ba3f00
void OnRep_AttachedActor();// 0x2ba3eec
void OnRep_AirdropTypeChange();// 0x2ba3ed8
void OnBoxDropIntoWater();// 0x37db6c4
bool IsDropIntoWater(float SphereRadius);// 0x2ba3e48
void GenerateWrappersBox(out const AirDropBoxGenerateWrapperItemData[]
DataList, Vector BoxLoc);// 0x2ba3d44
bool ForceUpdateAirdropLoc();// 0x2ba3d0c
void DistanceScalerChangedEvent(float Scale);// 0x37db6c4
void ChangeFestivalAirDropBoxMesh();// 0x37db6c4
void ChangeAirdropAppearance();// 0x37db6c4
void BPOnSetAttachedActor(Actor* InAttachTarget);// 0x2ba3c88
void BP_OnRep_IsBoxHitTheGroundCpp();// 0x37db6c4
void BP_DropIntoWarter();// 0x37db6c4
void BoxReachGround();// 0x37db6c4
void AsyncLoadBoxResourceFinish();// 0x37db6c4
void AsyncLoadBoxResource(out const AirDropResource BoxResource);// 0x2ba3b78
void AddToAIList();// 0x2ba3b64
--------------------------------
Class: AirDropResource
StaticMesh* AirdropBoxMesh;//[Offset: 0x0 , Size: 8]
StaticMesh* AirDropParachuteMesh;//[Offset: 0x8 , Size: 8]
ParticleSystem* AirdropSmoke;//[Offset: 0x10 , Size: 8]
ParticleSystem* AirdropFlash;//[Offset: 0x18 , Size: 8]
StaticMesh* SoftAirdropBoxMesh;//[Offset: 0x20 , Size: 40]
StaticMesh* SoftAirdropParachuteMesh;//[Offset: 0x48 , Size: 40]
ParticleSystem* SoftAirdropSmoke;//[Offset: 0x70 , Size: 40]
ParticleSystem* SoftAirdropFlash;//[Offset: 0x98 , Size: 40]
--------------------------------
Class: DropStuffStrategy.Object
FString LuaFilePath;//[Offset: 0x30 , Size: 16]
bool Apply(AirDropPlane* Plane);// 0x2ba4af4
--------------------------------
Class: AirDropPlane.FlightVehicle.Actor.Object
FlyingParam FlyingParam;//[Offset: 0x3a0 , Size: 20]
Vector DroppingStuffLocation;//[Offset: 0x3b4 , Size: 12]
float DroppingSpeed;//[Offset: 0x3c0 , Size: 4]
float LifeSpanAfterDrop;//[Offset: 0x3c4 , Size: 4]
float LifeSpanDrawAirDropPath;//[Offset: 0x3c8 , Size: 4]
int AirDropIconID;//[Offset: 0x3cc , Size: 4]
int AirDropMarkDistance;//[Offset: 0x3d0 , Size: 4]
AirDropOrder AirDropOrder;//[Offset: 0x3e8 , Size: 136]
DropStuffStrategy*[] DropStrategyArray;//[Offset: 0x470 , Size: 16]
DropStuffStrategy* DropStrategy;//[Offset: 0x480 , Size: 8]
ProjectileMovementComponent* PMComp;//[Offset: 0x488 , Size: 8]
FString LuaFilePath;//[Offset: 0x490 , Size: 16]
int[] AirDropMarkIds;//[Offset: 0x4a0 , Size: 16]
void SetPlaneHold(bool bHold, Vector Location);// 0x2ba78a0
void SetOrder(AirDropOrder Order);// 0x2ba774c
void SetDropStrategy(DropStuffStrategy* Strategy);// 0x2ba76d0
void OnRep_FlyingParams();// 0x2ba76b4
void OnRep_AirDropOrder();// 0x2ba76a0
AirDropOrder GetOrder();// 0x2ba754c
DropStuffStrategy*[] GetDropStrategyArray();// 0x2ba744c
DropStuffStrategy* GetDropStrategy();// 0x2ba7418
int GetDroppingIndex(float DeltaTime);// 0x2ba738c
--------------------------------
Class: FlightVehicle.Actor.Object
--------------------------------
Class: FlyingParam
float FlyingSpeed;//[Offset: 0x0 , Size: 4]
Vector FlyingDirection;//[Offset: 0x4 , Size: 12]
float AirPlaneSpawnServerTime;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: AirDropOrder
Vector AirDropPlaneSpawnPosition;//[Offset: 0x0 , Size: 12]
Vector AirDropPlaneFlyingDirection;//[Offset: 0xc , Size: 12]
float AirDropPlaneFlyingSpeed;//[Offset: 0x18 , Size: 4]
Vector AirDropStuffFallingPosition;//[Offset: 0x1c , Size: 12]
Vector[] BoxFallingPositionArray;//[Offset: 0x28 , Size: 16]
int AirDropIndex;//[Offset: 0x38 , Size: 4]
bool bIsDrawAirDropFlightPath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3c , Size: 1]
Vector AirDropPlaneEndPosition;//[Offset: 0x40 , Size: 12]
AirDropBoxParams[] AirDropBoxParamsArray;//[Offset: 0x50 , Size: 16]
class Object* AirdropBoxClass;//[Offset: 0x60 , Size: 8]
float AirDropStuffFallingSpeed;//[Offset: 0x68 , Size: 4]
bool bIsSpecialAirdrop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x6c , Size: 1]
int DropType;//[Offset: 0x70 , Size: 4]
uint32 AirDropSummoner;//[Offset: 0x74 , Size: 4]
int ZombieID;//[Offset: 0x78 , Size: 4]
int FlowId;//[Offset: 0x7c , Size: 4]
bool bIsEmptyAirdrop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x80 , Size: 1]
--------------------------------
Class: AirDropBoxParams
Vector AirdropBoxFallingPosition;//[Offset: 0x0 , Size: 12]
class Object* AirdropBoxClass;//[Offset: 0x10 , Size: 8]
--------------------------------
Class: DropVehicleStrategy.DropStuffStrategy.Object
--------------------------------
Class: DropZombieStrategy.DropStuffStrategy.Object
--------------------------------
Class: DropBoxStrategy.DropStuffStrategy.Object
--------------------------------
Class: AirDropComponent.TimerRegistComponent.ActorComponent.Object
AirDropPlaneParams AirDropPlaneParams;//[Offset: 0x170 , Size: 28]
AirDropPlaneParams SuperAirDropPlaneParams;//[Offset: 0x18c , Size: 28]
AirDropPlaneParams VehicleAirDropPlaneParams;//[Offset: 0x1a8 , Size: 28]
AirDropPlaneParams ZombieAirDropPlaneParams;//[Offset: 0x1c4 , Size: 28]
BackupEnterAirDropPlaneParams BackupEnterAirDropPlaneParams;//[Offset:
0x1e0 , Size: 64]
AirDropConfig[] AirDropConfigs;//[Offset: 0x220 , Size: 16]
bool bCanUseDelayDrop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x230 , Size: 1]
class AirDropPlane* AirDropPlaneBluePrint;//[Offset: 0x238 , Size: 8]
class AirDropBoxActor* AirDropBoxBlueprint;//[Offset: 0x240 , Size: 8]
FlareGunAirDropRandomParams SuperAirDropRandomParams;//[Offset: 0x248 , Size:
12]
FlareGunAirDropRandomParams VehicleAirDropRandomParams;//[Offset: 0x254 ,
Size: 12]
FlareGunAirDropRandomParams ZombieAirDropRandomParams;//[Offset: 0x260 ,
Size: 12]
byte[] SpotType;//[Offset: 0x270 , Size: 16]
float StuffBoxToWorldBoundaryMinDis;//[Offset: 0x280 , Size: 4]
DataTable* AirDropBoxDataTable;//[Offset: 0x298 , Size: 8]
SuperAirDropBoxDataItem[] FSuperAirDropBoxDataSet;//[Offset: 0x2a0 , Size:
16]
AirDropOrder AirDropOrder;//[Offset: 0x2b0 , Size: 136]
AirDropOrder SuperAirDropOrder;//[Offset: 0x338 , Size: 136]
AirDropOrder ZombieAirDropOrder;//[Offset: 0x3c0 , Size: 136]
AirDropOrder[] DelayOrder;//[Offset: 0x448 , Size: 16]
FString LuaFilePath;//[Offset: 0x458 , Size: 16]
void OnAirDropStart(AirDropOrder Order, enum DropType);// 0x2ba5b14
DropStuffStrategy* GetAirDropStartStrategy(enum DropType);// 0x2ba5a80
void CalSpecialAirDropPlaneSpawnLocation(Vector DropLoc, out Vector
PlaneSpawnLoc, enum DropType);// 0x2ba596c
void CallZombieAirDrop(float X, float Y, int ZombieID, int FlowId);//
0x2ba5844
void CallSuperAirDrop(Vector DropLoc, uint32 SummonerKey);// 0x2ba578c
void CallFlareGunAirDrop(Vector InDropLoc, enum DropType, uint32
SummonerKey);// 0x2ba5698
void CalDropStuffLocation(out Vector DropStuffLoc);// 0x2ba5608
--------------------------------
Class: AirDropPlaneParams
float FlyingHeight;//[Offset: 0x0 , Size: 4]
float FlyingSpeed;//[Offset: 0x4 , Size: 4]
float AirDropFallingSpeed;//[Offset: 0x8 , Size: 4]
bool bIsUseDebugLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xc , Size: 1]
Vector DebugDroppingLocation;//[Offset: 0x10 , Size: 12]
--------------------------------
Class: BackupEnterAirDropPlaneParams
float FlyingHeight;//[Offset: 0x0 , Size: 4]
float FlyingSpeed;//[Offset: 0x4 , Size: 4]
float AirDropFallingSpeed;//[Offset: 0x8 , Size: 4]
Vector DroppingLocationOffset;//[Offset: 0xc , Size: 12]
Vector[] PlaneSpawnOffset;//[Offset: 0x18 , Size: 16]
float[] DropTimeOffset;//[Offset: 0x28 , Size: 16]
int MaxPlaneNum;//[Offset: 0x38 , Size: 4]
--------------------------------
Class: AirDropConfig
float AirDropTime;//[Offset: 0x0 , Size: 4]
float RandomDroppingRange;//[Offset: 0x4 , Size: 4]
float DoubleCircleRandomDroppingRange;//[Offset: 0x8 , Size: 4]
float DropStuffChance;//[Offset: 0xc , Size: 4]
float NoLandscapeDelayTime;//[Offset: 0x10 , Size: 4]
bool bCanMakeExtraAirdrop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x14 , Size: 1]
ExtraAirDropRandomParams[] ExtraAirDropRandParamsArray;//[Offset: 0x18 ,
Size: 16]
float ExtraAirDropRandLowerLimit;//[Offset: 0x28 , Size: 4]
float ExtraAirDropRandUpperLimit;//[Offset: 0x2c , Size: 4]
bool ExtraAirDropUseEvenlyDistributed;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x30 , Size: 1]
bool bCanMakeContinuousAirdrop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x31 , Size: 1]
float ContinuousAirDropInterval;//[Offset: 0x34 , Size: 4]
class AirDropBoxActor[] AirDropBoxBlueprintList;//[Offset: 0x38 , Size: 16]
bool bIsDrawAirDropFlightPath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x48 , Size: 1]
float AirdropWhiteCircleProportionMin;//[Offset: 0x4c , Size: 4]
float AirdropWhiteCircleProportionMax;//[Offset: 0x50 , Size: 4]
float AirdropIntervalProportionMin;//[Offset: 0x54 , Size: 4]
float AirdropIntervalProportionMax;//[Offset: 0x58 , Size: 4]
--------------------------------
Class: ExtraAirDropRandomParams
int TotalDropCount;//[Offset: 0x0 , Size: 4]
int TermWeight;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: FlareGunAirDropRandomParams
float SuperAirDropRandomRadius;//[Offset: 0x0 , Size: 4]
float SuperAirDropRouteRandomRadiusMin;//[Offset: 0x4 , Size: 4]
float SuperAirDropRouteRandomRadiusMax;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: SuperAirDropBoxDataItem
float GenerateRate;//[Offset: 0x0 , Size: 4]
DataTable* Table;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: AirDropDecoratorActor.DecoratorActor.Actor.Object
bool bIsAirDropping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3e3 , Size: 1]
float fDistanceSquare;//[Offset: 0x3e4 , Size: 4]
int iParticleCountForLimit;//[Offset: 0x3e8 , Size: 4]
float DropSpeed;//[Offset: 0x3ec , Size: 4]
StaticMesh* AirDropParachuteMesh;//[Offset: 0x3f0 , Size: 8]
FName AirDropParachuteSocketName;//[Offset: 0x3f8 , Size: 8]
Vector AirDropParachuteMeshScale;//[Offset: 0x400 , Size: 12]
StaticMeshComponent* AirDropParachuteMeshComp;//[Offset: 0x410 , Size: 8]
StaticMeshComponent* Mesh;//[Offset: 0x418 , Size: 8]
ProjectileMovementComponent* ProjectileMovement;//[Offset: 0x420 , Size: 8]
bool bClosedParachuteForObjectPoolReset;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x428 , Size: 1]
static void UpdateParticleVisible(Object* Context, float StartTime, float
Distance, int ParticleCount);// 0x2ba6340
void StopAirDrop();// 0x2ba632c
void StartAirDrop();// 0x2ba6318
void RemoveStaticMesh();// 0x2ba6304
bool QueryVisibility();// 0x2ba62cc
void OnRep_IsAirDropping();// 0x37db6c4
void DropAirDropParachute();// 0x2ba62b0
static void ClearCache();// 0x2ba629c
void AttachAirDropParachute();// 0x2ba6280
void AddStaticMesh();// 0x2ba626c
--------------------------------
Class:
AirDropListWrapperActor.PickUpListWrapperActor.PickUpWrapperActor.UAENetActor.Actor
.Object
--------------------------------
Class: AirplaneCharacter.Character.Pawn.Actor.Object
bool bStopAllowed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x848 , Size: 1]
bool bForceControllerRelevant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x849 , Size: 1]
void SetStopAllowed(bool InStop);// 0x2baac5c
bool IsStopAllowed();// 0x2baac24
void CheckAirplanePos(float DeltaTime);// 0x2baaba8
--------------------------------
Class: AIShootingOffsetComponent.ActorComponent.Object
Vector AIShootingCenterOffset;//[Offset: 0x110 , Size: 12]
--------------------------------
Class: AIWayPointActor.Actor.Object
int ID;//[Offset: 0x398 , Size: 4]
TeamWayPointLink[] TeamLinks;//[Offset: 0x3a0 , Size: 16]
CapsuleComponent* CapsuleComponent;//[Offset: 0x3b0 , Size: 8]
BillboardComponent* ShowSprite;//[Offset: 0x3b8 , Size: 8]
--------------------------------
Class: TeamWayPointLink
int TeamID;//[Offset: 0x0 , Size: 4]
WayPointLink[] Links;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: WayPointLink
int NextPointID;//[Offset: 0x0 , Size: 4]
int Weight;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: AIWorldSoundManagerComponent.ActorComponent.Object
<enum,SoundConfig> SoundConfig;//[Offset: 0x110 , Size: 80]
enum[] HearSoundCharacterTypes;//[Offset: 0x160 , Size: 16]
AIWorldVolume* AIWorldVolume;//[Offset: 0x170 , Size: 8]
void ProduceSoundInPos(enum soundType, out const Vector pos, Actor*
SourceActor);// 0x2bab8f8
void OnProjectileExplode(Actor* Projectile);// 0x2bab87c
--------------------------------
Class: SoundConfig
float TransDist;//[Offset: 0x0 , Size: 4]
bool bSetBlackboardValue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4 , Size: 1]
FName[] BlackboardNameList;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: AIWorldVolume.AIWorldVolumeBase.Volume.Brush.Actor.Object
FString AIOcclusionFilePath;//[Offset: 0x3e0 , Size: 16]
FString HousePathFilePath;//[Offset: 0x3f0 , Size: 16]
bool bDebugOnClient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x400 , Size: 1]
<int,AIWayPointActor*> AllAIWayPointActors;//[Offset: 0x450 , Size: 80]
ItemSpotSceneComponent* LastRegisteredItemSpot;//[Offset: 0x4a0 , Size: 8]
--------------------------------
Class: AIWorldVolumeBase.Volume.Brush.Actor.Object
float CellSize;//[Offset: 0x3d0 , Size: 4]
--------------------------------
Class: AkSoundPlayerSceneComponent.SceneComponent.ActorComponent.Object
AkAudioEvent* AkSoundEvent;//[Offset: 0x2d0 , Size: 8]
Actor* BindActor;//[Offset: 0x2e0 , Size: 8]
--------------------------------
Class: AnchorFlagWidget.UAEUserWidget.UserWidget.Widget.Visual.Object
Vector4 Limit;//[Offset: 0x3e0 , Size: 16]
Vector LocOffset;//[Offset: 0x3f0 , Size: 12]
Vector2D UIOffset;//[Offset: 0x3fc , Size: 8]
Vector2D UITeamOffset;//[Offset: 0x404 , Size: 8]
int AnchorShowDistLimit;//[Offset: 0x40c , Size: 4]
int CorpShowDistLimit;//[Offset: 0x410 , Size: 4]
int rightPlus;//[Offset: 0x414 , Size: 4]
float opacityFactor;//[Offset: 0x418 , Size: 4]
CanvasPanelSlot* CanvasPanel;//[Offset: 0x420 , Size: 8]
STExtraPlayerController* STExtraPlayerController;//[Offset: 0x428 , Size: 8]
STExtraBaseCharacter* BaseCharacter;//[Offset: 0x430 , Size: 8]
int heightPlus;//[Offset: 0x43c , Size: 4]
GridPanel* NameGridPanel;//[Offset: 0x448 , Size: 8]
CanvasPanel* AnchorCanvas;//[Offset: 0x450 , Size: 8]
CanvasPanel* CorpCanvas;//[Offset: 0x458 , Size: 8]
Image* HideOrCollapsed;//[Offset: 0x460 , Size: 8]
TextBlock* CorpName;//[Offset: 0x468 , Size: 8]
void SetBaseCharacter(STExtraBaseCharacter* BC);// 0x2bac224
--------------------------------
Class: GridPanel.PanelWidget.Widget.Visual.Object
float[] ColumnFill;//[Offset: 0x118 , Size: 16]
float[] RowFill;//[Offset: 0x128 , Size: 16]
bool bDontPaintWhenChildEmpty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x138 , Size: 1]
void SetDontPaintWhenChildEmpty(bool Enable);// 0x44fe85c
bool GetDontPaintWhenChildEmpty();// 0x44fe824
GridSlot* AddChildToGrid(Widget* Content);// 0x44fe798
--------------------------------
Class: GridSlot.PanelSlot.Visual.Object
Margin Padding;//[Offset: 0x38 , Size: 16]
byte HorizontalAlignment;//[Offset: 0x48 , Size: 1]
byte VerticalAlignment;//[Offset: 0x49 , Size: 1]
int Row;//[Offset: 0x4c , Size: 4]
int RowSpan;//[Offset: 0x50 , Size: 4]
int Column;//[Offset: 0x54 , Size: 4]
int ColumnSpan;//[Offset: 0x58 , Size: 4]
int Layer;//[Offset: 0x5c , Size: 4]
Vector2D Nudge;//[Offset: 0x60 , Size: 8]
void SetVerticalAlignment(byte InVerticalAlignment);// 0x44ff114
void SetRowSpan(int InRowSpan);// 0x44ff098
void SetRow(int InRow);// 0x44ff01c
void SetPadding(Margin InPadding);// 0x44fefa0
void SetLayer(int InLayer);// 0x44fef24
void SetHorizontalAlignment(byte InHorizontalAlignment);// 0x44feea8
void SetColumnSpan(int InColumnSpan);// 0x44fee2c
void SetColumn(int InColumn);// 0x44fedb0
--------------------------------
Class: AnimalDeliverStrategy.Object
byte Priority;//[Offset: 0x28 , Size: 1]
enum SortStrategy;//[Offset: 0x80 , Size: 1]
enum SelectStrategy;//[Offset: 0x81 , Size: 1]
--------------------------------
Class: AnimalDeliverStrategy_NotHandleAnimal.AnimalDeliverStrategy.Object
--------------------------------
Class: AnimalDeliverStrategy_NotDeliverAnimal.AnimalDeliverStrategy.Object
enum AnimalType;//[Offset: 0x82 , Size: 1]
--------------------------------
Class: AnimalDeliverStrategy_KillNum.AnimalDeliverStrategy.Object
--------------------------------
Class: AnimalDeliverStrategy_WarmScore.AnimalDeliverStrategy.Object
--------------------------------
Class: AnimalDeliverConfiguration.Object
AnimalDeliverStrategy*[] TeamDeliverStrategies;//[Offset: 0x28 , Size: 16]
AnimalDeliverStrategy*[] IndividualDeliverStrategies;//[Offset: 0x38 , Size:
16]
--------------------------------
Class: AnimalTeleportComponent.ActorComponent.Object
bool bDeliverToInDoorPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x110 , Size: 1]
AnimalDeliverRatingConfig[] ChickDeliverConfig;//[Offset: 0x118 , Size: 16]
AnimalDeliverRatingConfig[] DeerDeliverConfig;//[Offset: 0x128 , Size: 16]
AnimalDeliverRatingConfig[] GoblinDeliverConfig;//[Offset: 0x138 , Size: 16]
AnimalDeliverRatingConfig[] IceDeliverConfig;//[Offset: 0x148 , Size: 16]
AnimalDeliverAreaLimit[] DeliveryAreaLimit;//[Offset: 0x158 , Size: 16]
AIActingComponent* AIActingComp;//[Offset: 0x168 , Size: 8]
AIGroupManagerComponent* AIGroupMgrComp;//[Offset: 0x170 , Size: 8]
AnimalDeliverConfiguration* GoblinDeliverConfiguration;//[Offset: 0x178 ,
Size: 8]
AnimalDeliverConfiguration* IceDeliverConfiguration;//[Offset: 0x180 , Size:
8]
<STExtraPlayerCharacter*> DeliveredGoblinPlayers;//[Offset: 0x188 , Size: 80]
<STExtraPlayerCharacter*> DeliveredIcePlayers;//[Offset: 0x1d8 , Size: 80]
<enum,int> DeleverCountPerWave;//[Offset: 0x370 , Size: 80]
--------------------------------
Class: AnimalDeliverRatingConfig
float RightRatingSection;//[Offset: 0x0 , Size: 4]
uint32 DeliverGroupNumPerWave;//[Offset: 0x4 , Size: 4]
float DeliverBeginTime;//[Offset: 0x8 , Size: 4]
float DeliveryWaveInterval;//[Offset: 0xc , Size: 4]
float DeliverEndTime;//[Offset: 0x10 , Size: 4]
uint32 FullFeedLimit;//[Offset: 0x14 , Size: 4]
float DeliverFreqInterval;//[Offset: 0x18 , Size: 4]
int DeliverNumEachFreq;//[Offset: 0x1c , Size: 4]
<int,int> DeliverCountByPlayerNum;//[Offset: 0x20 , Size: 80]
--------------------------------
Class: AnimalDeliverAreaLimit
Vector TopLeft;//[Offset: 0x0 , Size: 12]
Vector BottomRight;//[Offset: 0xc , Size: 12]
--------------------------------
Class: AnimationMotionCurveComponent.ActorComponent.Object
AnimationMotionCurveDataAsset* MotionCurveDataAsset;//[Offset: 0x110 , Size:
8]
--------------------------------
Class: AnimationMotionCurveDataAsset.DataAsset.Object
<FString,AnimationFloatCurveData> AnimationFloatCurves;//[Offset: 0x30 ,
Size: 80]
--------------------------------
Class: AnimationFloatCurveData.AnimationCurveData
CurveFloat* FloatCurve;//[Offset: 0x10 , Size: 8]
--------------------------------
Class: AnimationCurveData
FString CurveName;//[Offset: 0x0 , Size: 16]
--------------------------------
Class:
AnniversaryWorldSceneActor.ActivityInteractiveActor.ActivityActorBase.CustomDecorat
orActor.DecoratorActor.Actor.Object
int FinalAwardResId;//[Offset: 0x578 , Size: 4]
bool bIsTown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x57c ,
Size: 1]
delegate OnFinalRewardResId;//[Offset: 0x580 , Size: 16]
void SetFinalAwardResId(int AwardResId);// 0x2bae2a8
void OnRep_FinalAward();// 0x2bae294
--------------------------------
Class: AntiCheatUtils.BlueprintFunctionLibrary.Object
static FString GetSafeName(const Object* InObj);// 0x2bae970
--------------------------------
Class: AObjectPoolManager.Actor.Object
PoolPreloadObjectItem[] Preloads;//[Offset: 0x398 , Size: 16]
PoolPreloadClassItem[] PreloadClasses;//[Offset: 0x3a8 , Size: 16]
PoolPreloadObjectItem[] PreloadTblRes;//[Offset: 0x3b8 , Size: 16]
PoolPreloadTableConfigItem[] PreLoadConfigTable;//[Offset: 0x3c8 , Size: 16]
Object*[] PreLoadQuotes;//[Offset: 0x3d8 , Size: 16]
UAEDataTable*[] LoadedTableArray;//[Offset: 0x4c0 , Size: 16]
void PreSpawnToPool(out const PoolPreloadObjectItem Item, out SoftObjectPath
SoftObjectPath);// 0x2baf1a0
void PreLocalSpawnToPool(out const PoolPreloadClassItem Item, out
SoftObjectPath SoftObjectPath);// 0x2baf03c
void PreLoadObjectsFinish(PoolPreloadAysncLoadParams loadParams);// 0x2baefc0
void PreLoadClassesFinish();// 0x2baefac
void OnOpenObjectPool();// 0x2baef98
--------------------------------
Class: PoolPreloadObjectItem
Object* Object;//[Offset: 0x0 , Size: 40]
bool IsSpawnToPool;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x28 , Size: 1]
int PreloadNum;//[Offset: 0x2c , Size: 4]
--------------------------------
Class: PoolPreloadClassItem
class Object* Object;//[Offset: 0x0 , Size: 40]
bool IsSpawnToPool;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x28 , Size: 1]
int PreloadNum;//[Offset: 0x2c , Size: 4]
--------------------------------
Class: PoolPreloadTableConfigItem
int LoadPriority;//[Offset: 0x0 , Size: 4]
FString CSVFilePath;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: PoolPreloadAysncLoadParams
--------------------------------
Class: AreaTrigger.Actor.Object
BoxComponent* Area;//[Offset: 0x398 , Size: 8]
int AreaID;//[Offset: 0x3a0 , Size: 4]
FString TriggerTag;//[Offset: 0x3a8 , Size: 16]
int TriggerTimes;//[Offset: 0x3b8 , Size: 4]
int ExitTimes;//[Offset: 0x3bc , Size: 4]
bool IsExcuteOnlyInFightingState;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x3c0 , Size: 1]
bool IsTimesDestroy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3c1 , Size: 1]
bool IsIgnoreAi;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3c2 , Size: 1]
float AfterFightingTime;//[Offset: 0x3c4 , Size: 4]
void ResetTriggerTimes();// 0x2bafa50
void OnEndOverlap(PrimitiveComponent* activatedComp, Actor* OtherActor,
PrimitiveComponent* OtherComp, int OtherBodyIndex);// 0x2baf924
void OnBeginOverlap(PrimitiveComponent* activatedComp, Actor* OtherActor,
PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out const
HitResult SweepResult);// 0x2baf74c
void FireExitEvent(Actor* OtherActor);// 0x2baf6c8
void FireEnterEvent(Actor* OtherActor);// 0x2baf644
void CheckRecord();// 0x2baf628
bool CheckGameModeState();// 0x2baf5f0
--------------------------------
Class: AreaTriggerGroup.Actor.Object
int AreaID;//[Offset: 0x398 , Size: 4]
FString TriggerTag;//[Offset: 0x3a0 , Size: 16]
int TriggerTimes;//[Offset: 0x3b0 , Size: 4]
int ExitTimes;//[Offset: 0x3b4 , Size: 4]
bool IsExcuteOnlyInFightingState;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x3b8 , Size: 1]
float AfterFightingTime;//[Offset: 0x3bc , Size: 4]
Actor*[] ChildActors;//[Offset: 0x3c0 , Size: 16]
void ResetTriggerTimes();// 0x2bb0024
void EndOverlapDelegate(int TriggerValues, int PlayerNum);// 0x2baff70
void BeginOverlapDelegate(int TriggerValues, int PlayerNum);// 0x2bafebc
--------------------------------
Class: AreaTriggerSphere.AreaTrigger.Actor.Object
SphereComponent* SphereArea;//[Offset: 0x408 , Size: 8]
void OnEndOverlap(PrimitiveComponent* activatedComp, Actor* OtherActor,
PrimitiveComponent* OtherComp, int OtherBodyIndex);// 0x2bb0530
void OnBeginOverlap(PrimitiveComponent* activatedComp, Actor* OtherActor,
PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out const
HitResult SweepResult);// 0x2bb0358
--------------------------------
Class: AreaTriggerWithPoints.AreaTrigger.Actor.Object
Vector[] GetAttachPoints();// 0x2bb09a4
void FireExitEvent(Actor* OtherActor);// 0x2bb0920
void FireEnterEvent(Actor* OtherActor);// 0x2bb089c
--------------------------------
Class: ArmsRaceWeaponManagerComponent.ActorComponent.Object
FString ArmsRaceWeaponConfigTableName;//[Offset: 0x110 , Size: 16]
ArmsRaceWeaponGroupWeightConfig[] ArmsRaceWeaponGroupWeightConfigs;//[Offset:
0x120 , Size: 16]
void InitWeaponConfigDataByGroupID(int InWeaponGroupID);// 0x2bb0f90
int GetSelectedWeaponGroupID();// 0x2bb0f74
void GenerateArmsRaceWeapon(Controller* Player, byte WeaponLevel);//
0x2bb0ebc
--------------------------------
Class: ArmsRaceWeaponGroupWeightConfig
int GroupID;//[Offset: 0x0 , Size: 4]
int Weight;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: ASTExtraRangeActor.Actor.Object
float RangeRadius;//[Offset: 0x398 , Size: 4]
bool UseRangeActorAsCenter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x39c , Size: 1]
bool DrawDebugTraceLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x39d , Size: 1]
void MakeRange(out const Vector OriginPos);// 0x2bb1bd4
void MakeEffectToOverlappedActor(Actor* OverlappedActor, out const
RangeCheckRetParam RangeRetParam);// 0x2bb1aec
void MakeEffectToAllOverlappedActors(<Actor*,RangeCheckRetParam>
OverlapComponentMap);// 0x2bb198c
--------------------------------
Class: RangeCheckRetParam
HitResult HitResult;//[Offset: 0x0 , Size: 136]
bool IsBlockedBySomething;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x88 , Size: 1]
--------------------------------
Class: ASTExtraNoiseRangeActor.ASTExtraRangeActor.Actor.Object
PropSkillNoiseRangeParam NoiseRangeParamCfg;//[Offset: 0x3a8 , Size: 36]
void MakeEffectToAllOverlappedActors(<Actor*,RangeCheckRetParam>
OverlapComponentMap);// 0x2bb140c
void InitRangeParam(Actor* Creator, out const PropSkillNoiseRangeParam
NoiseRangeParam);// 0x2bb133c
--------------------------------
Class: PropSkillNoiseRangeParam
float GenProbility;//[Offset: 0x0 , Size: 4]
int PropSkillLevel;//[Offset: 0x4 , Size: 4]
float RangeLifeSpan;//[Offset: 0x8 , Size: 4]
float MarkerLifeSpan;//[Offset: 0xc , Size: 4]
float RangeRadius;//[Offset: 0x10 , Size: 4]
int HumanBuffID;//[Offset: 0x14 , Size: 4]
int ZombieBuffID;//[Offset: 0x18 , Size: 4]
int ZombieWeakSpeakBuffID;//[Offset: 0x1c , Size: 4]
int MarkerIconID;//[Offset: 0x20 , Size: 4]
--------------------------------
Class: ASTExtraSmokeRangeActor.ASTExtraRangeActor.Actor.Object
PropSkillSmokeDamageParam SmokeDamageParamCfg;//[Offset: 0x3a8 , Size: 52]
void MakeEffectToOverlappedActor(Actor* OverlappedActor, out const
RangeCheckRetParam RangeRetParam);// 0x2bb58c0
void InitRangeParam(Actor* Creator, out const PropSkillSmokeDamageParam
SmokeDamageParam);// 0x2bb57f4
--------------------------------
Class: PropSkillSmokeDamageParam
float GenProbility;//[Offset: 0x0 , Size: 4]
int PropSkillLevel;//[Offset: 0x4 , Size: 4]
float PlayerInnerDamageHealth;//[Offset: 0x8 , Size: 4]
float PlayerOuterDamageHealth;//[Offset: 0xc , Size: 4]
float ZombieInnerDamageHealth;//[Offset: 0x10 , Size: 4]
float ZombieOuterDamageHealth;//[Offset: 0x14 , Size: 4]
float WallWeakenDamageRatio;//[Offset: 0x18 , Size: 4]
float InnerDamageRadius;//[Offset: 0x1c , Size: 4]
float OuterDamageRadius;//[Offset: 0x20 , Size: 4]
float SomkeLifeSpan;//[Offset: 0x24 , Size: 4]
float CheckPeriod;//[Offset: 0x28 , Size: 4]
int HumanBuffID;//[Offset: 0x2c , Size: 4]
int ZombieBuffID;//[Offset: 0x30 , Size: 4]
--------------------------------
Class: AsyncCanvasPanel.CanvasPanel.PanelWidget.Widget.Visual.Object
class UserWidget* WidgetClass;//[Offset: 0x130 , Size: 40]
AnchorData LayoutData_Child;//[Offset: 0x158 , Size: 40]
bool bAutoSize_Child;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x180 , Size: 1]
bool bSupportNotch_Child;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x181 , Size: 1]
int ZOrder_Child;//[Offset: 0x184 , Size: 4]
delegate OnWidgetUpdate;//[Offset: 0x188 , Size: 16]
delegate OnWidgetCreated;//[Offset: 0x198 , Size: 16]
class UserWidget* WidgetClass_Loaded;//[Offset: 0x1a8 , Size: 8]
UserWidget* ChildWidget;//[Offset: 0x1b0 , Size: 8]
void RequestSyncLoad();// 0x2bb5ea8
void RequestAsyncLoad();// 0x2bb5e94
void OnWidgetUpdate__DelegateSignature(UserWidget* Widget);// 0x37db6c4
void OnLoadAsynFinished(SoftObjectPath softObjPath);// 0x2bb5d58
void NotifyUpdate();// 0x2bb5d44
--------------------------------
Class: AttachMeshActor.UAERegionActor.Actor.Object
class AnimInstance* AnimInstanceClass;//[Offset: 0x3a8 , Size: 40]
FName AttachSocketName;//[Offset: 0x3d0 , Size: 8]
SkeletalMeshComponent* SkeletalMeshComponent;//[Offset: 0x3d8 , Size: 8]
void AnimInstanceAsyncLoadFinished(class AnimInstance AnimInstanceClass);//
0x2bb614c
--------------------------------
Class: AttrModifyProbeComponent.GameModeProbeComponent.ActorComponent.Object
AttrModifyItem[] CharacterOverrideAttrConfigs;//[Offset: 0x110 , Size: 16]
AttrModifyItem[] WeaponOverrideAttrConfigs;//[Offset: 0x120 , Size: 16]
void SetCharacterOverrideAttrValue(FString AttrName, float AttrValue);//
0x2bb69ac
void RemoveDynamicModifier(STExtraBaseCharacter* STCharacter, FString
AttrModifyItemName);// 0x2bb6838
void EnableGameModeOverrideAttrs(STExtraBaseCharacter* STCharacter);//
0x2bb67bc
void AddDynamicModifier(STExtraBaseCharacter* STCharacter, FString
AttrModifyItemName, float AttrValue);// 0x2bb660c
--------------------------------
Class: AutoRunComponent.ActorComponent.Object
bool IsSimulateZombieBoom;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x110 , Size: 1]
STExtraPlayerController* m_PlayerController;//[Offset: 0x1e8 , Size: 8]
STExtraBaseCharacter* m_BaseCharacter;//[Offset: 0x1f0 , Size: 8]
STExtraPlayerCharacter* m_PlayerCharacter;//[Offset: 0x1f8 , Size: 8]
--------------------------------
Class: AutoRunPlayerTestActor.Actor.Object
float interval;//[Offset: 0x398 , Size: 4]
Vector[] PortalLoctions;//[Offset: 0x3a0 , Size: 16]
--------------------------------
Class: AutoRunTest.ActorComponent.Object
bool IsSimulateZombieBoom;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x150 , Size: 1]
--------------------------------
Class: ScrollBox.PanelWidget.Widget.Visual.Object
ScrollBoxStyle WidgetStyle;//[Offset: 0x118 , Size: 680]
ScrollBarStyle WidgetBarStyle;//[Offset: 0x3c0 , Size: 1520]
SlateWidgetStyleAsset* Style;//[Offset: 0x9b0 , Size: 8]
SlateWidgetStyleAsset* BarStyle;//[Offset: 0x9b8 , Size: 8]
byte Orientation;//[Offset: 0x9c0 , Size: 1]
enum ScrollBarVisibility;//[Offset: 0x9c1 , Size: 1]
enum ConsumeMouseWheel;//[Offset: 0x9c2 , Size: 1]
Vector2D ScrollbarThickness;//[Offset: 0x9c4 , Size: 8]
bool AlwaysShowScrollbar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x9cc , Size: 1]
bool AllowOverscroll;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x9cd , Size: 1]
enum NavigationDestination;//[Offset: 0x9ce , Size: 1]
float NavigationScrollPadding;//[Offset: 0x9d0 , Size: 4]
float EdgePadding;//[Offset: 0x9d4 , Size: 4]
bool bAllowRightClickDragScrolling;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x9d8 , Size: 1]
bool bDontPaintWhenChildEmpty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x9d9 , Size: 1]
delegate OnUserScrolled;//[Offset: 0x9e0 , Size: 16]
delegate OnUserScrolledUnused;//[Offset: 0x9f0 , Size: 16]
delegate OnBeginScroll;//[Offset: 0xa00 , Size: 16]
delegate OnEndScroll;//[Offset: 0xa10 , Size: 16]
delegate OnTouchStartEvent;//[Offset: 0xa20 , Size: 16]
delegate OnTouchEndEvent;//[Offset: 0xa30 , Size: 16]
void StopScroll();// 0x450a350
void SetScrollOffset(float NewScrollOffset);// 0x450a2d4
void SetScrollBarVisibility(enum NewScrollBarVisibility);// 0x450a258
void SetScrollbarThickness(out const Vector2D NewScrollbarThickness);//
0x450a1d0
void SetOrientation(byte NewOrientation);// 0x450a154
void SetDontPaintWhenChildEmpty(bool Enable);// 0x450a0d0
void SetAlwaysShowScrollbar(bool NewAlwaysShowScrollbar);// 0x450a04c
void SetAllowOverscroll(bool NewAllowOverscroll);// 0x4509fc8
void ScrollWidgetIntoView(Widget* WidgetToFind, bool AnimateScroll, enum
ScrollDestination);// 0x4509ec4
void ScrollToStart();// 0x4509eb0
void ScrollToEnd();// 0x4509e9c
float GetScrollOffset();// 0x4509e68
bool GetIsScrolling();// 0x4509e34
bool GetDontPaintWhenChildEmpty();// 0x4509dfc
--------------------------------
Class: ScrollBoxStyle.SlateWidgetStyle
SlateBrush TopShadowBrush;//[Offset: 0x8 , Size: 168]
SlateBrush BottomShadowBrush;//[Offset: 0xb0 , Size: 168]
SlateBrush LeftShadowBrush;//[Offset: 0x158 , Size: 168]
SlateBrush RightShadowBrush;//[Offset: 0x200 , Size: 168]
--------------------------------
Class: ScrollBarStyle.SlateWidgetStyle
SlateBrush HorizontalBackgroundImage;//[Offset: 0x8 , Size: 168]
SlateBrush VerticalBackgroundImage;//[Offset: 0xb0 , Size: 168]
SlateBrush VerticalTopSlotImage;//[Offset: 0x158 , Size: 168]
SlateBrush HorizontalTopSlotImage;//[Offset: 0x200 , Size: 168]
SlateBrush VerticalBottomSlotImage;//[Offset: 0x2a8 , Size: 168]
SlateBrush HorizontalBottomSlotImage;//[Offset: 0x350 , Size: 168]
SlateBrush NormalThumbImage;//[Offset: 0x3f8 , Size: 168]
SlateBrush HoveredThumbImage;//[Offset: 0x4a0 , Size: 168]
SlateBrush DraggedThumbImage;//[Offset: 0x548 , Size: 168]
--------------------------------
Class: SlateWidgetStyleAsset.Object
SlateWidgetStyleContainerBase* CustomStyle;//[Offset: 0x28 , Size: 8]
--------------------------------
Class: SlateWidgetStyleContainerBase.Object
--------------------------------
Class: AutoScrollBox.ScrollBox.PanelWidget.Widget.Visual.Object
enum AutoScrollType;//[Offset: 0xa58 , Size: 1]
float RollSpeed;//[Offset: 0xa5c , Size: 4]
float StayTimeWhenStart;//[Offset: 0xa60 , Size: 4]
float StayTimeWhenEnd;//[Offset: 0xa64 , Size: 4]
--------------------------------
Class: AutoTestInterface.ActorComponent.Object
void StarJumpPlane();// 0x2bb74a0
--------------------------------
Class: AutoWeaponAutoAimingComponent.ActorComponent.Object
Vector2D TargetScreenPos;//[Offset: 0x110 , Size: 8]
bool bShowDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x118 , Size: 1]
bool bUseAimPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x119 , Size: 1]
float TraceUpOffset;//[Offset: 0x11c , Size: 4]
float DebugRectSize;//[Offset: 0x120 , Size: 4]
AutoAimInfo AutoAimInfo;//[Offset: 0x128 , Size: 64]
byte CurLockState;//[Offset: 0x168 , Size: 1]
byte PreLockState;//[Offset: 0x169 , Size: 1]
Vector WorldLocToAim;//[Offset: 0x16c , Size: 12]
delegate OnAutoAimInfoDelegate;//[Offset: 0x178 , Size: 16]
delegate OnAutoAimLockStateDelegate;//[Offset: 0x188 , Size: 16]
bool bHasInitCacheTargetList;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1c0 , Size: 1]
bool bLostAutoAimTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1c1 , Size: 1]
float RotateBackSpeed;//[Offset: 0x1c4 , Size: 4]
float SimulateRotateSpeed;//[Offset: 0x1c8 , Size: 4]
float RpcRotationTime;//[Offset: 0x1cc , Size: 4]
float LastRpcRotationTime;//[Offset: 0x1d0 , Size: 4]
void TryDoAutoAim(float DeltaTime);// 0x2bb7d5c
void SetLockDelayTime(float NewDelayTime);// 0x2bb7ce0
void ResetLockDelayTime();// 0x2bb7ccc
void RemoveTarget(Actor* Target);// 0x2bb7c50
void OnLockTimerOver();// 0x2bb7c34
void InitCacheTargetList();// 0x2bb7c20
Actor*[] GetCacheTargetList();// 0x2bb7b9c
void DrawDebugInfo();// 0x2bb7b88
void ChangeLockState(byte InState);// 0x2bb7b04
void CalcLockActor(float Delta);// 0x2bb7a80
void AddTarget(Actor* Target);// 0x2bb7a04
--------------------------------
Class: AutoAimInfo
class Actor* AimClass;//[Offset: 0x0 , Size: 8]
Vector AimOffset;//[Offset: 0x8 , Size: 12]
float MaxAimDistance;//[Offset: 0x14 , Size: 4]
float MaxAimScreenDis;//[Offset: 0x18 , Size: 4]
Vector2D ScreenAimRect;//[Offset: 0x1c , Size: 8]
float DefaultLockDelay;//[Offset: 0x28 , Size: 4]
FName LockSocketName;//[Offset: 0x30 , Size: 8]
float DotValue;//[Offset: 0x38 , Size: 4]
--------------------------------
Class: AvatarHandleDIY.ItemHandleBase.Object
int SlotID;//[Offset: 0xa8 , Size: 4]
--------------------------------
Class: AvatarHandle_ApplyMaterial.AvatarHandleDIY.ItemHandleBase.Object
MaterialAsset[] MatList;//[Offset: 0xb0 , Size: 16]
bool bEnableUndo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xc0 , Size: 1]
--------------------------------
Class: MaterialAsset
FName SlotName;//[Offset: 0x0 , Size: 8]
MaterialInterface* MatInst;//[Offset: 0x8 , Size: 40]
MaterialInterface* MatBase;//[Offset: 0x30 , Size: 40]
MaterialInterface* MatBaseObject;//[Offset: 0x58 , Size: 8]
bool bDynamicMat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x60 , Size: 1]
--------------------------------
Class: AvatarHandle_ApplyMesh.AvatarHandleDIY.ItemHandleBase.Object
StaticMesh* stMesh;//[Offset: 0xb0 , Size: 40]
SkeletalMesh* skMesh;//[Offset: 0xd8 , Size: 40]
enum meshType;//[Offset: 0x100 , Size: 1]
FName AttachSocket;//[Offset: 0x108 , Size: 8]
--------------------------------
Class: AvatarHandle_ApplyParticle.AvatarHandleDIY.ItemHandleBase.Object
ParticleAsset[] ParticleList;//[Offset: 0xb0 , Size: 16]
--------------------------------
Class: BaseInterface.Interface.Object
--------------------------------
Class: AvatarAssetInterface.BaseInterface.Interface.Object
--------------------------------
Class: AvatarAssetUtils.BlueprintFunctionLibrary.Object
static bool SetParticleComponentParam(ParticleSystemComponent*
InParticleSystemComp, out const ParticleSysParam[] InstanceParameters);// 0x2bbb55c
static bool SetMeshCustomMatParam(MeshComponent* InMeshComp, out const
CustomMatConfig InMatConfig, bool bSetTexture);// 0x2bbb3c0
static bool SetCustomMatParam(MaterialInterface* InMaterial, out const
CustomMatConfig InMatConfig, bool bSetTexture);// 0x2bbb224
static bool RevertMeshMaterial(MeshComponent* InMeshComp, out MaterialGroup
InMatGroup);// 0x2bbb0f0
static bool RequestLoadParticleAssetWithCallback(MeshComponent* InMeshComp,
out const ParticleAsset[] InParticleAsset, out ParticleGroup InParticleGroup,
delegate DelegateToCall);// 0x2bbaee8
static bool RequestLoadParticleAsset(MeshComponent* InMeshComp, out const
ParticleAsset[] InParticleAsset, out ParticleGroup InParticleGroup);// 0x2bbad44
static bool RequestLoadMeshAssetWithCallback(MeshComponent* InMeshComp, out
const MeshAsset[] InMeshAsset, out MeshGroup InMeshGroup, delegate
DelegateToCall);// 0x2bbab40
static bool RequestLoadMeshAsset(MeshComponent* InMeshComp, out const
MeshAsset[] InMeshAsset, out MeshGroup InMeshGroup);// 0x2bba99c
static bool RemoveParticleComponent(MeshComponent* InMeshComp, out
ParticleGroup InParticleGroup);// 0x2bba860
static bool RemoveMeshComponent(MeshComponent* InMeshComp, out MeshGroup
InMeshGroup);// 0x2bba72c
static bool RefreshMeshComponentTransform(MeshComponent* InMeshComp, out
const MeshGroup InMeshGroup);// 0x2bba5f8
static Object* GetSoftRefObj(out const SoftObjectPath AssetRef, bool
bWithLog);// 0x2bba4e8
static MaterialInstanceDynamic* GetOrCreateDynamicMaterial(MeshComponent*
InMeshComp, out const FName SlotName);// 0x2bba420
static enum GetMeshType(enum InMeshType);// 0x2bba3a4
static AvatarAssetBPUtils* GetBPUtils();// 0x2bba370
static bool CreateAndApplyParticleComponent(MeshComponent* InMeshComp, out
ParticleGroup InParticleGroup);// 0x2bba234
static bool CreateAndApplyMeshMaterial(MeshComponent* InMeshComp, out
MaterialGroup InMatGroup, bool bCacheOriMat);// 0x2bba0b0
static bool CreateAndApplyMeshComponent(MeshComponent* InMeshComp, out
MeshGroup InMeshGroup);// 0x2bb9f7c
static MaterialInterface* ApplySingleMaterial(MeshComponent* InMeshComp, out
const MaterialAsset InMatAsset, bool bCheckMatBaseValid);// 0x2bb9ddc
static bool ApplyMeshComponent(MeshComponent* InMeshComp, out const MeshAsset
InMeshAsset, MeshComponent* InCachedMeshComp, Object* InCachedMeshObject);//
0x2bb9b7c
static void ApplyArrayMaterial(MeshComponent* InMeshComp, out MaterialAsset[]
InMatAsset, out MaterialInterface*[] OutMatIns, bool bCheckMatBaseValid);//
0x2bb99d4
--------------------------------
Class: MaterialGroup
MaterialAsset[] MatList;//[Offset: 0x0 , Size: 16]
MaterialInterface*[] NewMatObjectList;//[Offset: 0x10 , Size: 16]
MaterialInterface*[] OriMatObjectList;//[Offset: 0x20 , Size: 16]
--------------------------------
Class: AvatarAssetBPUtils.Object
<int,LoadMeshAssetRequest> PendingMeshRequestList;//[Offset: 0xf8 , Size: 80]
<int,LoadParticleAssetRequest> PendingParticleRequestList;//[Offset: 0x148 ,
Size: 80]
bool SetParticleComponentParam(ParticleSystemComponent* InParticleSystemComp,
out const ParticleSysParam[] InstanceParameters);// 0x2bbd694
bool SetMeshCustomMatParam(MeshComponent* InMeshComp, out const
CustomMatConfig InMatConfig, bool bSetTexture);// 0x2bbd4f0
bool SetCustomMatParam(MaterialInterface* InMaterial, out const
CustomMatConfig InMatConfig, bool bSetTexture);// 0x2bbd34c
bool RevertMeshMaterial(MeshComponent* InMeshComp, out MaterialGroup
InMatGroup);// 0x2bbd208
bool RequestLoadParticleAsset(MeshComponent* InMeshComp, out const
ParticleAsset[] InParticleAsset, out ParticleGroup InParticleGroup, delegate
DelegateToCall);// 0x2bbcff0
bool RequestLoadMeshAsset(MeshComponent* InMeshComp, out const MeshAsset[]
InMeshAsset, out MeshGroup InMeshGroup, delegate DelegateToCall);// 0x2bbcddc
bool RemoveParticleComponent(MeshComponent* InMeshComp, out ParticleGroup
InParticleGroup);// 0x2bbcc98
bool RemoveMeshComponent(MeshComponent* InMeshComp, out MeshGroup
InMeshGroup);// 0x2bbcb54
bool RefreshMeshComponentTransform(MeshComponent* InMeshComp, out const
MeshGroup InMeshGroup);// 0x2bbca10
void OnAsynParticleAssetLoaded(int RequestID);// 0x2bbc994
void OnAsynMeshAssetLoaded(int RequestID);// 0x2bbc918
Object* GetSoftRefObj(out const SoftObjectPath AssetRef, bool bWithLog);//
0x2bbc800
MaterialInstanceDynamic* GetOrCreateDynamicMaterial(MeshComponent*
InMeshComp, out const FName SlotName);// 0x2bbc728
bool CreateAndApplyParticleComponent(MeshComponent* InMeshComp, out
ParticleGroup InParticleGroup);// 0x2bbc5e4
bool CreateAndApplyMeshMaterial(MeshComponent* InMeshComp, out MaterialGroup
InMatGroup, bool bCacheOriMat);// 0x2bbc458
bool CreateAndApplyMeshComponent(MeshComponent* InMeshComp, out MeshGroup
InMeshGroup);// 0x2bbc314
MaterialInterface* ApplySingleMaterial(MeshComponent* InMeshComp, out const
MaterialAsset InMatAsset, bool bCheckMatBaseValid);// 0x2bbc16c
bool ApplyMeshComponent(MeshComponent* InMeshComp, out const MeshAsset
InMeshAsset, MeshComponent* InCachedMeshComp, Object* InCachedMeshObject);//
0x2bbbf04
--------------------------------
Class: LoadMeshAssetRequest
MeshAsset[] MeshAsset;//[Offset: 0x0 , Size: 16]
MeshGroup MeshGroup;//[Offset: 0x10 , Size: 48]
MeshComponent* Outer;//[Offset: 0x40 , Size: 8]
delegate Callback;//[Offset: 0x48 , Size: 16]
--------------------------------
Class: LoadParticleAssetRequest
ParticleAsset[] ParticleAsset;//[Offset: 0x0 , Size: 16]
ParticleGroup ParticleGroup;//[Offset: 0x10 , Size: 48]
MeshComponent* Outer;//[Offset: 0x40 , Size: 8]
delegate Callback;//[Offset: 0x48 , Size: 16]
--------------------------------
Class: AvatarCharacterEffect.BaseInterface.Interface.Object
void OnIsInvincibleChange(bool bInvincible);// 0x2bc3c48
void DrawOutlineEffect(bool Enable, int SlotID);// 0x2bc3b78
--------------------------------
Class: AvatarDisplayPoseComponent.SceneComponent.ActorComponent.Object
AnimMontage* AnimMontage;//[Offset: 0x2d0 , Size: 8]
FString PlayerName;//[Offset: 0x2d8 , Size: 16]
int gender;//[Offset: 0x2e8 , Size: 4]
int[] InitialAvatarItem;//[Offset: 0x2f0 , Size: 16]
int[] InitialWeaponItem;//[Offset: 0x300 , Size: 16]
STExtraLobbyCharacter* LobbyPawn;//[Offset: 0x310 , Size: 8]
CharacterAvatarComponent2* PlayerAvatar;//[Offset: 0x318 , Size: 8]
void SpawnAvatar();// 0x2bc5070
--------------------------------
Class: STExtraLobbyCharacter.Character.Pawn.Actor.Object
bool UseAvatarComponent2;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x7d8 , Size: 1]
FString LobbyPlayerKey;//[Offset: 0x7e0 , Size: 16]
bool bWeaponAnimOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x7f0 , Size: 1]
delegate lobbyCharacterSceneTypeChangeEvent;//[Offset: 0x7f8 , Size: 16]
byte charSceneType;//[Offset: 0x808 , Size: 1]
byte lobbyPosIdx;//[Offset: 0x809 , Size: 1]
int LocalLobbyPos;//[Offset: 0x80c , Size: 4]
delegate lobbyCharGenderChangeDelegate;//[Offset: 0x810 , Size: 16]
byte lobbyGender;//[Offset: 0x820 , Size: 1]
class AnimInstance* LobbyMaleAnimClass;//[Offset: 0x828 , Size: 40]
class AnimInstance* LobbyFemaleAnimClass;//[Offset: 0x850 , Size: 40]
STExtraWeapon* curEquipWeapon;//[Offset: 0x878 , Size: 8]
WeaponOwnerProxy* WeaponOwnerProxy;//[Offset: 0x880 , Size: 8]
int resultAvatarPoseIndex;//[Offset: 0x888 , Size: 4]
delegate lobbyAnimWeaponChangeDelegate;//[Offset: 0x890 , Size: 16]
delegate lobbyCharPosChangeDelegate;//[Offset: 0x8a0 , Size: 16]
BackpackEmoteHandle* curHandle;//[Offset: 0x8b0 , Size: 8]
delegate EmoteMontageStartEvent;//[Offset: 0x8b8 , Size: 16]
delegate EmoteMontageFinishedEvent;//[Offset: 0x8c8 , Size: 16]
AkComponent* emoteSound_Comp;//[Offset: 0x8d8 , Size: 8]
delegate SimulateHurtEvent;//[Offset: 0x8e0 , Size: 16]
class LobbyGodEffectComponent* GodEffectComponentPath;//[Offset: 0x8f8 ,
Size: 40]
bool IsMale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x928 ,
Size: 1]
delegate LobbyPoseWithFriend;//[Offset: 0x930 , Size: 16]
delegate LobbyCancelPoseWithFriend;//[Offset: 0x940 , Size: 16]
void UnequipWeapon(STExtraWeapon* Weapon);// 0x2e68718
void SimulateHurt(bool bHurt);// 0x2e68694
void SetStatueInfo(out const CharacterStatueInfo Info);// 0x2e685bc
void SetResultAvatarPosIndex(int PosIndex);// 0x2e68540
void SetMaleAnimClass();// 0x2e68524
void SetLobbyPosIndexInAvatarScene(int pos);// 0x2e684a8
void SetLobbyPosIndex(byte pos);// 0x2e68424
void SetLobbyCharacterProperty(byte sceneType, byte pos, byte gender);//
0x2e68318
void SetLobbyAnimGender(byte gender);// 0x2e68294
void SetFemaleAnimClass();// 0x2e68278
void SetCharSceneType(byte sceneType);// 0x2e681f4
void PlayGodEffect(int Level);// 0x2e68178
void PlayEmoteInterruptSound();// 0x2e68164
bool OnStopEmote();// 0x2e6812c
bool OnPlayEmote(int EmoteId, FString ExtraInfo);// 0x2e67fa4
void HandleOnCharAnimLoadingFinished();// 0x2e67f90
AELobbyCharAnimListComp* GetWeaponAnimComponent();// 0x2e67f5c
AnimationAsset* GetWeaponAnimByAnimTypeAndPosType(byte PosIdx, byte
GenderType, int WeaponAnimType);// 0x2e67e58
int GetPosIndex();// 0x2e67e24
byte GetLobbyPosIndex();// 0x2e67df0
byte GetLobbyAnimGender();// 0x2e67dbc
BackpackEmoteHandle* GetEmoteHandle(int ItemID);// 0x37db6c4
STExtraWeapon* GetCurrentWeapon();// 0x2e67d88
byte GetCharSceneType();// 0x2e67d54
AnimationAsset* GetCharacterPlayWeaponAnimByAnimTypeAndPosType(byte PosIdx,
byte GenderType, int AnimIndex);// 0x2e67c50
AnimationAsset* GetCharacterAnimByAnimTypeAndPosType(byte PosIdx, byte
GenderType, int WeaponAnimType);// 0x2e67b4c
void EquipWeapon(STExtraWeapon* Weapon);// 0x2e67ad0
void CallGlobalLuaFunction(FString FunctionName);// 0x2e67a28
--------------------------------
Class: LobbyGodEffectComponent.SceneComponent.ActorComponent.Object
ParticleSystem* ParticleEffect1;//[Offset: 0x2d0 , Size: 40]
ParticleSystem* ParticleEffect2;//[Offset: 0x2f8 , Size: 40]
ParticleSystem* ParticleEffect3;//[Offset: 0x320 , Size: 40]
class UserWidget* GodEffectWidget;//[Offset: 0x348 , Size: 8]
WidgetComponent* WidgetComponent;//[Offset: 0x350 , Size: 8]
ParticleSystemComponent*[] effects;//[Offset: 0x360 , Size: 16]
void StopEffect();// 0x2d0edc8
void SetNameText(int TextId);// 0x2d0ed44
void PlayGodEffect(int Level, Vector Location);// 0x2d0ec8c
void OnAsyncLoadEffectFinish(int Level, Vector Location);// 0x2d0ebd4
--------------------------------
Class: CharacterStatueInfo
int AGender;//[Offset: 0x0 , Size: 4]
int Head;//[Offset: 0x4 , Size: 4]
int Hair;//[Offset: 0x8 , Size: 4]
int WeaponId;//[Offset: 0xc , Size: 4]
FString Name;//[Offset: 0x10 , Size: 16]
FString Nation;//[Offset: 0x20 , Size: 16]
int[] AvatarList;//[Offset: 0x30 , Size: 16]
GameModePlayerItem[] AvatarInfoList;//[Offset: 0x40 , Size: 16]
int Index;//[Offset: 0x50 , Size: 4]
--------------------------------
Class:
AELobbyCharAnimListComp.UAECharAnimListCompBase.UAEAnimListComponentBase.ActorCompo
nent.Object
LobbyCharacterWeaponAnimData[] CharacterWeaponAnimEditList;//[Offset: 0x210 ,
Size: 16]
LobbyCharacterWeaponAnimData[]
AvatarSceneCharacterWeaponAnimEditList;//[Offset: 0x220 , Size: 16]
LobbyCharacterWeaponAnimData[]
LobbyWithCarCharacterWeaponAnimEditList;//[Offset: 0x230 , Size: 16]
LobbyCharacterWeaponAnimData[]
LobbySystemCharacterWeaponAnimEditList;//[Offset: 0x240 , Size: 16]
int resultAvatarPoseIndex;//[Offset: 0x250 , Size: 4]
void OnAsyncLoadingFinished(LobbyAsyncLoadCharAnimParams LoadingParam);//
0x33fe408
void InitPendingList(out LobbyCharacterWeaponAnimData[] animEditList, out
SoftObjectPath[] PendingList);// 0x33fe284
AnimationAsset* GetCharacterAnim(byte PosIdx, byte GenderType, int
WeaponAnimType, byte sceneType);// 0x33fe144
void BuildAnimMap(out LobbyCharacterWeaponAnimData[] animList, byte
sceneType);// 0x33fe054
--------------------------------
Class: LobbyCharacterWeaponAnimData
byte PosIndex;//[Offset: 0x0 , Size: 1]
FString CharPosName;//[Offset: 0x8 , Size: 16]
LobbyCharacterGenderWeaponAnimData[] GenderWeaponAnimList;//[Offset: 0x18 ,
Size: 16]
--------------------------------
Class: LobbyCharacterGenderWeaponAnimData
byte GenderType;//[Offset: 0x0 , Size: 1]
FString GenderTypeName;//[Offset: 0x8 , Size: 16]
AnimationAsset* WeaponAnimSoftPtr;//[Offset: 0x18 , Size: 40]
AnimationAsset* WeaponAddAnimSoftPtr;//[Offset: 0x40 , Size: 40]
AnimationAsset*[] WeaponPlayAnimSoftPtrArray;//[Offset: 0x68 , Size: 16]
--------------------------------
Class: LobbyAsyncLoadCharAnimParams
--------------------------------
Class: WeaponDIYEntityFactory.AvatarDIYEntityFactory.Object
AvatarDIYEntity* CreateEntity(int SlotID, int SubSlotID);// 0x2bcb238
--------------------------------
Class: AvatarDIYUtils.BlueprintFunctionLibrary.Object
static DIYData MakeDIYData(out const DIYMergedTexData InDIYMergeData);//
0x2bcbe70
static bool IsWeaponDIYAvatarItem(int InWeaponID);// 0x2bcbdf0
static bool IsWeaponAttachmentDIYAvatarItem(int InWeaponAttachmentID);//
0x2bcbd70
static DIYMatParam GetDIYMatParam(int TextureID);// 0x2bcbc7c
static DIYUVInfo GetDIYBasePatternUVInfo(int PatternID);// 0x2bcbbfc
static int GetDIYBasePatternUniqueID(int PatternID);// 0x2bcbb80
static FString GetDIYBasePatternPath(int PatternID);// 0x2bcba9c
static LinearColor GetDIYBaseColor(int ColorID, float Opacity);// 0x2bcb9e0
static AvatarDIYBPUtils* GetBPUtils();// 0x2bcb9ac
--------------------------------
Class: DIYData
Texture2D* Texture;//[Offset: 0x0 , Size: 8]
LinearColor Color;//[Offset: 0x8 , Size: 16]
Vector2D Scale;//[Offset: 0x18 , Size: 8]
Vector2D Offset;//[Offset: 0x20 , Size: 8]
float Rotation;//[Offset: 0x28 , Size: 4]
enum Direction;//[Offset: 0x2c , Size: 1]
LinearColor UVClip;//[Offset: 0x30 , Size: 16]
LinearColor UVInfo;//[Offset: 0x40 , Size: 16]
--------------------------------
Class: DIYMatParam
FString MatTexPath;//[Offset: 0x0 , Size: 16]
LinearColor MatTexColor;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: DIYUVInfo
float UVCorrdX;//[Offset: 0x0 , Size: 4]
float UVCorrdY;//[Offset: 0x4 , Size: 4]
float UVSizeX;//[Offset: 0x8 , Size: 4]
float UVSizeY;//[Offset: 0xc , Size: 4]
--------------------------------
Class: AvatarDIYBPUtils.Object
LinearColor StringToColor(FString InColorString);// 0x2bcc918
bool IsWeaponDIYAvatarItem(int InWeaponID);// 0x2bcc880
bool IsWeaponAttachmentDIYAvatarItem(int InWeaponAttachmentID);// 0x2bcc7e8
DIYMatParam GetDIYMatParam(int TextureID);// 0x2bcc6dc
FString GetDIYBasePatternPath(int PatternID);// 0x2bcc5e0
FString GetDIYBaseColorString(int ColorID);// 0x2bcc4e4
--------------------------------
Class: AvatarDynamicAnimInstance.AnimInstance.Object
enum InGameSimulationSpace;//[Offset: 0x3b8 , Size: 1]
enum LobbySimulationSpace;//[Offset: 0x3b9 , Size: 1]
float AnimDynAlpha;//[Offset: 0x3bc , Size: 4]
enum CurrentSimulateSpace;//[Offset: 0x3c0 , Size: 1]
SkeletalMeshComponent* OwnerCharacterMesh;//[Offset: 0x3c8 , Size: 8]
--------------------------------
Class: CharacterEntityFactory.AvatarEntityFactory.Object
AvatarEntity* CreateEntity(int SlotID, int SubSlotID);// 0x2bceac0
--------------------------------
Class: AvatarHandleBase.ItemHandleBase.Object
bool bEnableBPModify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xa8 , Size: 1]
int SlotID;//[Offset: 0xac , Size: 4]
bool HandlePreApplyResource(out const AvatarSlotDesc InSlotDesc, Object*
Outer);// 0x2bcf08c
bool HandlePostApplyResource(MeshComponent* InMeshComp, Object* Outer);//
0x2bcefbc
--------------------------------
Class: AvatarHelper.Object
--------------------------------
Class: AvatarLightMatInterface.BaseInterface.Interface.Object
--------------------------------
Class: AvatarPendantAnimInstance.AnimInstance.Object
bool bUseDynamicAngularLimits;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3b8 , Size: 1]
Vector Dynamic_AngularLimitsMin;//[Offset: 0x3bc , Size: 12]
Vector Dynamic_AngularLimitsMax;//[Offset: 0x3c8 , Size: 12]
Vector LocalJointOffset;//[Offset: 0x3d4 , Size: 12]
Vector HighSpeedLocalJointOffset;//[Offset: 0x3e0 , Size: 12]
Vector LowSpeedLocalJointOffset;//[Offset: 0x3ec , Size: 12]
float HighSpeed;//[Offset: 0x3f8 , Size: 4]
TimerHandle UpdateLocalJointOffsetTimerHandle;//[Offset: 0x400 , Size: 8]
float LocalJointOffsetUpdateInterval;//[Offset: 0x408 , Size: 4]
STExtraVehicleBase* CharacterVechicle;//[Offset: 0x40c , Size: 8]
STExtraBaseCharacter* AvatarCharacter;//[Offset: 0x414 , Size: 8]
void UpdateLocalJointOffset();// 0x2bd0084
void StopUpdateLocalJointOffset();// 0x2bd0068
void StartUpdateLocalJointOffset();// 0x2bd004c
void SetDynamicAngularLimits(out const Vector InAngularLimitsMin, out const
Vector InAngularLimitsMax, STExtraBaseCharacter* InTargetCharacter);// 0x2bcff30
void OnCharacterDetachedFromVehicle(STExtraVehicleBase* InTargetVehicle);//
0x2bcfeb4
void OnCharacterAttachedToVehcicle(STExtraVehicleBase* InTargetVehicle);//
0x2bcfe38
--------------------------------
Class: AvatarPoolInterface.BaseInterface.Interface.Object
bool IsSameAvatarHandle(out const ItemDefineID DefineID1, out const
ItemDefineID DefineID2);// 0x2bd0800
ItemHandleBase* GetAvatarHandleFromPool(out const ItemDefineID InItemID,
Object* Outer, bool bDirectCreate);// 0x2bd06d4
ItemHandleBase* CreateAvatarHandle(out const ItemDefineID InItemID, Object*
Outer);// 0x2bd05ec
void ClearAvatarHandlerFromPool(out const ItemDefineID InItemID);// 0x2bd0554
void AddAvatarHandleToPool(ItemHandleBase* InHandle);// 0x2bd04d0
--------------------------------
Class: AvatarShowcaseLevelActor.Actor.Object
static void ForceUpdateSkeletalMeshAnimation(SkeletalMeshComponent*
SkeletalMesh);// 0x2bd0cb8
--------------------------------
Class: AvatarSkeletalMeshBatcher.Object
MaterialInterface*[] CurrentBatchedMaterial;//[Offset: 0x28 , Size: 16]
SkeletalMeshComponent*[] CurrentBatchedComponent;//[Offset: 0x38 , Size: 16]
SkeletalMesh* BatchedMesh;//[Offset: 0x48 , Size: 8]
SkeletalMesh* CurrentMasterMesh;//[Offset: 0x50 , Size: 8]
--------------------------------
Class: AvatarUtils.BlueprintFunctionLibrary.Object
static bool IsWeaponAttachSocketEnable(int InWeaponID, enum SocketType);//
0x2bd4d60
static bool IsVehicleAvatarNewPorperty(int InVehicleSkinID);// 0x2bd4ce0
static bool IsGunSupportBullet(int InBulletID, int InWeaponID);// 0x2bd4c28
static bool IsGunSupportAttachByRes(int InAttachID, int InWeaponID, bool
IsFixSocket, enum InAttachmentSocketType);// 0x2bd4ae8
static bool IsChipCanBeEquippedToArmor(int ChipSubType, int InArmorID);//
0x2bd4a30
static bool IsAvatarHandlePathExist(FString HandlePath);// 0x2bd4984
static void InitWeaponAttrBPTable();// 0x2bd4970
static void InitTableByMode(out ModTableByMode TablesConfig);// 0x2bd48c4
static enum[] GetWeaponSupportSocket(int InWeaponID);// 0x2bd47e0
static void GetWeaponAvatarParentIDList(int InWeaponAvatarID, out int[]
OutParentIDList, bool IsLobby);// 0x2bd46a8
static int GetWeaponAvatarParentID(int InWeaponAvatarID, bool IsLobby);//
0x2bd45e8
static void GetWeaponAvatarDefaultAttachmentSkin(int InWeaponAvatarID, out
<int,int> OutAttachmentSkinIDList, bool IsLobby);// 0x2bd4484
static void GetWeaponAvatarDefaultAttachment(int InWeaponAvatarID, out int[]
OutAttachmentIDList, bool IsLobby);// 0x2bd434c
static class Object GetWeaponAvatarDeadInventoryBoxClass(int
InWeaponAvatarID, Object* InOuter);// 0x2bd4294
static bool GetWeaponAvatarAttrRowByWeaponBPID(int InBPID, out
WeaponAvatarAttrRow OutWeaponAvatarAttrRow, bool IsLobby);// 0x2bd413c
static int GetWeaponAttachmentSkinParentID(int WeaponAttacementBPID);//
0x2bd40c0
static WeaponAttachmentsDataRow GetWeaponAttachmentsDataRow(int
InWeaponID);// 0x2bd401c
static int[] GetWeaponAttachments(int InWeaponID, bool ContainBullet);//
0x2bd3ef4
static int GetVehicleShapeBySkinID(int InVehicleSkinID);// 0x2bd3e78
static bool GetVehicleDefaultStyleID(int InVehicleSkinID, out int[]
OutStyleIDList);// 0x2bd3d7c
static FString GetVehicleBPPathBySkinID(int InVehicleSkinID);// 0x2bd3c98
static int GetVehicleAvatarTemplateID(out const ItemDefineID ItemDefineID);//
0x2bd3c08
static FString GetVehicleAvatarPorpertyHandlePath(int InVehicleSkinID,
Object* InOuter);// 0x2bd3ae8
static VehicleAvatarPropretyHandle* GetVehicleAvatarPorpertyHandle(int
InVehicleSkinID, Object* InOuter);// 0x2bd3a30
static void GetVehicleAvatarModifyEnterSocket(int InVehicleSkinID, out
FName[] OutSocketList);// 0x2bd3940
static bool GetUpBulletTableDataRow(int InBulletID, out UpBulletTableDataRow
UpBulletTableDataRow);// 0x2bd3838
static AttrModifyData[] GetReloadModityDataList(int InWeaponAttachmentID);//
0x2bd36c8
static int GetClothAvatarTemplateID(out const ItemDefineID ItemDefineID);//
0x2bd3638
static void GetClothAvatarSuits(int gender, out const ItemDefineID
ItemDefineID, out int[] OutClothSuits);// 0x2bd34f4
static ChipDataRow GetChipData(int ChipID);// 0x2bd337c
static <int,bool> GetChipCanEquipItemList(int ChipSubType);// 0x2bd31fc
static ChipSupportDataRow GetCanEquipChipInfo(int TargetItemID);// 0x2bd3100
static AvatarBPUtils* GetBPUtils();// 0x2bd30cc
static int GetBPIDByResID(int resID);// 0x2bd3050
static void GetAvatarReplaceState(int SlotID, int ReplaceState, int
MaxSlotNum, out int[] OutReplaceSlotID);// 0x2bd2eec
static void GetAvatarHideState(int SlotID, int HideState, int MaxSlotNum, out
int[] OutHideSlotID);// 0x2bd2d88
static FString GetAvatarHandlePath(ItemDefineID DefineID, bool bLobby);//
0x2bd2c44
static void GetAvatarDataFromTable(int itemType, int TemplateID, out
AvatarTableData OutAvatarTableData);// 0x2bd2b24
static SupportUpBullet[] GetAvailableUpBulletList(ItemDefineID
ParentBulletDefineID);// 0x2bd2a30
static int GetAvailableBulletsNumInBackpackByDefineID(BackpackComponent*
BackPack, ItemDefineID BulletDefineID);// 0x2bd2964
static int GetAdjustWeaponID(int InWeaponID);// 0x2bd28e8
static int GetAdjustWeaponBPID(int InBPID);// 0x2bd286c
static int GetAdjustWeaponAttachmentID(int InWeaponAttachmentID);// 0x2bd27f0
static int GetAdjustBulletID(int InBulletID);// 0x2bd2774
static void CreateAvatarHandleListAsync(out const ItemDefineID[]
DefineIDList, Object* Outer, delegate Delegate, bool bLobby);// 0x2bd25e0
static bool CreateAvatarHandleAsync(ItemDefineID DefineID, Object* Outer,
delegate Delegate, bool bLobby);// 0x2bd2468
static ItemHandleBase* CreateAvatarHandle(ItemDefineID DefineID, Object*
Outer, bool bLobby);// 0x2bd2350
--------------------------------
Class: ModTableByMode
FString UpWeaponTableName;//[Offset: 0x0 , Size: 16]
FString UpWeaponAttachmentTableName;//[Offset: 0x10 , Size: 16]
FString UpBulletTableName;//[Offset: 0x20 , Size: 16]
FString ChipTableName;//[Offset: 0x30 , Size: 16]
FString ChipSupportTableName;//[Offset: 0x40 , Size: 16]
--------------------------------
Class: WeaponAvatarAttrRow
--------------------------------
Class: WeaponAttachmentsDataRow
int WeaponId;//[Offset: 0x0 , Size: 4]
int BulletID;//[Offset: 0x4 , Size: 4]
int ProposeBulletNum;//[Offset: 0x8 , Size: 4]
int AIMinAttackDist;//[Offset: 0xc , Size: 4]
int AIMaxAttackDist;//[Offset: 0x10 , Size: 4]
int[] MuzzleIDList;//[Offset: 0x18 , Size: 16]
int[] UpperIDList;//[Offset: 0x28 , Size: 16]
int[] StockIDList;//[Offset: 0x38 , Size: 16]
int[] MagazineIDList;//[Offset: 0x48 , Size: 16]
int[] LowerIDList;//[Offset: 0x58 , Size: 16]
int[] UpperSideIDList;//[Offset: 0x68 , Size: 16]
--------------------------------
Class: UpBulletTableDataRow
int MiltiBulletID;//[Offset: 0x0 , Size: 4]
int ParentBulletID;//[Offset: 0x4 , Size: 4]
float BulletImpactDamagePerc;//[Offset: 0x8 , Size: 4]
int BulletImpactDamageAddVal;//[Offset: 0xc , Size: 4]
float BulletMomentumPerc;//[Offset: 0x10 , Size: 4]
int BulletMomentumAddVal;//[Offset: 0x14 , Size: 4]
int DefaultPriority;//[Offset: 0x18 , Size: 4]
int[] BulletHitBuffIdList;//[Offset: 0x20 , Size: 16]
--------------------------------
Class: AttrModifyData
--------------------------------
Class: ChipDataRow
int ItemID;//[Offset: 0x0 , Size: 4]
AttrModifyData[] AttrModifyList;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: ChipSupportDataRow
int ItemID;//[Offset: 0x0 , Size: 4]
int[] SupportChipSupTypeList;//[Offset: 0x8 , Size: 16]
int SupportChipNum;//[Offset: 0x18 , Size: 4]
--------------------------------
Class: AvatarBPUtils.Object
CreateAvatarHandleAsyncRequest[] PendingAsyncRequests;//[Offset: 0x148 ,
Size: 16]
<int,CreateAvatarHandleListAsyncRequest> PendingAsyncRequestList;//[Offset:
0x158 , Size: 80]
<int,WeaponAttachmentsDataRow> WeaponAttachmentsTableRowMap;//[Offset:
0x1f8 , Size: 80]
FString InitedUpWeaponTableName;//[Offset: 0x248 , Size: 16]
<int,UpWeaponDataRow> UpWeaponTableRowMap;//[Offset: 0x258 , Size: 80]
<int,int> UpWeaponBPIDMap;//[Offset: 0x2a8 , Size: 80]
FString InitedUpWeaponAttachmentTableName;//[Offset: 0x2f8 , Size: 16]
<int,UpWeaponAttachmentDataRow> UpWeaponAttachmentTableRowMap;//[Offset:
0x308 , Size: 80]
FString InitedUpBulletTableName;//[Offset: 0x358 , Size: 16]
<int,UpBulletTableDataRow> UpBulletTableRowMap;//[Offset: 0x368 , Size: 80]
<int,SupportUpBullets> AvailableBulletsMap;//[Offset: 0x3b8 , Size: 80]
FString InitedChipSupportTableName;//[Offset: 0x408 , Size: 16]
<int,ChipSupportDataRow> ChipSupportDataRowMap;//[Offset: 0x418 , Size: 80]
<int,ChipSupportItem> ChipSupportItemMap;//[Offset: 0x468 , Size: 80]
FString InitedChipTableName;//[Offset: 0x4b8 , Size: 16]
<int,ChipDataRow> ChipDataRowMap;//[Offset: 0x4c8 , Size: 80]
void StringToArrayString(FString str, out FString[] OutArray, FString
Sign);// 0x2bd7ad0
void StringToArrayName(FString str, out FName[] OutArray, FString Sign);//
0x2bd7848
void StringToArray(FString str, out int[] OutArray, FString Sign);//
0x2bd75c0
void OnPostSwitchGameStatut(FString InGameStatus);// 0x2bd7518
void InitWeaponAttrBPTable();// 0x2bd7504
void InitWeaponAttachmentsTable();// 0x2bd74f0
void InitUpWeaponTable(out FString tableName);// 0x2bd7438
void InitUpWeaponAttachmentsTable(out FString tableName);// 0x2bd7380
void InitUpBulletTable(out FString tableName);// 0x2bd72c8
void Initialize();// 0x2bd72b4
void InitChipTable(out FString tableName);// 0x2bd71fc
void InitChipSupportTable(out FString tableName);// 0x2bd7144
int GetVehicleShapeBySkinID(int InVehicleSkinID);// 0x2bd70b0
bool GetVehicleDefaultStyleID(int InVehicleSkinID, out int[]
OutStyleIDList);// 0x2bd6f9c
FString GetVehicleBPPathBySkinID(int InVehicleSkinID);// 0x2bd6ea0
int GetVehicleAvatarTemplateID(out const ItemDefineID ItemDefineID);//
0x2bd6df8
void GetVehicleAvatarModifyEnterSocket(int InVehicleSkinID, out FName[]
OutSocketList);// 0x2bd6cf8
int GetClothAvatarTemplateID(out const ItemDefineID ItemDefineID);//
0x2bd6c50
void GetClothAvatarSuits(int gender, out const ItemDefineID ItemDefineID, out
int[] OutClothSuits);// 0x2bd6af4
int GetBPIDByResID(int resID);// 0x2bd6a60
FString GetAvatarHandlePath(ItemDefineID DefineID, bool bLobby);// 0x2bd6904
void GetAvatarDataFromTable(int itemType, int TemplateID, out AvatarTableData
OutAvatarTableData);// 0x2bd67dc
int GetAdjustWeaponBPID_Lobby(int WeaponId);// 0x2bd6748
ItemHandleBase* CreateAvatarHandle(ItemDefineID DefineID, Object* Outer, bool
bLobby);// 0x2bd6620
void ConstructAvatarDataFromTable(int itemType, int TemplateID, out
AvatarTableData OutAvatarTableData);// 0x2bd64f0
--------------------------------
Class: CreateAvatarHandleAsyncRequest
ItemDefineID DefineID;//[Offset: 0x0 , Size: 24]
Object* Outer;//[Offset: 0x18 , Size: 8]
FString Path;//[Offset: 0x20 , Size: 16]
delegate Callback;//[Offset: 0x30 , Size: 16]
--------------------------------
Class: CreateAvatarHandleListAsyncRequest
ItemDefineID[] DefineIDList;//[Offset: 0x0 , Size: 16]
FString[] PathList;//[Offset: 0x10 , Size: 16]
Object* Outer;//[Offset: 0x20 , Size: 8]
delegate Callback;//[Offset: 0x28 , Size: 16]
--------------------------------
Class: UpWeaponDataRow
--------------------------------
Class: UpWeaponAttachmentDataRow
--------------------------------
Class: SupportUpBullets
SupportUpBullet[] SupportUpBulletList;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: ChipSupportItem
int ChipSubType;//[Offset: 0x0 , Size: 4]
<int,bool> SupportItemDic;//[Offset: 0x8 , Size: 80]
--------------------------------
Class: AvatarVehicleEffect.BaseInterface.Interface.Object
void OnIsInvincibleChange(bool bInvincible);// 0x2bdc13c
void DrawOutlineEffect(enum OutlineType, int SlotID);// 0x2bdc07c
--------------------------------
Class:
Backpack3DIconHandle.BackpackAvatarHandle.BattleItemHandleBase.ItemHandleBase.Objec
t
Texture2D* attachTex;//[Offset: 0x898 , Size: 40]
--------------------------------
Class: BackpackAvatarInterface.Interface.Object
bool IsVirtualAvatarHandle();// 0x2bdc758
bool IsForceIgnoreSlotSocket();// 0x2bdc718
int GetSubSlotID();// 0x2bdc6dc
int GetSlotID();// 0x2bdc6a0
--------------------------------
Class:
BackpackGrenadeAvatarHandle.BackpackCommonAvatarHandle.BattleItemHandleBase.ItemHan
dleBase.Object
ItemDefineID ParentID;//[Offset: 0x158 , Size: 24]
ItemDefineID AvatarDefaultCfg;//[Offset: 0x170 , Size: 24]
enum[] SupportChangeTypes;//[Offset: 0x188 , Size: 16]
GrenadeParticleSystemAsset[] GrenadeParticleSystemArray;//[Offset: 0x198 ,
Size: 16]
GrenadeSoundAsset[] GrenadeSoundArray;//[Offset: 0x1a8 , Size: 16]
--------------------------------
Class: GrenadeParticleSystemAsset
ParticleSystem* GrenadeParticleSystem;//[Offset: 0x0 , Size: 40]
FName Name;//[Offset: 0x28 , Size: 8]
FString Key;//[Offset: 0x30 , Size: 16]
--------------------------------
Class: GrenadeSoundAsset
AkAudioEvent* GrenadeSound;//[Offset: 0x0 , Size: 40]
FName Name;//[Offset: 0x28 , Size: 8]
FString Key;//[Offset: 0x30 , Size: 16]
--------------------------------
Class: BackpackPlaneAvatarHandle.BattleItemHandleBase.ItemHandleBase.Object
PlaneAvatarData[] PlaneAvatarMats;//[Offset: 0xd0 , Size: 16]
SkeletalMesh* PlaneSkletalMesh;//[Offset: 0xe0 , Size: 40]
StaticMesh* PlaneStaticMesh;//[Offset: 0x108 , Size: 40]
FName[] NeedDestroyEffectNames;//[Offset: 0x130 , Size: 16]
PlaneEffectData[] PlaneEffectDataList;//[Offset: 0x140 , Size: 16]
bool HandleUse(BattleItemUseTarget Target, enum Reason);// 0x2be6664
bool HandlePickup(out const interface classNone ItemContainer,
BattleItemPickupInfo pickupInfo, enum Reason);// 0x2be63b0
bool HandleDrop(int InCount, enum Reason);// 0x2be62dc
bool HandleDisuse(enum Reason);// 0x2be6244
BackpackComponent* GetBackpackComponent();// 0x2be6210
bool CheckCanPickUp(CharacterAvatarComponent2* AvatarComp, int nowCapcity);//
0x2be6144
--------------------------------
Class: PlaneAvatarData
FName SlotID;//[Offset: 0x0 , Size: 8]
MaterialInterface* MatInstance;//[Offset: 0x8 , Size: 40]
--------------------------------
Class: PlaneEffectData
Transform Transform;//[Offset: 0x0 , Size: 48]
ParticleSystem* ParticleSystem;//[Offset: 0x30 , Size: 40]
FName AttachSocket;//[Offset: 0x58 , Size: 8]
ParticleSysParam[] InstanceParameters;//[Offset: 0x60 , Size: 16]
--------------------------------
Class: BackpackPropertyInterface.Interface.Object
--------------------------------
Class: BackpackSkillHandleBase.BattleItemHandleBase.ItemHandleBase.Object
ItemSkillsConfig[] SkillsConfig;//[Offset: 0xd8 , Size: 16]
STExtraBaseCharacter* OwnerBaseCharacter;//[Offset: 0xe8 , Size: 8]
bool HandleUse(BattleItemUseTarget Target, enum Reason);// 0x2be7140
bool HandlePickup(out const interface classNone ItemContainer,
BattleItemPickupInfo pickupInfo, enum Reason);// 0x2be6e8c
ItemSkillsConfig[] GetSkillTemplates_Implementation();// 0x2be6d50
--------------------------------
Class: ItemSkillsConfig
class UTSkill* SkillTemplateClass;//[Offset: 0x0 , Size: 40]
--------------------------------
Class: BackpackSnowboardItemHandle.BattleItemHandleBase.ItemHandleBase.Object
BackpackComponent* BackpackComp;//[Offset: 0xd0 , Size: 8]
class STExtraVehicleBase* SpawnVehicle;//[Offset: 0xd8 , Size: 40]
STExtraVehicleBase* CreatedVehicle;//[Offset: 0x100 , Size: 8]
bool IsEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x108 ,
Size: 1]
class PickUpWrapperActor* WrapperClass;//[Offset: 0x110 , Size: 8]
Transform WrapperPutdownTrans;//[Offset: 0x120 , Size: 48]
PickUpWrapperActor* SpawnWrapperOnGround(class Object InWrapperClass, bool
bUseRandomLoc);// 0x2be7ed4
void SetDelayDestroy(float Time);// 0x2be7e58
void OnEnterVehicle(bool IsSucc);// 0x2be7dd4
bool HandleUse(BattleItemUseTarget Target, enum Reason);// 0x2be7cd8
bool HandlePickup(out const interface classNone ItemContainer,
BattleItemPickupInfo pickupInfo, enum Reason);// 0x2be7a24
bool HandleEnable(bool bEnable);// 0x2be7984
bool HandleDrop(int InCount, enum Reason);// 0x2be78b0
bool HandleDisuse(enum Reason);// 0x2be7818
BackpackComponent* GetBackpackComponent();// 0x2be77e4
BattleItemData ExtractItemData();// 0x2be7778
void DelayDestroy();// 0x2be7764
bool CheckDropPreHandle();// 0x2be772c
bool CheckCanEnable();// 0x2be76ec
--------------------------------
Class: BackpackSurfboardHandle.BattleItemHandleBase.ItemHandleBase.Object
BackpackComponent* BackpackComp;//[Offset: 0xd0 , Size: 8]
class STExtraVehicleBase* SpawnVehicle;//[Offset: 0xd8 , Size: 40]
STExtraVehicleBase* CreatedVehicle;//[Offset: 0x100 , Size: 8]
bool IsEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x108 ,
Size: 1]
void OnEnterVehicle(bool IsSucc);// 0x2be8d10
bool HandleUse(BattleItemUseTarget Target, enum Reason);// 0x2be8c14
bool HandlePickup(out const interface classNone ItemContainer,
BattleItemPickupInfo pickupInfo, enum Reason);// 0x2be8960
bool HandleEnable(bool bEnable);// 0x2be88c0
bool HandleDrop(int InCount, enum Reason);// 0x2be87ec
bool HandleDisuse(enum Reason);// 0x2be8754
BackpackComponent* GetBackpackComponent();// 0x2be8720
BattleItemData ExtractItemData();// 0x2be86b4
void DelayDestroy();// 0x2be86a0
bool CheckCanEnable();// 0x2be8668
--------------------------------
Class: BackpackUAVHandle.BattleItemHandleBase.ItemHandleBase.Object
BackpackComponent* pBackpackComp;//[Offset: 0xd0 , Size: 8]
bool IsEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd8 ,
Size: 1]
int Electricity;//[Offset: 0xdc , Size: 4]
int Durability;//[Offset: 0xe0 , Size: 4]
int UAVClassID;//[Offset: 0xe4 , Size: 4]
float enteruavdelaytime;//[Offset: 0xe8 , Size: 4]
Vector uavcreatepos;//[Offset: 0xec , Size: 12]
FString CreatedVehicleClassPath;//[Offset: 0xf8 , Size: 16]
STExtraVehicleBase* CreatedVehicle;//[Offset: 0x108 , Size: 8]
float spawnValidHeight;//[Offset: 0x110 , Size: 4]
enum UAVVehicleType;//[Offset: 0x114 , Size: 1]
void TryEnterVehicle();// 0x2be9a14
void OnEnterVehicle(bool IsSucc);// 0x2be9990
void OnAttrChange(float dura, float elec);// 0x2be98dc
bool HandleUse(BattleItemUseTarget Target, enum Reason);// 0x2be97e0
bool HandlePickup(out const interface classNone ItemContainer,
BattleItemPickupInfo pickupInfo, enum Reason);// 0x2be952c
bool HandleEnable(bool bEnable);// 0x2be948c
bool HandleDrop(int InCount, enum Reason);// 0x2be93b8
bool HandleDisuse(enum Reason);// 0x2be9320
void DelayShowVehicle();// 0x2be930c
bool CheckCanEnable();// 0x2be92d4
--------------------------------
Class: ReuseListForUI.Object
int[] List;//[Offset: 0x28 , Size: 16]
void ShiftRound(bool REVERT);// 0x2beac8c
void Reset(int Length);// 0x2beac10
int Get(int Index);// 0x2beab84
--------------------------------
Class: BackpackUtils.BlueprintFunctionLibrary.Object
static bool ValidItem(int ItemTableID);// 0x2bf442c
static void UpdateAddtionData(BattleItemAdditionalData InData, out
BattleItemAdditionalData[] OutAddtionData);// 0x2bf4210
static bool SwitchBackpack(BackpackComponent* Backpack1, BackpackComponent*
Backpack2, out const int[] InTypeList1, out const int[] InTypeList2);// 0x2bf405c
static PickupItemDataSortingInfo[] SortPickupItemDataList(out const
PickupItemDataSortingInfo[] PickupList);// 0x2bf3f90
static ItemDefineSortingInfo[] SortDefineIDByWeight(out const
ItemDefineSortingInfo[] DefineIDList);// 0x2bf3e74
static BattleSearchItemSortingInfo[]
SortBattleSearchItemList_AdjustBulletForCurWeapon(BackpackComponent* BackpackComp,
out const BattleSearchItemSortingInfo[] ItemList);// 0x2bf3d6c
static BattleSearchItemSortingInfo[] SortBattleSearchItemList(out const
BattleSearchItemSortingInfo[] ItemList);// 0x2bf3ca0
static BattleSearchBoxSortingInfo[] SortBattleSearchBoxList(out const
BattleSearchBoxSortingInfo[] BoxList);// 0x2bf3bd4
static void SortBattleItemsByType(out BattleItemData[] InItemArray, enum
BackpackItemSortType);// 0x2bf3a94
static BattleItemSortingInfo[] SortBattleItemList(out const
BattleItemSortingInfo[] ItemList);// 0x2bf3978
static bool ShouldAutoPickItem(UAEUserWidget* UserWidget, const
BackpackComponent* BackpackComp, bool bAutoPickupSwitcher, bool
bAutoPickupSwitcherPve, bool bHideforAim, bool bIsTrainingMode, bool
bForbitAutoPickbyMode);// 0x2bf375c
static void SetWeaponPendantShow(bool bShow);// 0x2bf36e0
static void SetIsNeedInitTable(bool IsNeedInit);// 0x2bf365c
static int ReturnIteratively(BackpackComponent* BackpackComp, out const
ItemDefineID DefineID, int Count, bool bCallHandlePickup);// 0x2bf3504
static void ResetBattleItemHandleExist(out const ItemDefineID DefineID);//
0x2bf347c
static bool PickUpListSearchTombCache(UAEUserWidget* UserWidget, out const
SearchedTombBoxAndWrapperListResult[] TombBoxResultArray, int UsefulCount, int
UsefulLimit);// 0x2bf32b8
static bool PickUpListSearchPickupGroundCache(UAEUserWidget* UserWidget, out
const SearchedPickUpItemResult[] ItemResultArray, int UsefulCount, int
UsefulLimit);// 0x2bf3150
static void PickUpListItemMakeSureListEnough(int Count, WrapBox* WrapBoxList,
bool DivisionTick, out bool OutDivisionTick);// 0x2bf3010
static void PickUpListBoxCheckSum(out const SearchedPickUpItemResult[]
ItemResultArray, int CheckSum, out int OutCheckSum);// 0x2bf2ee4
static void PickupFromWrapperDetail(BackpackComponent* BackpackComp,
PickUpWrapperActor* Source, int AttachmentID, out const ItemDefineID
TargetDefineID);// 0x2bf2da8
static void PickupFromGround(BackpackComponent* BackpackComp,
PickUpWrapperActor* Source, BattleItemUseTarget AutoEquipTarget, bool
bForceAutoEquip, int pickCount, enum BattleItemClientPickupType);// 0x2bf2bc8
static BattleItemData ItemNet2Data(out const NetArrayUnit netItem);//
0x2bf2a50
static bool IsValidRevivalCard(STExtraPlayerState* PlayerState);// 0x2bf29d0
static bool IsValidDefineType(int TypeDefineID);// 0x2bf2950
static bool IsUAV(int ItemID);// 0x2bf28d0
static bool IsTaskItemType(int itemType);// 0x2bf2850
static bool IsScoreItemType(int ItemID);// 0x2bf27d0
static bool IsSamePlayer(STExtraBaseCharacter* Player, FString PlayerKey);//
0x2bf26e4
static bool IsSameItem(out const ItemDefineID DefineID1, out const
ItemDefineID DefineID2);// 0x2bf25f4
static bool IsSameInstance(out const ItemDefineID DefineID1, out const
ItemDefineID DefineID2);// 0x2bf2504
static bool IsRevivalCardID(int InID);// 0x2bf2484
static bool IsParachuteItem(int ItemID);// 0x2bf2404
static bool IsNoDropItemType(int ItemID);// 0x2bf2384
static bool IsItemIDInBackpack(BackpackComponent* BackpackComp, int
InBulletID);// 0x2bf22c8
static bool IsIceDrinkItemType(out const ItemDefineID InDefineID);//
0x2bf2234
static bool IsIceDrinkEmoteIDInBackpack(BackpackComponent* BackpackComp, int
InEmoteID);// 0x2bf2178
static bool IsGunItemType(int itemType);// 0x2bf20f8
static bool IsGrenadeCanAutoSwitch(int ItemID);// 0x2bf2078
static bool IsGlideItemType(int ItemID);// 0x2bf1ff8
static bool IsGhillieSuitItemType(int ItemID);// 0x2bf1f78
static bool IsElectricity(int ItemID);// 0x2bf1ef8
static bool IsCharacterVirtualItem(BackpackComponent* BackpackComp, out const
ItemDefineID DefineID);// 0x2bf1e28
static bool IsCanUseInBackpack(int itemSpecialID);// 0x2bf1da8
static bool IsBattleItemHandlePathExist(FString HandlePath);// 0x2bf1cfc
static bool IsBattleItemHandleExist(out const ItemDefineID DefineID, bool
bUseCache, bool bLobby, bool bForceLobby);// 0x2bf1b88
static bool IsBatteryChipItem(int TypeDefineID);// 0x2bf1b08
static bool IsBackpackNeedToShowItemNew(BackpackComponent* BackpackComp, int
TypeDefineID, bool FIsScoreItemType, bool FIsTaskItemType, bool FEquipping);//
0x2bf1978
static bool IsBackpackNeedToShowItem(int TypeDefineID, bool FIsScoreItemType,
bool FIsTaskItemType, bool FEquipping);// 0x2bf1824
static bool IsBackpackItemEqual(out const BattleItemData Left, out const
BattleItemData Right);// 0x2bf1700
static void InitialItemTable();// 0x2bf16ec
static bool HasTagSub(int ItemID, out const FName TagName);// 0x2bf1620
static bool HasTag(int ItemID, out const FName TagName);// 0x2bf1554
static bool HasSkillPropsBySubTypeInBackpack(BackpackComponent* BackpackComp,
int SubType);// 0x2bf1498
static bool HasItemBySubType(int SubType, BackpackComponent* BackpackComp);//
0x2bf13dc
static FString GetWrapperActorPath(out const ItemDefineID DefineID);//
0x2bf12e4
static class Object GetWrapperActorClass(out const ItemDefineID DefineID);//
0x2bf1254
static int GetWeaponSkinMappingID(int InWeaponSkinID);// 0x2bf11d8
static BattleItemData[] GetWeaponsInBackpack(BackpackComponent*
BackpackComp);// 0x2bf1080
static class Object GetWeaponClass(out const ItemDefineID DefineID);//
0x2bf0ff0
static BattleItemData[] GetWeaponBulletItemsInBackpack(BackpackComponent*
BackpackComp);// 0x2bf0e98
static BattleItemData[] GetWeaponAttachmentsInBackpack(BackpackComponent*
BackpackComp);// 0x2bf0d40
static BattleItemHandleBase*[] GetWeaponAttachmentHandles(BackpackComponent*
BackpackComp);// 0x2bf0c5c
static WeaponAttachItemUnit[] GetWeaponAttachByWeaponDefineID(out const
ItemDefineID DefineID, BackpackComponent* BackpackComp);// 0x2bf0b1c
static BattleItemData[] GetVehiclePropsItemInBackpack(BackpackComponent*
BackpackComp);// 0x2bf09c4
static BattleItemData GetVehiclePropsItemByItemIDInBackpack(int InItemID,
BackpackComponent* BackpackComp);// 0x2bf08e4
static BattleItemData[] GetUnEquippedChipInBackpack(BackpackComponent*
BackpackComp);// 0x2bf078c
static enum getSocketByAttachResID(int resID);// 0x2bf0710
static int GetSkillPropsCountBySubType(BackpackComponent* BackpackComp, int
InSubType);// 0x2bf0658
static BattleItemData[] GetSkillPropsBySubTypeInBackpack(BackpackComponent*
BackpackComp, int InSubType);// 0x2bf04c4
static float GetRevivalCardValidTime();// 0x2bf0490
static int GetRevivalCardID();// 0x2bf045c
static FString GetRawBattleTextByType(enum Type);// 0x2bf0378
static FString GetRawBattleTextByRawTextID(int ID);// 0x2bf0294
static PickupProposeData GetProposeData();// 0x2bf025c
static int GetPickupItemResultIndentify(out const SearchedPickUpItemResult
SearchItemResult);// 0x2bf0124
static int GetPendantIDByWeaponID(int WeaponId);// 0x2bf00a8
static int GetOneSkillPropIDBySubTypeInBackpack(BackpackComponent*
BackpackComp, int SubType);// 0x2befff0
static int GetItemUsefulByJudge(BackpackComponent* BackpackComp,
WeaponManagerComponent* weaponComp, out const ItemDefineID DefineID, out const
JudgePickupUsefulItem JudgePickUseful);// 0x2befdf0
static int GetItemUseful(BackpackComponent* BackpackComp,
WeaponManagerComponent* weaponComp, out const ItemDefineID DefineID, out const
SearchedPickUpItemResult SearchItemResult);// 0x2befbf0
static int GetItemType(int ItemID);// 0x2befb74
static int GetItemSubType(int ItemDefineID);// 0x2befaf8
static ItemRecordData GetItemRecord(int ItemID);// 0x2befa4c
static bool GetItemOperationSoundAndBank(int ItemSoundID, enum ItemOperation,
out FString OutBankName, out FString OutSoundName);// 0x2bef894
static int[] GetItemIDs();// 0x2bef7f0
static ItemDefineID GetItemDefineIDByItemID(int ItemID);// 0x2bef764
static int GetItemCountByType(BackpackComponent* BackpackComp, int
itemType);// 0x2bef6ac
static int GetItemCountByDefineIDUnEquip(BackpackComponent* BackpackComp, out
const ItemDefineID DefineID, bool bOnlyInstance);// 0x2bef590
static int GetItemCountByDefineID(BackpackComponent* BackpackComp, out const
ItemDefineID DefineID, bool bOnlyInstance);// 0x2bef474
static int GetHalloweenPumpkinLanternLevel(BackpackComponent*
BackpackComp);// 0x2bef3f8
static ItemDefineID GetHalloweenPumpkinLanternItem();// 0x2bef3ac
static ItemDefineID GetHalloweenPumpkinEnergyItem();// 0x2bef360
static int GetHalloweenPumpkinEnergyCount(BackpackComponent* BackpackComp);//
0x2bef2e4
static int GetHalloweenPumpkinEnergyConsumeCount(BackpackComponent*
BackpackComp, int Level);// 0x2bef22c
static int GetGrenadePriorityByType(const byte grenadeType);// 0x2bef1b0
static BattleItemData[] GetEuqippedArmorInBackpack(BackpackComponent*
BackpackComp);// 0x2bef058
static int GetEquipmentLevel(int ItemID);// 0x2beefdc
static bool GetEquipmentBriefMapItem(int TypeDefineID, out int ItemID, out
int ItemSubType, out int BPID);// 0x2beee68
static int GetEquipmentBagLevel(int ItemID);// 0x2beedec
static BattleItemData[] GetEmoteItemInBackpack(BackpackComponent*
BackpackComp);// 0x2beec94
static BattleItemData[] GetDesignatedTypeItemInBackpack(BackpackComponent*
BackpackComp, out const int[] DesignatedType);// 0x2beeac8
static int GetDefaultWeaponDurabilityByID(int ItemID);// 0x2beea4c
static BattleItemData[] GetDecalItemInBackpack(BackpackComponent*
BackpackComp);// 0x2bee8f4
static BattleItemData[] GetConsumablesItemsBySubType(BackpackComponent*
BackpackComp, int InSubType);// 0x2bee760
static BattleItemData[] GetConsumablesInBackpack(BackpackComponent*
BackpackComp);// 0x2bee608
static int GetColdModeItemNum(BackpackComponent* BackpackComp, enum
coldmodeItemType);// 0x2bee550
static BattleItemData GetColdModeItem(BackpackComponent* BackpackComp, enum
coldmodeItemType);// 0x2bee470
static BattleItemData[] GetClothingAndArmorInBackpack(BackpackComponent*
BackpackComp);// 0x2bee318
static BattleItemData GetCharacterVirtualItemInBackpack(BackpackComponent*
BackpackComp);// 0x2bee274
static BattleItemHandleBase*
GetCharacterVirtualItemHandleInBackpack(BackpackComponent* BackpackComp);//
0x2bee1f8
static BackpackBlueprintUtils* GetBPUtils();// 0x2bee1c4
static FString GetBPTableNameByItemID(out const ItemDefineID DefineID);//
0x2bee0cc
static FString GetBPPath(out const ItemDefineID DefineID);// 0x2bedfd4
static int GetBPIDByResID(int resID);// 0x2bedf58
static BattleWeaponItemDisplayData
GetBattleWeaponItemDisplayDataByDefineID(out const ItemDefineID DefineID);//
0x2bede18
static FString GetBattleItemHandlePath(out const ItemDefineID DefineID, bool
bLobby, bool bForceLobby);// 0x2bedc8c
static BattleItemFeatureData GetBattleItemFeatureDataByDefineID(out const
ItemDefineID DefineID);// 0x2bedbe4
static BattleItemData[] GetBattleItemDataListByIDList(BackpackComponent*
BackpackComp, out const int[] IDList);// 0x2beda18
static int GetBatteryChipID();// 0x2bed9e4
static byte GetBackpackItemType(const ItemDefineID ItemDefineID);// 0x2bed950
static void GetAttackTipDataByDamageEventType(int DamageType, int SubType,
out FString OutAttackName, out FString OutAttackActionName);// 0x2bed7b0
static int GetAssociationsUseful(BackpackComponent* BackpackComp,
WeaponManagerComponent* weaponComp, out const ItemDefineID DefineID);// 0x2bed6a8
static ArmorAttachItemUnit[] GetArmorAttachmentByItemDefineID(out const
ItemDefineID DefineID, BackpackComponent* BackpackComp);// 0x2bed568
static BattleItemData[] GetAllSkillPropsInBackpack(BackpackComponent*
BackpackComp);// 0x2bed410
static int GetAllItemsValueInBackpack(BackpackComponent* BackpackComp, bool
bIncludeEquipping, bool bIncludeVirtualItems, enum InItemStoreArea);// 0x2bed2c8
static BattleItemData[] GetAllItemsInBackpackWithType(BackpackComponent*
BackpackComp, out const int[] Types, bool ExculdeEquipped, enum InItemStoreArea);//
0x2bed078
static BattleItemData[] GetAllItemsInBackpackWithSubType(BackpackComponent*
BackpackComp, out const int[] SubTypes, enum InItemStoreArea);// 0x2bece6c
static BattleItemData[]
GetAllItemsInBackpackWithOneSubType(BackpackComponent* BackpackComp, int OType,
enum InItemStoreArea);// 0x2becc9c
static BattleItemData[] GetAllItemsInBackpack(BackpackComponent*
BackpackComp, bool bIncludeVirtualItems, enum InItemStoreArea);// 0x2becac4
static BattleItemAdditionalData GetAddtionalData(out const FName InName, out
const BattleItemAdditionalData[] InAdditionData);// 0x2bec8d8
static uint64 GenerateRandomInstanceID();// 0x2bec8a4
static ItemDefineID GenerateItemDefineIDWithRandomInstanceID(int Type, int
TypeSpecificID);// 0x2bec7dc
static ItemDefineID GenerateItemDefineIDWithInstanceID(int Type, int
TypeSpecificID, uint64 InstanceID);// 0x2bec6dc
static ItemDefineID GenerateItemDefineIDByItemTableIDWithRandomInstanceID(int
ItemTableID);// 0x2bec650
static ItemDefineID GenerateItemDefineIDByItemTableIDWithInstanceID(int
ItemTableID, uint64 InstanceID);// 0x2bec588
static void ForceDropUnEquipItem(BackpackComponent* BackpackComp);//
0x2bec514
static void ForceDropItemsWithType(BackpackComponent* BackpackComp, int
Type);// 0x2bec464
static void ForceDropItems(BackpackComponent* BackpackComp, out const int[]
ItemTableList);// 0x2bec374
static void ForceDropItemCannotCarryOnPlane(BackpackComponent*
BackpackComp);// 0x2bec300
static void ForceDropAll(BackpackComponent* BackpackComp);// 0x2bec28c
static PickUpWrapperItem[] ExtractPickupWrapperItems(BackpackComponent*
BackpackComp);// 0x2bec1e8
static void EnableItemBySubType(int SubType, bool bEnable, BackpackComponent*
BackpackComp);// 0x2bec0f4
static void CreateBattleItemHandleListAsync(out const ItemDefineID[]
DefineIDLists, Object* Outer, delegate Delegate, bool bLobby);// 0x2bebf60
static BattleItemHandleBase* CreateBattleItemHandleInBackpack(out const
ItemDefineID DefineID, Object* Outer);// 0x2bebe88
static bool CreateBattleItemHandleAsync(out const ItemDefineID DefineID,
Object* Outer, delegate Delegate, bool bLobby);// 0x2bebd0c
static BattleItemHandleBase* CreateBattleItemHandle(out const ItemDefineID
DefineID, Object* Outer, bool bLobby);// 0x2bebbf0
static BattleItemData ConstructBattleItemDataByItemTableID(int
ItemTableID);// 0x2bebb4c
static BattleItemData ConstructBattleItemDataByDefineID(out const
ItemDefineID DefineID);// 0x2beba94
static void ClearItemUsefulCacheByDefineID(out const ItemDefineID
DefineID);// 0x2beba0c
static void ClearItemUsefulCache();// 0x2beb9f8
static void ClearItemRecord();// 0x2beb9e4
static void ClearItemExistCache();// 0x2beb9d0
static void ClearEquipmentBriefMap();// 0x2beb9bc
static bool CheckItemUsefulByJudge(BackpackComponent* BackpackComp,
WeaponManagerComponent* weaponComp, out const ItemDefineID DefineID, out const
JudgePickupUsefulItem JudgePickUseful);// 0x2beb7b8
static bool CheckItemUseful(BackpackComponent* BackpackComp,
WeaponManagerComponent* weaponComp, out const ItemDefineID DefineID, out const
SearchedPickUpItemResult SearchItemResult);// 0x2beb5b4
static bool CheckItemSubType(int InItemID, int InSubType);// 0x2beb4fc
static bool CheckCapacityForSwapOrDrop(BackpackComponent* BackpackComp, int
OldCapacity, int NewCapacity);// 0x2beb408
static bool CheckAssociationsEquipQualityHigher(BackpackComponent*
BackpackComponent, bool CanSwap, const int WeaponId, out const ItemDefineID
CurrentDefineID, out const ItemDefineID NewDefineID);// 0x2beb25c
static bool CanSkillPropsItemBePickedUp(BackpackComponent* BackpackComp, out
const ItemDefineID DefineID);// 0x2beb18c
static void AddEquipmentBriefMapItem(int TypeDefineID, int ItemID, int
ItemSubType, int BPID);// 0x2beb06c
static void AddCharacterVirtualItemHandleToBackpack(BackpackComponent*
BackpackComp, STExtraBaseCharacter* Character);// 0x2beafc0
--------------------------------
Class: PickupItemDataSortingInfo
PickUpItemData Data;//[Offset: 0x0 , Size: 56]
bool bHighPriority;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x38 , Size: 1]
--------------------------------
Class: ItemDefineSortingInfo
ItemDefineID DefineID;//[Offset: 0x0 , Size: 24]
bool bUsed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18 ,
Size: 1]
bool bMainHand;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19 ,
Size: 1]
int Count;//[Offset: 0x1c , Size: 4]
--------------------------------
Class: BattleSearchItemSortingInfo
SearchedPickUpItemResult SearchItemResult;//[Offset: 0x0 , Size: 64]
bool bHighPriority;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x40 , Size: 1]
int pickCount;//[Offset: 0x44 , Size: 4]
--------------------------------
Class: BattleSearchBoxSortingInfo
SearchedPickUpItemResult pickUpItemResult;//[Offset: 0x0 , Size: 64]
bool bHighPriority;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x40 , Size: 1]
int pickCount;//[Offset: 0x44 , Size: 4]
--------------------------------
Class: BattleItemSortingInfo
ItemDefineID ItemDefineID;//[Offset: 0x0 , Size: 24]
bool bHighPriority;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x18 , Size: 1]
--------------------------------
Class: WrapBox.PanelWidget.Widget.Visual.Object
Vector2D InnerSlotPadding;//[Offset: 0x114 , Size: 8]
float WrapWidth;//[Offset: 0x11c , Size: 4]
bool bExplicitWrapWidth;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x120 , Size: 1]
void SetInnerSlotPadding(Vector2D InPadding);// 0x452c934
WrapBoxSlot* AddChildWrapBox(Widget* Content);// 0x452c8a8
--------------------------------
Class: WrapBoxSlot.PanelSlot.Visual.Object
Margin Padding;//[Offset: 0x38 , Size: 16]
bool bFillEmptySpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x48 , Size: 1]
float FillSpanWhenLessThan;//[Offset: 0x4c , Size: 4]
byte HorizontalAlignment;//[Offset: 0x50 , Size: 1]
byte VerticalAlignment;//[Offset: 0x51 , Size: 1]
void SetVerticalAlignment(byte InVerticalAlignment);// 0x452cf34
void SetPadding(Margin InPadding);// 0x452ceb8
void SetHorizontalAlignment(byte InHorizontalAlignment);// 0x452ce3c
void SetFillSpanWhenLessThan(float InFillSpanWhenLessThan);// 0x452cdc0
void SetFillEmptySpace(bool InbFillEmptySpace);// 0x452cd3c
--------------------------------
Class: WeaponAttachItemUnit
ItemDefineID DefineID;//[Offset: 0x0 , Size: 24]
enum socket;//[Offset: 0x18 , Size: 1]
--------------------------------
Class: PickupProposeData
PickupFirstCount[] pickFirst;//[Offset: 0x0 , Size: 16]
int closeSubType;//[Offset: 0x10 , Size: 4]
int crossbowSubType;//[Offset: 0x14 , Size: 4]
int panID;//[Offset: 0x18 , Size: 4]
int pistolSubType;//[Offset: 0x1c , Size: 4]
int gunType;//[Offset: 0x20 , Size: 4]
int specialType;//[Offset: 0x24 , Size: 4]
int specialType2;//[Offset: 0x28 , Size: 4]
int lens2ID;//[Offset: 0x2c , Size: 4]
int lens3ID;//[Offset: 0x30 , Size: 4]
int lens4ID;//[Offset: 0x34 , Size: 4]
int lens6ID;//[Offset: 0x38 , Size: 4]
int lens8ID;//[Offset: 0x3c , Size: 4]
int ID2Type;//[Offset: 0x40 , Size: 4]
int pistolClipSubType;//[Offset: 0x44 , Size: 4]
int SubMachineGunClipSubType;//[Offset: 0x48 , Size: 4]
int SniperClipSubType;//[Offset: 0x4c , Size: 4]
int RifleClipSubType;//[Offset: 0x50 , Size: 4]
int gasSubID;//[Offset: 0x54 , Size: 4]
int backSubType;//[Offset: 0x58 , Size: 4]
int back3ID;//[Offset: 0x5c , Size: 4]
int BandageID;//[Offset: 0x60 , Size: 4]
int QuickBandageID;//[Offset: 0x64 , Size: 4]
int EnergyDrinksID;//[Offset: 0x68 , Size: 4]
int AdrenalineID;//[Offset: 0x6c , Size: 4]
int AnodyneID;//[Offset: 0x70 , Size: 4]
int Medical1ID;//[Offset: 0x74 , Size: 4]
int QuickMedical1ID;//[Offset: 0x78 , Size: 4]
int Medical2ID;//[Offset: 0x7c , Size: 4]
int AntidoteID;//[Offset: 0x80 , Size: 4]
int BatteryChipID;//[Offset: 0x84 , Size: 4]
int GameCoinID;//[Offset: 0x88 , Size: 4]
int ZhenBaoDan;//[Offset: 0x8c , Size: 4]
int YanWuDan;//[Offset: 0x90 , Size: 4]
int RanShaoPing;//[Offset: 0x94 , Size: 4]
int ShouLei;//[Offset: 0x98 , Size: 4]
int[] SideMirrorList;//[Offset: 0xa0 , Size: 16]
int[] MirrorList;//[Offset: 0xb0 , Size: 16]
int GrenadeZombie;//[Offset: 0xc0 , Size: 4]
int GrenadeYedan;//[Offset: 0xc4 , Size: 4]
int DefaultMedicineNum;//[Offset: 0xc8 , Size: 4]
int helmetSubType;//[Offset: 0xcc , Size: 4]
int armorSubType;//[Offset: 0xd0 , Size: 4]
int ScoreItemSubType;//[Offset: 0xd4 , Size: 4]
int SpecialNoDropItemSubType;//[Offset: 0xd8 , Size: 4]
int IceDrinkItemSubType;//[Offset: 0xdc , Size: 4]
int IsAutoPickUpTaskSubType;//[Offset: 0xe0 , Size: 4]
int[] carryOnPlane;//[Offset: 0xe8 , Size: 16]
int CapacityThreshold;//[Offset: 0xf8 , Size: 4]
int GlideSubType;//[Offset: 0xfc , Size: 4]
int ParachuteItemSubType;//[Offset: 0x100 , Size: 4]
int revivalCardID;//[Offset: 0x104 , Size: 4]
int SnowManID;//[Offset: 0x108 , Size: 4]
float revivalCardValidTime;//[Offset: 0x10c , Size: 4]
int[] firewoodPriority;//[Offset: 0x110 , Size: 16]
int[] meatPriority;//[Offset: 0x120 , Size: 16]
int[] UAVList;//[Offset: 0x130 , Size: 16]
int[] ElectricityList;//[Offset: 0x140 , Size: 16]
int[] ToUseInBackpackSubList;//[Offset: 0x150 , Size: 16]
int[] ToUseInBackpackIDList;//[Offset: 0x160 , Size: 16]
int[] notExtractItemIDList;//[Offset: 0x170 , Size: 16]
--------------------------------
Class: PickupFirstCount
int pickID;//[Offset: 0x0 , Size: 4]
int Count;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: JudgePickupUsefulItem
PickUpItemData MainItemData;//[Offset: 0x0 , Size: 56]
int NetGUIDOffsetValue;//[Offset: 0x38 , Size: 4]
bool DropedByPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3c , Size: 1]
--------------------------------
Class: ItemRecordData
int ItemID;//[Offset: 0x0 , Size: 4]
int itemType;//[Offset: 0x4 , Size: 4]
int ItemSubType;//[Offset: 0x8 , Size: 4]
int BPID;//[Offset: 0xc , Size: 4]
int WeightforOrder;//[Offset: 0x10 , Size: 4]
int Worth;//[Offset: 0x14 , Size: 4]
int ItemCapacity;//[Offset: 0x18 , Size: 4]
int[] Attach;//[Offset: 0x20 , Size: 16]
int BulletID;//[Offset: 0x30 , Size: 4]
int ProposeBulletNum;//[Offset: 0x34 , Size: 4]
int Durability;//[Offset: 0x38 , Size: 4]
int ItemSoundID;//[Offset: 0x3c , Size: 4]
int ItemQuality;//[Offset: 0x40 , Size: 4]
int ItemPickupRule;//[Offset: 0x44 , Size: 4]
int AIFullVaule;//[Offset: 0x48 , Size: 4]
float Weight;//[Offset: 0x4c , Size: 4]
int MaxCount;//[Offset: 0x50 , Size: 4]
bool AutoEquipandDrop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x54 , Size: 1]
bool Consumable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x55 ,
Size: 1]
bool Equipable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x56 ,
Size: 1]
FString ItemName;//[Offset: 0x58 , Size: 16]
FString ItemBigIcon;//[Offset: 0x68 , Size: 16]
FString ItemDesc;//[Offset: 0x78 , Size: 16]
FString ItemSmallIcon;//[Offset: 0x88 , Size: 16]
FString KillWhiteIcon;//[Offset: 0x98 , Size: 16]
FString ItemWhiteIcon;//[Offset: 0xa8 , Size: 16]
FString RedEmotionSoundPath;//[Offset: 0xb8 , Size: 16]
FString PickupDesc;//[Offset: 0xc8 , Size: 16]
FString BackpackSimple;//[Offset: 0xd8 , Size: 16]
FString SpecialIcon;//[Offset: 0xe8 , Size: 16]
FString ItemBigIcon2;//[Offset: 0xf8 , Size: 16]
FString ItemSmallIcon2;//[Offset: 0x108 , Size: 16]
int Electricity;//[Offset: 0x118 , Size: 4]
FString ArmorySimpleDesc;//[Offset: 0x120 , Size: 16]
--------------------------------
Class: BackpackBlueprintUtils.Object
CreateBattleItemHandleAsyncRequest[] PendingAsyncRequests;//[Offset: 0xf8 ,
Size: 16]
<int,CreateBattleItemHandleListAsyncRequest>
PendingAsyncRequestList;//[Offset: 0x108 , Size: 80]
<int,enum> TClipTypeMap;//[Offset: 0x158 , Size: 80]
<int,ItemRecordData> mapItemRecord;//[Offset: 0x1a8 , Size: 80]
<FString,ItemBeOverrideRecordData> BeOverrideMapItemMap;//[Offset: 0x1f8 ,
Size: 80]
<int,int> mapPickupBullet;//[Offset: 0x248 , Size: 80]
<int,enum> mapAttachPos;//[Offset: 0x298 , Size: 80]
PickupSetting PickupSetting;//[Offset: 0x2e8 , Size: 204]
PickupSettingForTPlan PickupSettingForMod;//[Offset: 0x3b8 , Size: 496]
PickupProposeData proposeData;//[Offset: 0x5a8 , Size: 384]
int[] NeedToShowTypeList;//[Offset: 0x728 , Size: 16]
<int,FName> ItemSubTypeNameMap;//[Offset: 0x738 , Size: 80]
<FName,TagItemList> ItemTag;//[Offset: 0x788 , Size: 80]
<int,ItemTagList> ItemTagMap;//[Offset: 0x7d8 , Size: 80]
enum CurrentGameModeType;//[Offset: 0x838 , Size: 1]
FString ItemTableName;//[Offset: 0x840 , Size: 16]
FString ItemTagTableName;//[Offset: 0x850 , Size: 16]
FString AttachTableName;//[Offset: 0x860 , Size: 16]
FString SuitEmoteTableName;//[Offset: 0x870 , Size: 16]
FString OccupationTableName;//[Offset: 0x880 , Size: 16]
enum[] AvatarDownloadGameModeTypes;//[Offset: 0x890 , Size: 16]
<enum,int> AvatarDownloadPriority;//[Offset: 0x8a0 , Size: 80]
ActivityItemData ActivityData;//[Offset: 0x8f0 , Size: 48]
ActivityConfigData ActivityConfig;//[Offset: 0x920 , Size: 80]
SpecialItemData SpecialData;//[Offset: 0x970 , Size: 1]
bool bShowWeaponPendant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x971 , Size: 1]
<int,int> itemGuid2Useful;//[Offset: 0x978 , Size: 80]
<int,int> gunMainTypeUseful;//[Offset: 0x9c8 , Size: 80]
<int,int> attachMainTypeUseful;//[Offset: 0xa18 , Size: 80]
<int,int> bulletMainTypeUseful;//[Offset: 0xa68 , Size: 80]
<int,int> medicineAndGrenadeMainTypeUseful;//[Offset: 0xab8 , Size: 80]
<int,int> constructTypeUseful;//[Offset: 0xb08 , Size: 80]
<int,float> ItemWeight;//[Offset: 0xb58 , Size: 80]
<int,int> skillpropsTypeUseful;//[Offset: 0xba8 , Size: 80]
<int,bool> itemPathExist;//[Offset: 0xbf8 , Size: 80]
int[] ItemToDownload;//[Offset: 0xc48 , Size: 16]
int AvatarDownloadMaxLimitTimes;//[Offset: 0xc58 , Size: 4]
bool bAvatarDownloadClientSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xc5c , Size: 1]
<int,EquipmentBrief> EquipmentBriefMap;//[Offset: 0xc60 , Size: 80]
bool bEnableTableOptimization;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xcb0 , Size: 1]
bool bEnableDSAvatarOptimization;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xcb1 , Size: 1]
int[] TombBoxItemBlackList;//[Offset: 0xcb8 , Size: 16]
int CharacterVirtualItem_Type;//[Offset: 0xcc8 , Size: 4]
int CharacterVirtualItem_TypeSpecificID;//[Offset: 0xccc , Size: 4]
<int,class BattleItemHandleBase> VirtualItemClassMap;//[Offset: 0xcd0 , Size:
80]
<int> NoUseVirtualItemIDs;//[Offset: 0xd20 , Size: 80]
void ResetItemToDownload();// 0x2bfa674
void ResetBattleItemHandleExist(out const ItemDefineID DefineID);// 0x2bfa5e4
void OnPostSwitchGameStatut(FString InGameStatus);// 0x2bfa53c
void OnGameModeTypeChanged();// 0x2bfa520
void ItemTableAdditiveOverride(FString OverrideItemTableName, bool
bOverride);// 0x2bfa430
bool IsVirtualItemData(out const BattleItemData ItemData);// 0x2bfa368
bool IsRollItem(out const PickUpItemData SearchItemResult);// 0x2bfa22c
bool IsParachuteItemType(int ItemID);// 0x2bfa194
bool IsInPveMode();// 0x37db6c4
bool IsIceDrinkEmoteIDInBackpack(int InItemID, int InEmoteID);// 0x2bfa0c4
bool IsGrenadeCanAutoSwitch(int ItemID);// 0x2bfa02c
bool IsGlideItemType(int ItemID);// 0x2bf9f94
bool IsGhillieSuitItemType(int ItemID);// 0x2bf9efc
bool IsEquipmentItem(int ItemID);// 0x2bf9e64
bool IsBattleItemHandlePathExist(FString HandlePath);// 0x2bf9da8
bool IsBattleItemHandleExist(out const ItemDefineID DefineID, bool bUseCache,
bool bLobby, bool bForceLobby);// 0x2bf9c2c
bool Is3BackpackID(int ID);// 0x37db6c4
void Initialize();// 0x2bf9c18
void InitialItemTable();// 0x2bf9bfc
bool HasTagSub(int ItemID, out const FName TagName);// 0x2bf9b20
bool HasTag(int ItemID, out const FName TagName);// 0x2bf9a44
int GetWeaponSkinMappingID(int InWeaponSkinID);// 0x37db6c4
FString GetRawBattleTextByType(enum Type);// 0x2bf9948
FString GetRawBattleTextByRawTextID(int ID);// 0x2bf984c
int GetPendantIDByWeaponID(int WeaponId);// 0x2bf97b8
int GetItemSubTypeID(int SpecificID);// 0x37db6c4
ItemRecordData GetItemRecord(int ItemID);// 0x2bf9704
bool GetItemOperationSoundAndBank(int ItemSoundID, enum ItemOperation, out
FString OutBankName, out FString OutSoundName);// 0x37db6c4
int GetGrenadePriorityByType(const byte grenadeType);// 0x2bf9670
int GetEquipmentLevel(int ItemID);// 0x2bf95dc
int GetEquipmentBagLevel(int ItemID);// 0x2bf9548
BattleItemData GetCharacterVirtualItemInBackpack(BackpackComponent*
BackpackComp);// 0x2bf948c
BattleItemHandleBase*
GetCharacterVirtualItemHandleInBackpack(BackpackComponent* BackpackComp);//
0x2bf93f8
FString GetBPTableNameByItemID(out const ItemDefineID DefineID);// 0x2bf92e8
int GetBPIDByResID(int resID);// 0x2bf9254
BattleWeaponItemDisplayData GetBattleWeaponItemDisplayDataByDefineID(out
const ItemDefineID DefineID);// 0x2bf90fc
FString GetBattleItemHandlePathInner(out const ItemDefineID DefineID);//
0x2bf8ff4
FString GetBattleItemHandlePath(out const ItemDefineID DefineID, bool bLobby,
bool bForceLobby);// 0x2bf8e50
BattleItemFeatureData GetBattleItemFeatureDataByDefineID(out const
ItemDefineID DefineID);// 0x2bf8d90
int[] GetAttachOfWeapon(int WeaponId);// 0x2bf8c9c
void GenerateItemDefineIDByItemTableID(int ItemTableID, out int Type, out int
TypeSpecificID);// 0x2bf8b74
TagItemList FindItemTag(out const FName TagName);// 0x2bf8a98
BattleItemHandleBase* CreateVirtualItemHandle(out const ItemDefineID
DefineID, Object* Outer);// 0x2bf89b0
BattleItemHandleBase* CreateBattleItemHandleInner(out const ItemDefineID
DefineID, Object* Outer);// 0x2bf88d0
BattleItemHandleBase* CreateBattleItemHandle(out const ItemDefineID DefineID,
Object* Outer, bool bLobby);// 0x2bf87a4
BattleItemData ConstructBattleItemDataByItemTableID(int ItemTableID);//
0x2bf86e8
BattleItemData ConstructBattleItemDataByDefineID(out const ItemDefineID
DefineID);// 0x2bf8618
void ClearItemRecord();// 0x2bf8604
bool CheckItem(int ItemTableID);// 0x2bf856c
void AddCharacterVirtualItemToBackpack(BackpackComponent* BackpackComp,
STExtraBaseCharacter* Character);// 0x2bf84b0
--------------------------------
Class: CreateBattleItemHandleAsyncRequest
ItemDefineID DefineID;//[Offset: 0x0 , Size: 24]
Object* Outer;//[Offset: 0x18 , Size: 8]
FString Path;//[Offset: 0x20 , Size: 16]
delegate Callback;//[Offset: 0x30 , Size: 16]
--------------------------------
Class: CreateBattleItemHandleListAsyncRequest
ItemDefineID[] DefineIDList;//[Offset: 0x0 , Size: 16]
FString[] PathList;//[Offset: 0x10 , Size: 16]
Object* Outer;//[Offset: 0x20 , Size: 8]
delegate Callback;//[Offset: 0x28 , Size: 16]
--------------------------------
Class: ItemBeOverrideRecordData
<int,ItemRecordData> BeOverrideMapItemRecord;//[Offset: 0x0 , Size: 80]
--------------------------------
Class: PickupSetting
int LimitBandage;//[Offset: 0x0 , Size: 4]
int LimitBandage_pve;//[Offset: 0x4 , Size: 4]
int LimitMedical;//[Offset: 0x8 , Size: 4]
int LimitMedical_pve;//[Offset: 0xc , Size: 4]
int LimitFirstAidKit;//[Offset: 0x10 , Size: 4]
int LimitFirstAidKit_pve;//[Offset: 0x14 , Size: 4]
int LimitAnodyne;//[Offset: 0x18 , Size: 4]
int LimitAnodyne_pve;//[Offset: 0x1c , Size: 4]
int LimitEnergyDrinks;//[Offset: 0x20 , Size: 4]
int LimitEnergyDrinks_pve;//[Offset: 0x24 , Size: 4]
int LimitAdrenaline;//[Offset: 0x28 , Size: 4]
int LimitAdrenaline_pve;//[Offset: 0x2c , Size: 4]
int LimitShouliudan;//[Offset: 0x30 , Size: 4]
int LimitShouliudan_pve;//[Offset: 0x34 , Size: 4]
int LimitYanwudan;//[Offset: 0x38 , Size: 4]
int LimitYanwudan_pve;//[Offset: 0x3c , Size: 4]
int LimitZhenbaodan;//[Offset: 0x40 , Size: 4]
int LimitZhenbaodan_pve;//[Offset: 0x44 , Size: 4]
int LimitRanshaodan;//[Offset: 0x48 , Size: 4]
int LimitRanshaodan_pve;//[Offset: 0x4c , Size: 4]
int LimitGrenadeZombie;//[Offset: 0x50 , Size: 4]
int LimitGrenadeYedan;//[Offset: 0x54 , Size: 4]
int LimitAntidote;//[Offset: 0x58 , Size: 4]
int LimitBatteryChip;//[Offset: 0x5c , Size: 4]
int LimitGameCoin;//[Offset: 0x60 , Size: 4]
int LimitBullet9mm;//[Offset: 0x64 , Size: 4]
int LimitBullet7_62mm;//[Offset: 0x68 , Size: 4]
int Limit12koujing;//[Offset: 0x6c , Size: 4]
int Limit45koujing;//[Offset: 0x70 , Size: 4]
int Limit300magenandanyao;//[Offset: 0x74 , Size: 4]
int Limitbolt;//[Offset: 0x78 , Size: 4]
int LimitBullet5;//[Offset: 0x7c , Size: 4]
bool AutoPickupPistol;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x80 , Size: 1]
bool AutoPickupPistol_pve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x81 , Size: 1]
bool AutoPickupLevel3Backpack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x82 , Size: 1]
bool AutoPickUpLevel3Backpack_pve;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x83 , Size: 1]
bool AutoPickupSideMirror;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x84 , Size: 1]
int LimitSniper2X;//[Offset: 0x88 , Size: 4]
int LimitSniper2X_pve;//[Offset: 0x8c , Size: 4]
int LimitSniper3X;//[Offset: 0x90 , Size: 4]
int LimitSniper3X_pve;//[Offset: 0x94 , Size: 4]
int LimitSniper4X;//[Offset: 0x98 , Size: 4]
int LimitSniper4X_pve;//[Offset: 0x9c , Size: 4]
int LimitSniper6X;//[Offset: 0xa0 , Size: 4]
int LimitSniper6X_pve;//[Offset: 0xa4 , Size: 4]
int LimitSniper8X;//[Offset: 0xa8 , Size: 4]
int LimitSniper8X_pve;//[Offset: 0xac , Size: 4]
bool AutoPickupSkillProps;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xb0 , Size: 1]
int LimitSkillProps;//[Offset: 0xb4 , Size: 4]
bool AutoPickupSkillProps_pve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xb8 , Size: 1]
int LimitSkillProps_pve;//[Offset: 0xbc , Size: 4]
int LimitSnowMan;//[Offset: 0xc0 , Size: 4]
bool AutoPickMirror;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xc4 , Size: 1]
int AutoPickClipType;//[Offset: 0xc8 , Size: 4]
--------------------------------
Class: PickupSettingForTPlan
int LimitSkillProps;//[Offset: 0x0 , Size: 4]
bool AutoPickupPistol;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4 , Size: 1]
bool AutoPickupLevel3Backpack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x5 , Size: 1]
bool AutoPickupSideMirror;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x6 , Size: 1]
bool AutoPickupSkillProps;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x7 , Size: 1]
bool AutoPickMirror;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x8 , Size: 1]
int AutoPickClipType;//[Offset: 0xc , Size: 4]
<int,int> LimitBulletMap_XT;//[Offset: 0x10 , Size: 80]
<int,int> LimitDrugMap_XT;//[Offset: 0x60 , Size: 80]
<int,int> LimitThrowObjMap_XT;//[Offset: 0xb0 , Size: 80]
<int,int> LimitMultipleMirrorMap_XT;//[Offset: 0x100 , Size: 80]
<int,int> LimitNormalInfillingMap_XT;//[Offset: 0x150 , Size: 80]
<int,int> LimitHalloweenInfillingMap_XT;//[Offset: 0x1a0 , Size: 80]
--------------------------------
Class: TagItemList
int[] tagList;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: ItemTagList
<FName,int> TagValueMap;//[Offset: 0x0 , Size: 80]
--------------------------------
Class: ActivityItemData
ItemDefineID PumpkinLanternItem;//[Offset: 0x0 , Size: 24]
ItemDefineID PumpkinEnergyItem;//[Offset: 0x18 , Size: 24]
--------------------------------
Class: ActivityConfigData
<int,int> Lv2EnergyCount;//[Offset: 0x0 , Size: 80]
--------------------------------
Class: SpecialItemData
--------------------------------
Class: EquipmentBrief
int ItemID;//[Offset: 0x0 , Size: 4]
int ItemSubType;//[Offset: 0x4 , Size: 4]
int BPID;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: BattleWeaponItemDisplayData
FString ItemName;//[Offset: 0x0 , Size: 16]
FString WhiteIconPath;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: PickUpWrapperItem
ItemDefineID DefineID;//[Offset: 0x0 , Size: 24]
int Count;//[Offset: 0x18 , Size: 4]
BattleItemAdditionalData[] AdditionalData;//[Offset: 0x20 , Size: 16]
int ParentIndex;//[Offset: 0x30 , Size: 4]
FName ParentSideAssociationName;//[Offset: 0x38 , Size: 8]
int ItemInstanceID;//[Offset: 0x40 , Size: 4]
--------------------------------
Class: TableTraver.Object
--------------------------------
Class: ItemTraver.TableTraver.Object
--------------------------------
Class: AttachTraver.TableTraver.Object
--------------------------------
Class: ItemTagTraver.TableTraver.Object
--------------------------------
Class: ItemOverrideTraver.TableTraver.Object
--------------------------------
Class: BackpackUtilsEditorAgent.Object
static void SetBackpackNeedInitTable(bool IsNeedInitTable);// 0x2bffd8c
static void ReleaseBackpackUtils();// 0x2bffd4c
static ItemDefineID CreateItemIDByTableID(int ItemTableID);// 0x2bffcb4
--------------------------------
Class:
BackpackVehicleAvatarHandle.BackpackCommonAvatarHandle.BattleItemHandleBase.ItemHan
dleBase.Object
enum[] SupportChangeTypes;//[Offset: 0x160 , Size: 16]
ItemAvatarData[] BrokenMatData;//[Offset: 0x170 , Size: 16]
SkeletalMesh* FPPSkeletalMesh;//[Offset: 0x180 , Size: 40]
StaticMesh* FPPStaticMesh;//[Offset: 0x1a8 , Size: 40]
ItemAvatarData[] FPPMatData;//[Offset: 0x1d0 , Size: 16]
class STExtraVehicleBase* lobbyWheeledVehicle;//[Offset: 0x1e0 , Size: 40]
ParticleSystem* LightEffect;//[Offset: 0x208 , Size: 40]
bool IsLowDeviceLODBias;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x230 , Size: 1]
--------------------------------
Class: BackpackWeaponAttachHandle.BattleItemHandleBase.ItemHandleBase.Object
WeaponAttachmentConfig WeaponAttachmentConfig;//[Offset: 0xe8 , Size: 552]
class AnimInstance* animBP;//[Offset: 0x310 , Size: 8]
class AnimInstance* animBPClass;//[Offset: 0x318 , Size: 40]
WeaponPendantSocket[] PendantConfigList;//[Offset: 0x340 , Size: 16]
WeaponPendantMap[] WeaponPendantMap;//[Offset: 0x350 , Size: 16]
BackpackComponent* BackpackComp;//[Offset: 0x360 , Size: 8]
void ReturnWeaponAdditionalBulletsToBackpack(STExtraShootWeapon* Weapon, int
BulletNum);// 0x2c00c94
void ResetNeedReturnBulletsWhenDisuseExtendMaxBulletDJ();// 0x2c00c78
bool IsVirtualAvatarHandle();// 0x2c00c38
void HandleDisuseReplaceByNew(BackpackWeaponAttachHandle* NewHandle);//
0x2c00bbc
void GetWidgetList(out UIWidgetRes[] UIList);// 0x2c00afc
int GetSubSlotID();// 0x2c00ac0
int GetSlotID();// 0x2c00a84
WeaponMeshCfg GetMeshPackCfgCopy();// 0x2c00a18
void GetMeshPackCfg(out WeaponMeshCfg MeshCfg);// 0x2c008a8
WeaponAttachmentConfig GetAttachmentConfig();// 0x2c0083c
class Object GetAnimationBP();// 0x2c00800
bool EquipOrUnEuipAttachment(STExtraShootWeapon* InWeapon, bool IsEquip, enum
Reason);// 0x2c006f0
--------------------------------
Class: WeaponAttachmentConfig
FText AttachmentName;//[Offset: 0x0 , Size: 24]
enum AttachmentSocketType;//[Offset: 0x18 , Size: 1]
enum SubSlot;//[Offset: 0x19 , Size: 1]
enum SightType;//[Offset: 0x1a , Size: 1]
bool IsExtendMaxBulletNumInOneClip;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x1b , Size: 1]
bool IsSilencer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c ,
Size: 1]
bool IsFireSuppressor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1d , Size: 1]
bool IsCompensator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1e , Size: 1]
WeaponAttachmentAttrModify[] WeaponAttachmentAttrModifys;//[Offset: 0x20 ,
Size: 16]
WeaponAttachmentDesc[] WeaponAttachmentDescs;//[Offset: 0x30 , Size: 16]
<int,FName> socketTypeToName;//[Offset: 0x40 , Size: 80]
WeaponMeshCfg MeshPackage;//[Offset: 0x90 , Size: 336]
WeaponMeshCfg[] ExtMeshList;//[Offset: 0x1e0 , Size: 16]
ReplacedAttament[] replacementWeapon;//[Offset: 0x1f0 , Size: 16]
AnimationAsset*[] AttachmentAnimList;//[Offset: 0x200 , Size: 16]
ItemDefineID ParentID;//[Offset: 0x210 , Size: 24]
--------------------------------
Class: WeaponAttachmentAttrModify
FString ModifyAttr;//[Offset: 0x0 , Size: 16]
enum Op;//[Offset: 0x10 , Size: 1]
bool bModifyResource;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x11 , Size: 1]
float ModifyValue;//[Offset: 0x14 , Size: 4]
Object* ModifyResValue;//[Offset: 0x18 , Size: 40]
--------------------------------
Class: WeaponAttachmentDesc
FText Desc;//[Offset: 0x0 , Size: 24]
FText DescValue;//[Offset: 0x18 , Size: 24]
--------------------------------
Class: ReplacedAttament
ItemDefineID[] targetWeaponIDList;//[Offset: 0x0 , Size: 16]
WeaponMeshCfg replacedAttachmentCfg;//[Offset: 0x10 , Size: 336]
WeaponMeshCfg[] ExtReplacedAttachmentCfgList;//[Offset: 0x160 , Size: 16]
int replacedAttachmentMatIndex;//[Offset: 0x170 , Size: 4]
--------------------------------
Class: WeaponPendantSocket
enum PendantSocketType;//[Offset: 0x0 , Size: 1]
int PendantIndex;//[Offset: 0x4 , Size: 4]
bool IsOpenConstraint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x8 , Size: 1]
AvatarPendantConfig AnimConstraint;//[Offset: 0x10 , Size: 96]
--------------------------------
Class: WeaponPendantMap
int WeaponId;//[Offset: 0x0 , Size: 4]
WeaponPendantSocket[] PendantInfoList;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: BackpackWeaponHandle.BattleItemHandleBase.ItemHandleBase.Object
BackpackComponent* BackpackComp;//[Offset: 0xe8 , Size: 8]
WeaponMeshCfg MeshPackage;//[Offset: 0xf0 , Size: 336]
WeaponMeshCfg[] ExtMeshPackageList;//[Offset: 0x240 , Size: 16]
class AnimInstance* animBP;//[Offset: 0x250 , Size: 8]
class AnimInstance* animBPClass;//[Offset: 0x258 , Size: 40]
<ItemDefineID,ItemDefineID> AttachmentAvatarList;//[Offset: 0x280 , Size: 80]
ItemDefineID[] DefaultAvatarList;//[Offset: 0x2d0 , Size: 16]
ItemDefineID ParentID;//[Offset: 0x2e0 , Size: 24]
ItemDefineID[] ParentIDList;//[Offset: 0x2f8 , Size: 16]
enum OverrideSocket;//[Offset: 0x308 , Size: 1]
BattleItemAdditionalData[] WeaponAttachmentAdditionalDataList;//[Offset:
0x310 , Size: 16]
STExtraWeapon* CachedTargetWeapon;//[Offset: 0x320 , Size: 8]
BattleItemPickupInfo CachedBattleItemPickupInfo;//[Offset: 0x328 , Size: 88]
WeaponAttachItemUnit[] CachedWeaponAttachmentListBeforeDrop;//[Offset:
0x380 , Size: 16]
WeaponKillEffectCfg KillEffect;//[Offset: 0x390 , Size: 8]
ParticleSystem* LightEffect;//[Offset: 0x398 , Size: 40]
ParticleSystem* ShootLightEffect;//[Offset: 0x3c0 , Size: 40]
<byte,AkAudioEvent*> HitSoundMap;//[Offset: 0x3e8 , Size: 80]
AkAudioEvent* SlashSound;//[Offset: 0x438 , Size: 40]
bool IsInitUIWidget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x460 , Size: 1]
<int,Transform> PendantSocketRelativeTransform;//[Offset: 0x468 , Size: 80]
int CachedWeaponDurability;//[Offset: 0x4b8 , Size: 4]
void ReturnAllBullets();// 0x37db6c4
void PreLocalHandleDisuse();// 0x2c02744
BattleItemAdditionalData MakeWeaponDurabilityData(int Durability);//
0x2c02630
PickUpWrapperActor* LocalSpawnWrapperOnGround(class Object InWrapperClass,
STExtraBaseCharacter* InOwningCharacter, ItemDefineID InDefineID);// 0x2c02514
bool LocalHandleUse(out const BattleItemUseTarget InTarget, enum InReason,
WeaponManagerComponent* InWeaponMgr, FName InTargetLogicSocket, bool
bInTargetAutoUse, FName InMainLogicSlot1Name, FName InMainLogicSlot2Name, FName
InSubLogicSlotName, bool bInIsPistol, STExtraPlayerController*
InOwningPlayerController, BattleItemHandleBase* InCharacterItemHandle,
BackpackComponent* InOwningBackpackComponnent, STExtraBaseCharacter*
InOwningCharacter, class STExtraWeapon InWeaponClass, bool
bInResetInitBulletInBullet, out STExtraWeapon* OutTargetWeaponActor, out FName
bOutSocket);// 0x2c02048
FName LocalGetAvailableInstantLogicSocketName(WeaponManagerComponent*
InWeaponMgr, FName InTargetLogicSocket, bool bInTargetAutoUse, FName
InMainLogicSlot1Name, FName InMainLogicSlot2Name, FName InSubLogicSlotName, bool
bInIsPistol, STExtraPlayerController* InOwningPlayerController, out bool
bOutNeedPutDownOldWeapon, out bool bOutAutoUse, enum InReason);// 0x2c01d20
void LocalAutoEquipAttachments();// 0x37db6c4
bool IsVirtualAvatarHandle();// 0x2c01ce0
bool IsAvatarWeapon();// 0x2c01ca8
void InitWeaponDurability(int WeaponDurability);// 0x2c01c2c
void GetWidgetList(out UIWidgetRes[] UIList);// 0x2c01b6c
int GetWeaponDurability();// 0x2c01b38
int GetSubSlotID();// 0x2c01afc
int GetSlotID();// 0x2c01ac0
void GetParentDefineIDList(out ItemDefineID[] ParentList);// 0x2c0199c
WeaponMeshCfg GetMeshPackCfgCopy();// 0x2c01930
void GetMeshPackCfg(out WeaponMeshCfg MeshCfg);// 0x2c017c0
void GetDefaultAvatarList(out ItemDefineID[] DefaultAvatarList);// 0x2c01700
class Object GetAnimationBP();// 0x2c016c4
bool BPModifyAutoUse(bool bInAutoUse, STExtraBaseCharacter* OwnerPawn);//
0x2c015e8
--------------------------------
Class: WeaponKillEffectCfg
class PlayerTombBox* DeadInventoryBoxTemplate;//[Offset: 0x0 , Size: 8]
--------------------------------
Class: BackpackWeaponInterface.Interface.Object
void GetWidgetList(out UIWidgetRes[] UIList);// 0x2c03540
int GetSubSlotID();// 0x2c03504
int GetSlotID();// 0x2c034c8
WeaponMeshCfg GetMeshPackCfgCopy();// 0x2c0345c
void GetMeshPackCfg(out WeaponMeshCfg MeshCfg);// 0x2c032ec
void GetDefaultAvatarList(out ItemDefineID[] DefaultAvatarList);// 0x2c0322c
WeaponAttachmentConfig GetAttachmentConfig();// 0x2c031c0
void GetAttachmentAvatarList(out <ItemDefineID,ItemDefineID>
AttachmentList);// 0x2c030d4
class Object GetAnimationBP();// 0x2c03098
void ApplyAttrModify(STExtraShootWeapon* InWeapon, bool IsEquip);// 0x2c02fd0
--------------------------------
Class:
BackpackWeaponSkillHandle.BackpackWeaponHandle.BattleItemHandleBase.ItemHandleBase.
Object
ItemSkillsConfig[] SkillsConfig;//[Offset: 0x4c8 , Size: 16]
STExtraBaseCharacter* OwnerBaseCharacter;//[Offset: 0x4d8 , Size: 8]
--------------------------------
Class: BaseCharacterAvengerComp.ActorComponent.Object
AvengerItem[] ConfigInitItems;//[Offset: 0x110 , Size: 16]
enum[] ConfigForbiddenStates;//[Offset: 0x120 , Size: 16]
STExtraBaseCharacter* OwnerCharacter;//[Offset: 0x130 , Size: 8]
void ChangeToAvengerWhenPosses();// 0x2c04ce4
--------------------------------
Class: AvengerItem
int ItemTableID;//[Offset: 0x0 , Size: 4]
int Count;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: BasicGameMode.UAEGameMode.GameMode.GameModeBase.Info.Actor.Object
class AIController* AIControllerClass;//[Offset: 0x10e0 , Size: 8]
class AIController* NewAIControllerClass;//[Offset: 0x10e8 , Size: 8]
float Radius0;//[Offset: 0x10f0 , Size: 4]
float Radius1;//[Offset: 0x10f4 , Size: 4]
float Radius2;//[Offset: 0x10f8 , Size: 4]
float Radius3;//[Offset: 0x10fc , Size: 4]
Vector MapCenter;//[Offset: 0x1100 , Size: 12]
float PlaneSpeed;//[Offset: 0x110c , Size: 4]
float PlaneHeight;//[Offset: 0x1110 , Size: 4]
float CanOpenParachuteHeight;//[Offset: 0x1114 , Size: 4]
float ForceOpenParachuteHeight;//[Offset: 0x1118 , Size: 4]
float CloseParachuteHeight;//[Offset: 0x111c , Size: 4]
float BlueCircleRadius;//[Offset: 0x1120 , Size: 4]
int StartReadyCountDownPlayerNum;//[Offset: 0x1124 , Size: 4]
int PlayerNumPerTeam;//[Offset: 0x1128 , Size: 4]
bool bForbitAudioVisual;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x112c , Size: 1]
bool bForbitAutoPick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x112d , Size: 1]
bool bForbitHurtEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x112e , Size: 1]
bool bGunSamePriority;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x112f , Size: 1]
bool bServerOpenPassWallCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1130 , Size: 1]
Vector BornLocation;//[Offset: 0x1134 , Size: 12]
float BornRadius;//[Offset: 0x1140 , Size: 4]
byte LastCircleCountToDestroyActorOnServer;//[Offset: 0x1144 , Size: 1]
int MaxDynamicLoadingWorldPlayer;//[Offset: 0x1148 , Size: 4]
FString GameModeDisplayName;//[Offset: 0x1150 , Size: 16]
int bIsAutoReloadWeaponGameMode;//[Offset: 0x1160 , Size: 4]
int bIsPickUpFillBulletGameMode;//[Offset: 0x1164 , Size: 4]
GamemodeAIDataAsset* GamemodeAIDataAsset;//[Offset: 0x1168 , Size: 8]
float DragOnGroundDownTraceDistance;//[Offset: 0x1170 , Size: 4]
float DragOnGroundUpTraceDistance;//[Offset: 0x1174 , Size: 4]
GameModeDataAsset* GameModeDataAsset;//[Offset: 0x1178 , Size: 8]
float OutBoundDamage;//[Offset: 0x1180 , Size: 4]
bool bCanJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1184 ,
Size: 1]
bool bInitGlobalConfig;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1185 , Size: 1]
byte WorldLoadedType;//[Offset: 0x1186 , Size: 1]
int MaxNoConsiderActorNum;//[Offset: 0x1188 , Size: 4]
int MaxDestoryActorNumPerFrame;//[Offset: 0x118c , Size: 4]
bool EditorGuidMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1190 , Size: 1]
bool bReplacePistolWhenPickUpMainWeapon;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x1191 , Size: 1]
byte LastCircleCountToDestroyActorOnServerConfig;//[Offset: 0x1192 , Size: 1]
int MaxDynamicLoadingWorldPlayerConfig;//[Offset: 0x1194 , Size: 4]
int bEnableAIPolicyDecisionLog;//[Offset: 0x119c , Size: 4]
int bEnableAIPolicyDecisionLogShipping;//[Offset: 0x11a0 , Size: 4]
int AIPolicyDecisionTargetPlayerNum;//[Offset: 0x11a4 , Size: 4]
float AIPolicyDecisionRelevantUpdateInterval;//[Offset: 0x11a8 , Size: 4]
float RelevantPlayerAIPolicyDecisionCheckDistanceSqurad;//[Offset: 0x11ac ,
Size: 4]
bool bVisibleCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x11b0 , Size: 1]
enum GameModeType;//[Offset: 0x11b1 , Size: 1]
GameModeServiceBase* GameModeService;//[Offset: 0x11b8 , Size: 8]
UAEStateMachineComponent* SMComp;//[Offset: 0x11c0 , Size: 8]
AIActingComponent* AIActingComp;//[Offset: 0x11c8 , Size: 8]
CircleMgrComponent* CircleMgrComponent;//[Offset: 0x11d0 , Size: 8]
void SetCharacterCustomEnd(UAECharacter* Character);// 0x2c0e104
--------------------------------
Class: GamemodeAIDataAsset.DataAsset.Object
AIEquipSpawnGroupDataBase[] SpawnEquipDataBase;//[Offset: 0x30 , Size: 16]
float RandomStartJumpTime;//[Offset: 0x40 , Size: 4]
float RandomEndJumpTime;//[Offset: 0x44 , Size: 4]
float JumpRadius;//[Offset: 0x48 , Size: 4]
float JumpHeight;//[Offset: 0x4c , Size: 4]
float RandomAccelerateStart;//[Offset: 0x50 , Size: 4]
float RandomAccelerateEnd;//[Offset: 0x54 , Size: 4]
float OpenParachuteHeight;//[Offset: 0x58 , Size: 4]
float CheckOpenParachuteFreq;//[Offset: 0x5c , Size: 4]
float CloseParachuteHeight;//[Offset: 0x60 , Size: 4]
float CheckCloseParachuteFreq;//[Offset: 0x64 , Size: 4]
float CheckNoPlayerRadiusSquare;//[Offset: 0x68 , Size: 4]
float WhiteCircleRaduisCanPrne;//[Offset: 0x6c , Size: 4]
float WhiteCircleRaduisMedicine;//[Offset: 0x70 , Size: 4]
float StopdeliverTime;//[Offset: 0x74 , Size: 4]
float NoCirlceRadius;//[Offset: 0x78 , Size: 4]
float TraceHeight;//[Offset: 0x7c , Size: 4]
float RangeMin;//[Offset: 0x80 , Size: 4]
float RangeMax;//[Offset: 0x84 , Size: 4]
float OriginCheckSquare;//[Offset: 0x88 , Size: 4]
float DestCheckSquare;//[Offset: 0x8c , Size: 4]
Vector2D FlyToCenterOfCircle;//[Offset: 0x90 , Size: 8]
float FlyToCircleRadius;//[Offset: 0x98 , Size: 4]
--------------------------------
Class: GameModeDataAsset.DataAsset.Object
float[] Probabilities;//[Offset: 0x30 , Size: 16]
GameModeParam[] GameModeParams;//[Offset: 0x40 , Size: 16]
--------------------------------
Class: GameModeParam
float Radius0;//[Offset: 0x0 , Size: 4]
float Radius1;//[Offset: 0x4 , Size: 4]
float Radius3;//[Offset: 0x8 , Size: 4]
bool bUsingPolygon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc
, Size: 1]
float Radius2;//[Offset: 0x10 , Size: 4]
Vector2D[] PolygonPoints;//[Offset: 0x18 , Size: 16]
float BlueCircleRadius;//[Offset: 0x28 , Size: 4]
Vector MapCenter;//[Offset: 0x2c , Size: 12]
float PlaneSpeed;//[Offset: 0x38 , Size: 4]
float PlaneHeight;//[Offset: 0x3c , Size: 4]
float CanOpenParachuteHeight;//[Offset: 0x40 , Size: 4]
float ForceOpenParachuteHeight;//[Offset: 0x44 , Size: 4]
float CloseParachuteHeight;//[Offset: 0x48 , Size: 4]
bool bCrossCenter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c
, Size: 1]
float FixedJumpPointRate;//[Offset: 0x50 , Size: 4]
--------------------------------
Class: GameModeServiceBase.Object
--------------------------------
Class: UAEStateMachineComponent.ActorComponent.Object
delegate OnBeforeTransientEvent;//[Offset: 0x110 , Size: 16]
delegate OnAfterTransientEvent;//[Offset: 0x120 , Size: 16]
FString Tag;//[Offset: 0x130 , Size: 16]
UAEState*[] States;//[Offset: 0x140 , Size: 16]
<FString,UAEStateMachineTransition> Transitions;//[Offset: 0x150 , Size: 80]
UAETransitionState StartState;//[Offset: 0x1a0 , Size: 16]
UAETransitionState EndState;//[Offset: 0x1b0 , Size: 16]
UAEState* CurrentState;//[Offset: 0x1c0 , Size: 8]
void Start();// 0x60d0994
void SetTag(FString InTag);// 0x60d0860
void OnTransientEvent__DelegateSignature(FString TransientEvent, FString
CurrentState, FString TransientToState);// 0x37db6c4
bool IsInState(FString StateName);// 0x60d0720
UAEState* GetCurrentState();// 0x60d0704
void ForceDoEvent(FString EventName);// 0x60d05d0
void Finish();// 0x60d05bc
void DoEvent(FString EventName);// 0x60d0488
bool CanDoEvent(FString EventName);// 0x60d0348
--------------------------------
Class: UAEState.Object
void Update(float DeltaTime);// 0x60cfc70
void OnLeave(const UAEState* TranitToState);// 0x60cfbec
void OnEnter(const UAEState* PrevState);// 0x60cfb68
--------------------------------
Class: UAEStateMachineTransition
UAETransitionState[] TransiteFromStates;//[Offset: 0x0 , Size: 16]
UAETransitionState TransitToState;//[Offset: 0x10 , Size: 16]
float AutoFiredDelayTime;//[Offset: 0x20 , Size: 4]
bool AutoFiredForcedTransit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x24 , Size: 1]
--------------------------------
Class: UAETransitionState
FString StateName;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: BatchedMeshCache.Object
--------------------------------
Class: BattleRoyaleGameModeBase.UAEGameMode.GameMode.GameModeBase.Info.Actor.Object
bool bUseSpawnSpotAdjustPosition;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x10f4 , Size: 1]
bool bUseSpawnActorAdjustPosition;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x10f5 , Size: 1]
bool bSpawnAdjustCollisionConsiderHeight;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x10f6 , Size: 1]
bool bConfigEnableLuaEnv;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x10f7 , Size: 1]
GameModeParms GameModeParms;//[Offset: 0x10f8 , Size: 432]
STExtraPlayerStart*[] STEPlayerStartsList;//[Offset: 0x12a8 , Size: 16]
<int,BornPlayerStartData> BornIDToPlayerStartsMap;//[Offset: 0x12b8 , Size:
80]
enum GameModeType;//[Offset: 0x1308 , Size: 1]
enum GameModeSubType;//[Offset: 0x1309 , Size: 1]
AIActingComponent* AIActingComp;//[Offset: 0x1310 , Size: 8]
int bEnableAIPolicyDecisionLog;//[Offset: 0x1318 , Size: 4]
int bEnableAIPolicyDecisionLogShipping;//[Offset: 0x131c , Size: 4]
bool IsDestroyNoActiveWorldActor;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x1320 , Size: 1]
float AIPolicyDecisionRelevantUpdateInterval;//[Offset: 0x1324 , Size: 4]
float RelevantPlayerAIPolicyDecisionCheckDistanceSqurad;//[Offset: 0x1328 ,
Size: 4]
int AIPolicyDecisionTargetPlayerNum;//[Offset: 0x132c , Size: 4]
bool bVisibleCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1330 , Size: 1]
ItemsBoxConfigDataAsset* PickupBoxConfigDataAsset;//[Offset: 0x1338 , Size:
8]
class AIController* AIControllerClass;//[Offset: 0x1340 , Size: 8]
class AIController* NewAIControllerClass;//[Offset: 0x1348 , Size: 8]
class UAELevelDirector* LevelDirectorClass;//[Offset: 0x1350 , Size: 8]
UAELevelDirector* LevelDirector;//[Offset: 0x1358 , Size: 8]
byte WorldLoadedType;//[Offset: 0x1360 , Size: 1]
int MaxNoConsiderActorNum;//[Offset: 0x1364 , Size: 4]
int MaxDestoryActorNumPerFrame;//[Offset: 0x1368 , Size: 4]
int PlayerNumPerTeam;//[Offset: 0x136c , Size: 4]
bool IgnoreWorldLevelProbeUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x1370 , Size: 1]
bool IsRefreshWorldActiveRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1371 , Size: 1]
FString GameModeDisplayName;//[Offset: 0x1378 , Size: 16]
float CircleSpeedMultiplicator;//[Offset: 0x1388 , Size: 4]
bool bForbidAutoAimAt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x138c , Size: 1]
bool bForbidAutoOpendoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x138d , Size: 1]
bool bForbitAudioVisual;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x138e , Size: 1]
bool bForbitAutoPick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x138f , Size: 1]
bool bForbitHurtEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1390 , Size: 1]
bool bGunSamePriority;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1391 , Size: 1]
bool bForbitInvalidTeammateHurt;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x1392 , Size: 1]
bool bForbitFallingDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1393 , Size: 1]
bool bUseFootPrint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1394 , Size: 1]
bool bShouldDeferredExitGame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1395 , Size: 1]
bool bUseParachuteAnimCache;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1396 , Size: 1]
float ResetSignalHP_FatalDamage;//[Offset: 0x1398 , Size: 4]
float ResetSignalHP_Rescued;//[Offset: 0x139c , Size: 4]
<float,float> SignalHPApplyExtraDamageConfigMap;//[Offset: 0x13a0 , Size: 80]
bool bDropDeadBoxWrappersToGround;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x13f0 , Size: 1]
bool bShowDropEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x13f1 , Size: 1]
int[] DropDeadBoxWrappersToGroundBlackList;//[Offset: 0x13f8 , Size: 16]
float DropDeadBoxWrappersToGroundGridStep;//[Offset: 0x1408 , Size: 4]
bool bEnableWeaponAttachmentBindDropToWeaponWrapper;//(ByteOffset: 0,
ByteMask: 1, FieldMask: 255)[Offset: 0x140c , Size: 1]
bool bEnableArmorEquipmentToBeAutoDroped;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x140d , Size: 1]
FString GameModeConfigPath;//[Offset: 0x1410 , Size: 16]
bool bIsAutoReloadWeaponGameMode;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x1420 , Size: 1]
bool bIsPickUpFillBulletGameMode;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x1421 , Size: 1]
bool bShowSkullInOB;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1422 , Size: 1]
bool bUseFuzzyInformation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1423 , Size: 1]
bool IsSkipNearDeath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1424 , Size: 1]
bool IsWeaponFPPOffsetInTDMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1425 , Size: 1]
GameModeParam CurPlaneRouteData;//[Offset: 0x1428 , Size: 88]
Vector BornLocation;//[Offset: 0x1480 , Size: 12]
Vector AIBornLocation;//[Offset: 0x148c , Size: 12]
float BornRadius;//[Offset: 0x1498 , Size: 4]
byte LastCircleCountToDestroyActorOnServer;//[Offset: 0x149c , Size: 1]
byte LastCircleCountToDestroyActorOnServerConfig;//[Offset: 0x149d , Size: 1]
int MaxDynamicLoadingWorldPlayer;//[Offset: 0x14a0 , Size: 4]
int MaxDynamicLoadingWorldPlayerConfig;//[Offset: 0x14a4 , Size: 4]
AIWorldVolume* AIWorldVolume;//[Offset: 0x14a8 , Size: 8]
bool bOpenWarModeSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x14b0 , Size: 1]
float MaxAIAllowJumpRadius;//[Offset: 0x14d0 , Size: 4]
float HorizontalFlyDistanceAfterOpenParachute;//[Offset: 0x14d4 , Size: 4]
bool EditorGuidMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x14d8 , Size: 1]
GameModeDataAsset* GameModeDataAsset;//[Offset: 0x14e0 , Size: 8]
bool bImmediatelySpawnAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x14e8 , Size: 1]
bool bRespawnAIPosWithTeam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x14e9 , Size: 1]
MonsterProbeComponent* RegisterMonsterProbe;//[Offset: 0x14f0 , Size: 8]
AIWorldSoundManagerComponent* AIWorldSoundManagerComp;//[Offset: 0x14f8 ,
Size: 8]
SeasonStatueBase* StatueBaseActor;//[Offset: 0x1500 , Size: 8]
float OverrideBackpackCapacity;//[Offset: 0x1508 , Size: 4]
bool bOverrideBackpackCapacity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x150c , Size: 1]
bool IsEnableLuaEnv;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1538 , Size: 1]
FString GameScriptPath;//[Offset: 0x1540 , Size: 16]
FString LuaFileEntryFile;//[Offset: 0x1550 , Size: 16]
FString PreloadLuaFile;//[Offset: 0x1560 , Size: 16]
FString LuaTriggersFile;//[Offset: 0x1570 , Size: 16]
double StepGCTimeLimit;//[Offset: 0x1580 , Size: 8]
GameModeLuaEnv* LuaEnv;//[Offset: 0x1588 , Size: 8]
FString[] CustomWidgets;//[Offset: 0x1590 , Size: 16]
FString CustomUIName;//[Offset: 0x15a0 , Size: 16]
bool bInitUIWithRep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x15b0 , Size: 1]
GameModeState* CurrentState;//[Offset: 0x15b8 , Size: 8]
GameModeState*[] AllGameModeStates;//[Offset: 0x15c0 , Size: 16]
GameModeState* GameModeStateActive;//[Offset: 0x15d0 , Size: 8]
GameModeState* GameModeStateReady;//[Offset: 0x15d8 , Size: 8]
GameModeState* GameModeStateFighting;//[Offset: 0x15e0 , Size: 8]
GameModeState* GameModeStateFinished;//[Offset: 0x15e8 , Size: 8]
FName CurGameModeState;//[Offset: 0x15f0 , Size: 8]
bool bInitGlobalConfig;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1608 , Size: 1]
CircleMgrComponent* CircleMgrComponent;//[Offset: 0x1610 , Size: 8]
Actor* PlanePawn;//[Offset: 0x1618 , Size: 8]
bool bCanJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1620 ,
Size: 1]
GameModeProbeComponent*[] AllProbeComps;//[Offset: 0x1628 , Size: 16]
AIProbeComponent* RegisterAIProbe;//[Offset: 0x1638 , Size: 8]
WorldLevelProbeComponent* RegisterWorldLevelProbe;//[Offset: 0x1640 , Size:
8]
float OutBoundDamage;//[Offset: 0x1648 , Size: 4]
AIGroupManagerComponent* AIGroupManagerComp;//[Offset: 0x16e8 , Size: 8]
AnimalTeleportComponent* AnimalTeleportComp;//[Offset: 0x16f0 , Size: 8]
<uint32,byte> AISpawnTypeCache;//[Offset: 0x16f8 , Size: 80]
PlaneComponent* PlaneComp;//[Offset: 0x1748 , Size: 8]
PlayerRespawnComponent* PlayerRespawnComponent;//[Offset: 0x1750 , Size: 8]
RespawnItemConfig* DefaultGeneratePlayerItemConfig;//[Offset: 0x1758 , Size:
8]
PlaneTypes[] SeasonPlanes;//[Offset: 0x1850 , Size: 16]
int MatchGoal;//[Offset: 0x18bc , Size: 4]
bool bIsNight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18c0 ,
Size: 1]
ClientSettingBaseOnGameMode ClientSettingBaseOnGameMode;//[Offset: 0x18e0 ,
Size: 80]
ItemAttach[] ItemAttachListCfg;//[Offset: 0x1930 , Size: 16]
bool bShouldGenerateItemWhenStart;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x1940 , Size: 1]
RespawnItemConfigInst[] RespawnItemConfigList;//[Offset: 0x1948 , Size: 16]
RespawnItemConfig* RespawnItemConfig;//[Offset: 0x1958 , Size: 8]
FakePlayerCustomComponent* FakePlayerCustomComponent;//[Offset: 0x1960 ,
Size: 8]
FName FeatureDefaultPawnName;//[Offset: 0x1968 , Size: 8]
FName FeaturePlayerControllerName;//[Offset: 0x1970 , Size: 8]
FName FeatureWeaponName;//[Offset: 0x1978 , Size: 8]
bool CallTeamMateStateChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1980 , Size: 1]
bool CircleDefaultActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1981 , Size: 1]
int VehicleExplosionLifeSpan;//[Offset: 0x1984 , Size: 4]
bool IsEnableReqEnterVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1988 , Size: 1]
bool IsEnableReqExitVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1989 , Size: 1]
bool IsEnableReqChangeVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x198a , Size: 1]
bool bEnableDSAITickDistanceOptimize;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x198b , Size: 1]
bool bEnableDSAIPhysicsDistanceOptimize;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x198c , Size: 1]
bool bEnableDSAITickRateOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x198d , Size: 1]
DSTickRateOptimize DSTickRateOptimizeConfig;//[Offset: 0x1990 , Size: 16]
float DelaySpawnVehicleTime;//[Offset: 0x19a0 , Size: 4]
float DelayDestroyVehicleTime;//[Offset: 0x19a4 , Size: 4]
int MaxAllowSpawnVehicleCount;//[Offset: 0x19a8 , Size: 4]
bool bIgnorePlayerStartWithVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x19ac , Size: 1]
<uint32,Actor*> PlayerVehicleInReady;//[Offset: 0x19b0 , Size: 80]
bool bDelayAddPawnWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1a00 , Size: 1]
STExtraPlayerController*[] WaitAddWeaponPlayerList;//[Offset: 0x1a08 , Size:
16]
GameModeCVarConfigItem[] CVarConfigs;//[Offset: 0x1a18 , Size: 16]
bool bAliveOnNonePlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1a28 , Size: 1]
<uint64,PlayerController*> PlayerMap;//[Offset: 0x1a30 , Size: 80]
bool IsInitGameTrigger;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1a80 , Size: 1]
bool bNeedBroadcastFatalDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1a81 , Size: 1]
bool bNeedBroadcastLastBreath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1a82 , Size: 1]
<int,AIControllerList> AIDeathResIDToControllerList;//[Offset: 0x1a88 , Size:
80]
AIPawnPoolItem[] AILivingPawnForPool;//[Offset: 0x1ad8 , Size: 16]
bool bEnablePacketSimulationLag;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x1ae8 , Size: 1]
int MinPacketSimulationLag;//[Offset: 0x1aec , Size: 4]
float CaculateConnectionsAvgLagTimer;//[Offset: 0x1af0 , Size: 4]
int ConnectionsAvgLag;//[Offset: 0x1af4 , Size: 4]
float CaculateConnectionsAvgLagTime;//[Offset: 0x1af8 , Size: 4]
FString[] ReasonsToSend;//[Offset: 0x1b00 , Size: 16]
bool bAIDropBulletInClip;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1b10 , Size: 1]
bool bDropAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1b11 , Size: 1]
void UseRoomCustomCircleParams(CircleMgrComponent* CircleMgrComp, out const
RoomCustomParams RoomCustomParams);// 0x2c11914
void UseFixedCircleParams(CircleMgrComponent* CircleMgrComp, out const
RoomCustomParams RoomCustomParams);// 0x2c117d0
void StopAllFakePlayerAIBehaviorTree();// 0x2c117bc
void StatisticsVehicleDamage(float Damage, int DamageTypeId, Actor*
DamageCauser);// 0x2c116c0
void SpawnAI(int Num);// 0x2c11644
void SetStateLeftTime(int LeftTime);// 0x2c115c0
void SetGameEndReportData();// 0x2c115a4
void SetCharacterCustomEnd(UAECharacter* Character);// 0x2c11528
void SetAITypeCache(uint32 PlayerKey, byte AIType);// 0x2c11470
void RevisePlayerTombBoxDropWrapperList(STExtraBaseCharacter* Character, out
PickUpItemData[] OutItemDataList, STExtraBaseCharacter* DamageCauser, int
InstanceIDCnt);// 0x2c11300
void RestartPlayer(Controller* NewPlayer);// 0x2c1127c
void ResetGameMode();// 0x2c11260
void RemoveUnuseComponent(SubSystemConfig InSubSystemConfig);// 0x2c111ac
void RegisterComponentInternal(enum InSubSystemId, ActorComponent* NewComp,
bool bAddToRoot);// 0x2c110a8
void RefreshNetworkObject(Actor* Actor, Vector Loction);// 0x2c10fe8
void OnVehicleKill(int DamageTypeId, Actor* DamageCauser);// 0x2c10f28
void OnReportNetworkData();// 0x2c10f0c
void OnPlayerControlDestroyEnd(uint32 PlayerKey);// 0x2c10e88
void OnGameModeStateChange();// 0x2c10e6c
void OnGameEnterReady();// 0x2c10e50
void OnGameEnterFinish();// 0x2c10e34
void OnGameEnterFight();// 0x2c10e18
void OnGameEnterActive();// 0x2c10dfc
bool IsVisualFieldFeatureSupported();// 0x2c10dc4
bool IsRevivalGameMode();// 0x2c10d84
bool IsFeatureSupported(enum SubSystemType);// 0x2c10cf4
bool IsCanJump(PlayerController* PC);// 0x2c10c5c
void InitlializeRespawnItemConfig();// 0x2c10c48
void InitialGameModeState();// 0x2c10c34
void HandleGameEnd();// 0x2c10c18
void GotoReadyState();// 0x2c10c04
void GotoFinishedState();// 0x2c10be8
void GotoFightingState();// 0x2c10bcc
void GotoActiveState();// 0x2c10bb8
class Object GetGlobalOverrideClass(class Object InComponentClass);//
0x2c10b2c
byte GetDefaultAIType(uint32 PlayerKey);// 0x2c10aa0
int GetCurWeatherPhaseIndex();// 0x2c10a64
FName GetCurGameModeState();// 0x2c10a48
AIWorldSoundManagerComponent* GetAIWorldSoundManagerComponent();// 0x2c10a14
byte GetAITypeCache(uint32 PlayerKey, bool bDeleteIfGet);// 0x2c10944
void GenerateRespawnItemsForAllPlayers();// 0x2c10930
PlayerController* FindPlayerControllerByUId(uint64 UId);// 0x2c1089c
FakePlayerAIController* FindAIControllerWithPlayerKey(uint32 PlayerKey);//
0x2c10810
void ExecuteCVarConfig();// 0x2c107fc
void CreateGameModeComponents();// 0x2c107e0
ActorComponent* CreateAndRegisterComponent(SubSystemConfig
InSubSystemConfig);// 0x2c1071c
Actor* ChoosePlayerStartByTeamId(int TeamID);// 0x2c10688
bool CheckNoHumanExist();// 0x2c10648
bool CheckMatchGoalAchieved();// 0x2c10608
void CheckInitGameTriggerEnv();// 0x2c105f4
bool CheckGameEnd();// 0x2c105b4
void ChangeStateGM(FName TargetGameModeState);// 0x2c10538
bool CanCharacterCircleTakePain(STExtraCharacter* Character);// 0x2c104a0
void CalculateGameTerminatorInfo(Controller* Killer, Controller*
VictimPlayer);// 0x2c103e4
void CaculateConnectionsAvgLag(float DeltaTime);// 0x2c10368
void BPSpawnAI(int Num);// 0x2c102ec
--------------------------------
Class: GameModeParms
SubSystemConfig SSC_DeferredExitGame;//[Offset: 0x0 , Size: 48]
SubSystemConfig SSC_RecallTeammate;//[Offset: 0x30 , Size: 48]
SubSystemConfig SSC_RescueHelicopter;//[Offset: 0x60 , Size: 48]
SubSystemConfig SSC_HeavyWeapon;//[Offset: 0x90 , Size: 48]
SubSystemConfig SSC_TDMHardPoint;//[Offset: 0xc0 , Size: 48]
SubSystemConfig SSC_VisualField;//[Offset: 0xf0 , Size: 48]
SubSystemConfig SSC_WorldActorFlag;//[Offset: 0x120 , Size: 48]
SubSystemConfig SSC_SuperCold;//[Offset: 0x150 , Size: 48]
SubSystemConfig SSC_ARWeaponManager;//[Offset: 0x180 , Size: 48]
--------------------------------
Class: SubSystemConfig
enum SubSystemId;//[Offset: 0x0 , Size: 1]
bool bEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1 ,
Size: 1]
enum ConstructType;//[Offset: 0x2 , Size: 1]
class Object* SubSystemClass;//[Offset: 0x8 , Size: 8]
DynamicCompConfig DCC_PlayerController;//[Offset: 0x10 , Size: 16]
DynamicCompConfig DCC_PlayerPawn;//[Offset: 0x20 , Size: 16]
--------------------------------
Class: DynamicCompConfig
bool bIsServerOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0
, Size: 1]
class Object* DynamicCompClass;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: STExtraPlayerStart.PlayerStart.NavigationObjectBase.Actor.Object
bool bAutoResetOccupiedMark;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3c8 , Size: 1]
float ResetOccupiedMarkTime;//[Offset: 0x3cc , Size: 4]
bool bUseAsStandAlone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3d0 , Size: 1]
int PlayerBornPointID;//[Offset: 0x3d4 , Size: 4]
bool CheckEverUse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3d8 , Size: 1]
bool bMarkOccupied;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3d9 , Size: 1]
int CampID;//[Offset: 0x3dc , Size: 4]
int TeamID;//[Offset: 0x3e0 , Size: 4]
bool IsEverUse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3e4 ,
Size: 1]
void SetMarkOccupied();// 0x2eb476c
bool IsMarkOccupied();// 0x2eb4734
--------------------------------
Class: BornPlayerStartData
int BornPointID;//[Offset: 0x0 , Size: 4]
STExtraPlayerStart*[] PlayerStarts;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: ItemsBoxConfigDataAsset.DataAsset.Object
DataTable* DataBase;//[Offset: 0x30 , Size: 8]
FString TablePath;//[Offset: 0x38 , Size: 16]
ItemsBoxConfigDataAssetConfigGroup[] AirDropBoxGroupConfigs;//[Offset: 0x48 ,
Size: 16]
ItemsBoxConfigDataAssetConfigGroup[] SuperAirDropBoxGroupConfigs;//[Offset:
0x58 , Size: 16]
ItemsBoxConfigDataAssetConfigGroup[] TreasureBoxGroupConfigs;//[Offset:
0x68 , Size: 16]
AirDropBoxGenerateWrapperItemData[] GetTreasureBoxGenerateDataList(FString
GroupName);// 0x2d036bc
AirDropBoxGenerateWrapperItemData[]
GetTargetItemsDataFromTableByCategoryFilter(FString CategoryFilter);// 0x2d03520
AirDropBoxGenerateWrapperItemData[] GetSuperAirDropBoxGenerateDataList();//
0x2d0347c
AirDropBoxGenerateWrapperItemData[] GetAirDropBoxGenerateDataList();//
0x2d033d8
--------------------------------
Class: ItemsBoxConfigDataAssetConfigGroup
FString GroupName;//[Offset: 0x0 , Size: 16]
ItemsBoxConfigDataAssetConfigItem[] ConfigItems;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: ItemsBoxConfigDataAssetConfigItem
float ProbabilityPercent;//[Offset: 0x0 , Size: 4]
FString CategoryFilter;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: MonsterProbeComponent.GameModeProbeComponent.ActorComponent.Object
int TimeToSpawnPawn;//[Offset: 0x110 , Size: 4]
SpawnGroupItemInfo[] SpawnGroupInfoList;//[Offset: 0x118 , Size: 16]
<int,SpawnTableData> PawnTableData;//[Offset: 0x128 , Size: 80]
void InitialItemTable();// 0x2d29ae0
--------------------------------
Class: SpawnGroupItemInfo
int PawnGroupID;//[Offset: 0x0 , Size: 4]
int PawnID;//[Offset: 0x4 , Size: 4]
int PawnPercent;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: SpawnTableData
int PawnID;//[Offset: 0x0 , Size: 4]
FString PathName;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: SeasonStatueBase.Actor.Object
void SetStatueBaseInfo(out const StatueBaseParam Param, out const
SeasonStatueData[] StatueInfo);// 0x2da31b0
--------------------------------
Class: StatueBaseParam
FString MatPath;//[Offset: 0x0 , Size: 16]
FString TeamFlag;//[Offset: 0x10 , Size: 16]
FString TeamName;//[Offset: 0x20 , Size: 16]
--------------------------------
Class: GameModeLuaEnv.Object
FString GameScriptPath;//[Offset: 0x28 , Size: 16]
FString LuaFileEntryFile;//[Offset: 0x38 , Size: 16]
FString PreloadLuaFile;//[Offset: 0x48 , Size: 16]
FString LuaTriggersPath;//[Offset: 0x58 , Size: 16]
bool bEnableDSGameTickLua;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x68 , Size: 1]
LuaEventBridge* LuaEventBridgeInstace;//[Offset: 0x70 , Size: 8]
LuaStateWrapper* LuaStateWrapper;//[Offset: 0x80 , Size: 8]
LuaTimerManager* LuaTimerMgr;//[Offset: 0x90 , Size: 8]
LuaTriggerManager* LuaTriggerMgr;//[Offset: 0x98 , Size: 8]
GameLuaAPI* GameLuaAPI;//[Offset: 0xa0 , Size: 8]
void TickEnv(float tickTime);// 0x2cc7cd8
void SetStepGCLimitTime(double GCLimitTime);// 0x2cc7c5c
void PullLevelActors(FString levelName);// 0x2cc7b28
void LuaDoString(FString LuaString);// 0x2cc7a80
void InitLuaGlobalVariable();// 0x2cc7a6c
void InitLuaGlobalTools();// 0x2cc7a58
void InitLuaFile();// 0x2cc7a44
LuaEventBridge* GetLuaEventBridge();// 0x2cc7a10
void CheckCreateSluaState();// 0x2cc79fc
void CallLuaWaitGlobalScriptFunction(FString InFunctionName);// 0x2cc7954
void CallLuaGlobalScriptFunction(FString InFunctionName);// 0x2cc78ac
--------------------------------
Class: LuaEventBridge.Object
LuaStateWrapper* LuaStateWrapper;//[Offset: 0x28 , Size: 8]
<FString,EventTypeContainer> RegisterEventMap;//[Offset: 0x38 , Size: 80]
<FString,LuaEventTypeContainer> LuaRegisterEventMap;//[Offset: 0x88 , Size:
80]
<uint32,LuaEventTypeToIDSet> FilterKeyRegisterMap;//[Offset: 0xd8 , Size: 80]
LuaTemBPData*[] CurrentParamArray;//[Offset: 0x128 , Size: 16]
Property*[] Params;//[Offset: 0x138 , Size: 16]
void SyncLuaRegisterEventNum(FString EventType, FString EventId, int
Number);// 0x30668c0
LuaTemBPData*[] GetCurrentParam();// 0x306683c
void DeactivateEventsByFilterKey(out const uint32 FilterKey);// 0x30667b0
void ActiveEventByFilterKey(out const uint32 FilterKey, FString EventType,
FString EventId);// 0x3066648
--------------------------------
Class: EventTypeContainer
<FString,EventIDContainer> EventIDContainer;//[Offset: 0x0 , Size: 80]
--------------------------------
Class: EventIDContainer
EventValueContainer[] EventValueContainer;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: EventValueContainer
Object* ObjContext;//[Offset: 0x0 , Size: 8]
FString FunctionName;//[Offset: 0x8 , Size: 16]
FString EventType;//[Offset: 0x18 , Size: 16]
FString EventId;//[Offset: 0x28 , Size: 16]
--------------------------------
Class: LuaEventTypeContainer
<FString,int> EventIDContainer;//[Offset: 0x0 , Size: 80]
--------------------------------
Class: LuaEventTypeToIDSet
<FString,LuaEventTypeIDSet> EventTypeToIDSet;//[Offset: 0x0 , Size: 80]
--------------------------------
Class: LuaEventTypeIDSet
<FString> EventIDSet;//[Offset: 0x0 , Size: 80]
--------------------------------
Class: LuaTemBPData.Object
--------------------------------
Class: LuaTimerManager.Object
STExtraGameInstance* GameInstance;//[Offset: 0x28 , Size: 8]
<int,TimerHandle> _timers;//[Offset: 0x38 , Size: 80]
--------------------------------
Class: LuaTriggerManager.Object
<FString,int> EventListenMap;//[Offset: 0x28 , Size: 80]
bool SetEventListen(FString EventString, int EventNum);// 0x2d19154
bool RemoveEventListen(FString EventString, int EventNum);// 0x2d18fd8
void Init();// 0x2d18fc4
bool AddEventListen(FString EventString, int EventNum);// 0x2d18e48
--------------------------------
Class: GameLuaAPI.Object
void UIShowTips(FString FunctionName, uint32 PlayerKey, int TipType, FString
Params1, FString Params2, bool IsToAll);// 0x2cc4760
void UISetWidgetVisibility(uint32 PlayerKey, FString WidgetTag, int
Visibility, bool IsToAll);// 0x2cc4564
void UISetWidgetText(uint32 PlayerKey, FString WidgetTag, FString SText, int
TextId, FString Params, bool IsToAll);// 0x2cc41ac
void UIOperateWidget(uint32 PlayerKey, FString WidgetTag, FString SOperation,
FString Params, bool IsToAll);// 0x2cc3e34
void UICustomBehavior(uint32 PlayerKey, FString UIBehavior, int TipType,
FString Params, bool IsToAll);// 0x2cc3b58
bool TeleportPlayerToVehicle(STExtraBaseCharacter* Player,
STExtraVehicleBase* Vehicle, int SeatIdx);// 0x2cc3a54
void TeleportPawn(STExtraBaseCharacter* Player, Vector Position, Rotator
Rotation);// 0x2cc3960
void TaskModifyTaskExtraSyncData(uint32 PlayerKey, XTaskExtraSyncData
ExtraData);// 0x2cc3874
void TaskModifyTaskBySaveData(uint32 PlayerKey, XTaskSaveData SaveData);//
0x2cc37a4
void TaskModifyTask(uint32 PlayerKey, int TaskID, int Progress, int State);//
0x2cc367c
XTaskExtraSyncData TaskGetTaskExtraDataByTaskId(uint32 PlayerKey, int
TaskID);// 0x2cc35a4
void TaskDeleteTask(uint32 PlayerKey, int TaskID);// 0x2cc34f0
void TaskAddTask(uint32 PlayerKey, int TaskID, int Aim);// 0x2cc3400
void StopPlayerJoin();// 0x2cc33ec
STExtraVehicleBase* SpawnVehicle(int resID, Vector Position, Rotator
Rotation);// 0x2cc32e8
void ShowMessage(FString Message);// 0x2cc31b4
void SetTeamID(Actor* TActor, int TeamID);// 0x2cc30fc
int SetHealth(Pawn* Player, float SetHealth);// 0x2cc3034
void RevivePlayerAtPosition(uint32 PlayerKey, Vector Position, Rotator
Rotation);// 0x2cc2f40
void RevivePlayer(uint32 PlayerKey);// 0x2cc2ec4
bool RemoveBuff(int ID, Pawn* TargetPawn, Actor* Causer);// 0x2cc2dc0
bool RemoveActor(Actor* TActor);// 0x2cc2d30
void RemoteDestroyActor(uint32 PlayerKey, int SingleId, bool IsToAll);//
0x2cc2c38
int RemoteCreateActor(uint32 PlayerKey, int TeamID, int resID, Vector
Position, Rotator Rotation, bool IsToAll);// 0x2cc2a7c
void RegisterComponent(ActorComponent* Component);// 0x2cc2a00
Vector[] QueryOcclusionPoints(out const Vector Center, float Range, const
byte AcceptableOcclusionPoseFlag);// 0x2cc2884
STExtraBaseCharacter*[] QueryCharacters(out const Vector Center, float
Range);// 0x2cc2744
bool ProjectPointToNavigation(out const Vector Point, out Vector
ProjectedLocation, out const Vector QueryExtent);// 0x2cc2608
void MulticastSoundByID(STExtraBaseCharacter* MyPawn, int SoundID);//
0x2cc2550
Object* LoadOjectFromPath(FString InObjectPath);// 0x2cc2498
Object* LoadOjectFromBPPath(FString InBPPath, Object* InOuter);// 0x2cc23a0
class Object LoadClassFromBPPath(FString InBPPath, Object* InOuter);//
0x2cc22a8
bool KillPawn(STExtraCharacter* Pawn);// 0x2cc2218
bool IsVehicle(Actor* TActor);// 0x2cc2188
bool IsValid(Object* TObject);// 0x2cc20f8
bool IsTargetPosVisible(Vector PosSource, Vector PosTarget);// 0x2cc202c
bool IsPlayerAlive(uint32 PlayerKey);// 0x2cc1f9c
bool IsPlayer(Actor* TActor);// 0x2cc1f0c
bool IsInArea(Vector Position, int AreaID);// 0x2cc1e40
bool IsFileExists(FString Filename);// 0x2cc1d84
bool IsDamageOfType(out const DamageEvent DamageEvent, int
DamageEventClassId);// 0x2cc1c98
static bool IsClassOf(const Object* Object, const class Object Class);//
0x2cc1be0
bool HasBuff(int ID, Pawn* TargetPawn);// 0x2cc1b14
void GrenadeLastGameRemainItems(LastGameRemainItemData
LastGameRemainItemData);// 0x2cc1a04
int GetWeaponBulletResId(STExtraWeapon* TWeapon);// 0x2cc1978
int64 GetUnixTimestamp();// 0x2cc1944
STExtraPlayerState*[] GetTeamMatePlayerStateList(uint32 PlayerKey, bool
ExcludeSelf);// 0x2cc180c
Vector GetRandomPosForTeleport(Pawn* TargetPawn, float MinRadius, float
MaxRadius, int InMaxTryNum);// 0x2cc16cc
STExtraPlayerCharacter*[] GetPlayersOnVehicle(STExtraVehicleBase* Vehicle);//
0x2cc15d8
STExtraPlayerController* GetPlayerControllerByUID(uint64 UId);// 0x2cc154c
STExtraPlayerController* GetPlayerControllerByPlayerKey(uint32 PlayerKey);//
0x2cc14c0
STExtraBaseCharacter* GetPlayerByPlayerKey(uint32 PlayerKey);// 0x2cc1434
FString GetPlainName(Object* Object);// 0x2cc1340
STExtraBaseCharacter* GetOneRealPlayer();// 0x2cc130c
STExtraBaseCharacter* GetOnePlayerBase();// 0x2cc12d8
STExtraPlayerCharacter* GetOnePlayer();// 0x2cc12a4
UAENetConnection* GetNetConnection(STExtraPlayerController*
PlayerController);// 0x2cc1218
FString GetLuaRootDir();// 0x2cc1174
FString GetLevelPath(Level* Level);// 0x2cc1080
uint64 GetItemReviseInstanceId(ItemDefineID ItemDefineID);// 0x2cc0fe4
int GetItemNumByResID(STExtraBaseCharacter* Player, int resID);// 0x2cc0f1c
uint64 GetItemInstanceId(ItemDefineID ItemDefineID);// 0x2cc0e80
Vector GetGroundLocation(Vector TraceStart, float TranceLength);// 0x2cc0db4
LastGameRemainItemData GetGameRemainItems(PlayerController* PC);// 0x2cc0c94
int[] GetEquipWeaponList(STExtraBaseCharacter* Pawn);// 0x2cc0ba0
FString GetDSSwitchValue(const int InSwitchId);// 0x2cc0aac
STExtraBaseCharacter*[] GetDistanceEnemies(STExtraBaseCharacter* MyPawn,
float FDistance);// 0x2cc097c
DecoratorActor*[] GetDecratorActorsByVolume(int resID, AreaVolume*
VolumeSphere);// 0x2cc084c
DecoratorActor*[] GetDecratorActorsByShpere(int resID, AreaSphere*
PointSphere);// 0x2cc071c
DecoratorActor*[] GetDecratorActors(int resID, AreaBase* Area);// 0x2cc05ec
STExtraWeapon* GetCurrentUseWeapon(STExtraBaseCharacter* Pawn);// 0x2cc0560
Actor* GetAttachParentActor(Actor* TActor);// 0x2cc04d4
STExtraVehicleBase*[] GetAllVehicles();// 0x2cc0430
STExtraPlayerState*[] GetAllPlayerStates();// 0x2cc038c
STExtraPlayerCharacter*[] GetAllPlayerPawns();// 0x2cc02e8
STExtraPlayerController*[] GetAllPlayerControllers();// 0x2cc0244
Actor*[] GetAllChildActorsByClass(Actor* pActor, class Object Class, bool
bIncludeDescendants);// 0x2cc00d4
Actor*[] GetAllChildActors(Actor* pActor, bool bIncludeDescendants);//
0x2cbff9c
Actor*[] GetActorsInSphere(const Vector SpherePos, float SphereRadius, class
Object ActorClass);// 0x2cbfe30
Actor*[] GetActorsInActorBoundingBox(Actor* TargetActor, class Object
ActorClass);// 0x2cbfd04
Actor*[] GetActorsByTag(FName Tag);// 0x2cbfc10
Actor*[] GetActorsByClass(class Object TargetClass);// 0x2cbfb1c
int GetActorResId(Actor* TActor);// 0x2cbfa90
uint64 GenerateRandomInstanceID();// 0x2cbfa5c
STExtraBaseCharacter* FindFakePlayer();// 0x2cbfa28
void EndMatch(int TeamID, int Reason);// 0x2cbf974
bool DropItemsInBackpackWithTypes(STExtraBaseCharacter* Player, int[]
FilterTypeList);// 0x2cbf7ec
void DamageTarget(Actor* SourceActor, Actor* TargetActor, float Damage, int
TypeID);// 0x2cbf6c0
PickUpWrapperActor* CreatePickup(int TeamID, int resID, Vector Position,
Rotator Rotation, int Num);// 0x2cbf544
STExtraCharacter* CreatePawn(int TeamID, int resID, Vector Position, Rotator
Rotation);// 0x2cbf404
STExtraBaseCharacter* CreateFakePlayer(int TeamID, int resID, Vector Posi,
Rotator Rota, int AttributeID, bool bUsePool, int CampID);// 0x2cbf20c
AreaVolume* CreateAreaVolume(Vector Posi, Rotator Rota, Vector Volume);//
0x2cbf100
AreaSphere* CreateAreaSphere(Vector Posi, float Radius);// 0x2cbf038
Actor* CreateActor(int TeamID, int resID, Vector Position, Rotator
Rotation);// 0x2cbeef8
bool CheckDSSwitchOpen(const int SwitchId);// 0x2cbee68
STExtraVehicleBase* CastToVehicle(Actor* TActor);// 0x2cbeddc
STExtraPlayerState* CastToPlayerState(Actor* TActor);// 0x2cbed50
STExtraPlayerCharacter* CastToPlayer(Actor* TActor);// 0x2cbecc4
void AttachToActor(Actor* ParentActor, Actor* ChildActor);// 0x2cbec10
bool AddWeaponPack(STExtraBaseCharacter* Player, GameModePlayerWeaponPackInfo
WeaponData, enum PickupType);// 0x2cbea24
bool AddItemPack(STExtraBaseCharacter* Player, GameModePlayerItemPackInfo
ArmorData, enum PickupType);// 0x2cbe838
bool AddItemByResID(STExtraBaseCharacter* Player, int resID, int Num, bool
bWithTips, uint64 InstanceID, int Durability, enum PickupType);// 0x2cbe63c
int AddHealth(Pawn* Player, float AddHealth);// 0x2cbe574
bool AddBuff(int ID, Pawn* TargetPawn, Actor* Causer);// 0x2cbe470
bool AddArmorPack(STExtraBaseCharacter* Player, GameModePlayerArmorPackInfo
ArmorData, enum PickupType);// 0x2cbe284
--------------------------------
Class: XTaskExtraSyncData
int TaskID;//[Offset: 0x0 , Size: 4]
enum TaskType;//[Offset: 0x4 , Size: 1]
bool TimerEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x5 , Size: 1]
float CurAccumTime;//[Offset: 0x8 , Size: 4]
float TotalTime;//[Offset: 0xc , Size: 4]
float ServerStartTime;//[Offset: 0x10 , Size: 4]
Vector Position;//[Offset: 0x14 , Size: 12]
--------------------------------
Class: XTaskSaveData
int TaskID;//[Offset: 0x0 , Size: 4]
int CurProgress;//[Offset: 0x4 , Size: 4]
int AimProgress;//[Offset: 0x8 , Size: 4]
int FobidShow;//[Offset: 0xc , Size: 4]
enum State;//[Offset: 0x10 , Size: 1]
enum TaskType;//[Offset: 0x11 , Size: 1]
--------------------------------
Class: UAENetConnection.IpConnection.NetConnection.Player.Object
int InitialHandshakeTimeoutNumThreshold;//[Offset: 0x337cc , Size: 4]
int ActorChannelProcessBunchErrorNumThreshold_Server_Global;//[Offset:
0x337d4 , Size: 4]
int ActorChannelProcessBunchErrorNumThreshold_Client_Global;//[Offset:
0x337d8 , Size: 4]
int ActorChannelProcessBunchErrorNumThreshold_Client_PerActor;//[Offset:
0x337dc , Size: 4]
bool bEnableHTTPDNS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x33830 , Size: 1]
FString HTTPDNSServerAddr;//[Offset: 0x33838 , Size: 16]
float HTTPDNSResponseTimeout;//[Offset: 0x33848 , Size: 4]
NetRelevancyGroup* RelevancyGroup;//[Offset: 0x33858 , Size: 8]
PendingRegionNetworkObject[] PendingRegionNetworkObjects;//[Offset: 0x33940 ,
Size: 16]
float MinRegionActorTickDelta;//[Offset: 0x33950 , Size: 4]
float MaxRegionActorTickDelta;//[Offset: 0x33954 , Size: 4]
bool EnableWeakNetUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x33964 , Size: 1]
float MinWeakNetUpdateDelay;//[Offset: 0x33968 , Size: 4]
float MaxWeakNetUpdateDelay;//[Offset: 0x3396c , Size: 4]
float SquareSegmentSize;//[Offset: 0x33970 , Size: 4]
float MaxSegmentDistance;//[Offset: 0x33974 , Size: 4]
int MaxObjectNumInSegments;//[Offset: 0x33978 , Size: 4]
bool bRecreateSocketOnLost;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x33991 , Size: 1]
--------------------------------
Class: IpConnection.NetConnection.Player.Object
--------------------------------
Class: NetRelevancyGroup.Object
NetRelevancyGroupID GroupID;//[Offset: 0x28 , Size: 4]
UAENetConnection*[] Connections;//[Offset: 0x30 , Size: 16]
--------------------------------
Class: NetRelevancyGroupID
--------------------------------
Class: PendingRegionNetworkObject
Object* RegionObject;//[Offset: 0x0 , Size: 8]
RegionID OldRegionID;//[Offset: 0x8 , Size: 12]
RegionID NewRegionID;//[Offset: 0x14 , Size: 12]
--------------------------------
Class: AreaVolume.AreaBase.Object
Vector Position;//[Offset: 0x28 , Size: 12]
Rotator Rotation;//[Offset: 0x34 , Size: 12]
Vector Volume;//[Offset: 0x40 , Size: 12]
--------------------------------
Class: AreaBase.Object
--------------------------------
Class: AreaSphere.AreaBase.Object
Vector Position;//[Offset: 0x28 , Size: 12]
float Radius;//[Offset: 0x34 , Size: 4]
--------------------------------
Class: GameModePlayerWeaponPackInfo
int SlotIndex;//[Offset: 0x0 , Size: 4]
int ItemID;//[Offset: 0x4 , Size: 4]
int Count;//[Offset: 0x8 , Size: 4]
uint64 InstanceID;//[Offset: 0x10 , Size: 8]
int WeaponDurability;//[Offset: 0x18 , Size: 4]
GameModePlayerWeaponAttachData[] AttachList;//[Offset: 0x20 , Size: 16]
--------------------------------
Class: GameModePlayerWeaponAttachData
int SlotIndex;//[Offset: 0x0 , Size: 4]
int ItemID;//[Offset: 0x4 , Size: 4]
uint64 InstanceID;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: GameModePlayerItemPackInfo
int SlotIndex;//[Offset: 0x0 , Size: 4]
int ItemID;//[Offset: 0x4 , Size: 4]
int Count;//[Offset: 0x8 , Size: 4]
uint64 InstanceID;//[Offset: 0x10 , Size: 8]
int ItemDurability;//[Offset: 0x18 , Size: 4]
GameModePlayerItemAttachData[] AttachList;//[Offset: 0x20 , Size: 16]
--------------------------------
Class: GameModePlayerItemAttachData
int SlotIndex;//[Offset: 0x0 , Size: 4]
int ItemID;//[Offset: 0x4 , Size: 4]
uint64 InstanceID;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: GameModePlayerArmorPackInfo
int ItemID;//[Offset: 0x0 , Size: 4]
int Count;//[Offset: 0x4 , Size: 4]
uint64 InstanceID;//[Offset: 0x8 , Size: 8]
int ItemDurability;//[Offset: 0x10 , Size: 4]
GameModePlayerArmorAttachData[] AttachList;//[Offset: 0x18 , Size: 16]
--------------------------------
Class: GameModePlayerArmorAttachData
int SlotIndex;//[Offset: 0x0 , Size: 4]
int ItemID;//[Offset: 0x4 , Size: 4]
uint64 InstanceID;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: GameModeState.Object
float StateTime;//[Offset: 0x38 , Size: 4]
BattleRoyaleGameMode* OwningGameMode;//[Offset: 0x40 , Size: 8]
GameStateBase* OwningGameState;//[Offset: 0x48 , Size: 8]
void GotoNextState();// 0x2cc9ae4
--------------------------------
Class:
BattleRoyaleGameMode.BattleRoyaleGameModeBase.UAEGameMode.GameMode.GameModeBase.Inf
o.Actor.Object
delegate OnGameModeEnterFlying;//[Offset: 0x1b18 , Size: 16]
delegate OnGameModeExitFlying;//[Offset: 0x1b28 , Size: 16]
bool bIsOpenEnemyMarkAbility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1b44 , Size: 1]
bool bIsOpenShovelingAbility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1b58 , Size: 1]
bool bOpenVehicleAnti;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1b59 , Size: 1]
bool bDoOpenRadarAbility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1b5a , Size: 1]
int StartReadyCountDownPlayerNum;//[Offset: 0x1b5c , Size: 4]
bool bServerOpenPassWallCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1b60 , Size: 1]
float CharacterNetCullDistanceSquared;//[Offset: 0x1b64 , Size: 4]
GamemodeAIDataAsset* GamemodeAIDataAsset;//[Offset: 0x1b68 , Size: 8]
float DragOnGroundDownTraceDistance;//[Offset: 0x1b70 , Size: 4]
float DragOnGroundUpTraceDistance;//[Offset: 0x1b74 , Size: 4]
bool EnableAIWorldVolume;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1b78 , Size: 1]
class ChallengeLevelRules* ChallengeLevelRulesClass;//[Offset: 0x1b98 , Size:
8]
ChallengeLevelRules* ChallengeLevelRules;//[Offset: 0x1ba0 , Size: 8]
CrowdManagerComponent* CrowdManager;//[Offset: 0x1ba8 , Size: 8]
bool bReplacePistolWhenPickUpMainWeapon;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x1bb0 , Size: 1]
delegate OnGameModeEnterPlane;//[Offset: 0x1bb8 , Size: 16]
ChallengeLevelRules* GetChallengeLevelRules();// 0x2c0fa38
--------------------------------
Class: ChallengeLevelRules.Object
UAELevelDirector* LevelDirector;//[Offset: 0x28 , Size: 8]
void SpawnLevelDirector(class UAELevelDirector LevelDirectorClass);//
0x2c3f34c
void OnReceiveTriggerMsg(TriggerAction* TriggerAction, FString Msg);//
0x2c3f1c8
void InitLevel();// 0x2c3f1ac
--------------------------------
Class: CrowdManagerComponent.ActorComponent.Object
float TimeHorizon;//[Offset: 0x110 , Size: 4]
float AvoidanceWeight;//[Offset: 0x114 , Size: 4]
float CohesionWeight;//[Offset: 0x118 , Size: 4]
float AlignmentWeight;//[Offset: 0x11c , Size: 4]
float ArriveWeight;//[Offset: 0x120 , Size: 4]
float PushedWeight;//[Offset: 0x124 , Size: 4]
float SeparationWeight;//[Offset: 0x128 , Size: 4]
bool bPauseTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x12c , Size: 1]
bool bSingleTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x12d
, Size: 1]
bool bFlipSegmentNormal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x12e , Size: 1]
bool bOpenAvoidance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x12f , Size: 1]
float DragDistanceWhenStuck;//[Offset: 0x130 , Size: 4]
float DetermineAgentStuckTime;//[Offset: 0x134 , Size: 4]
float DetermineAgentStuckDistSq;//[Offset: 0x138 , Size: 4]
<Actor*,int> actor2AgentIndex;//[Offset: 0x958 , Size: 80]
void SetQueryInterfaceBlueprint(AIWorldVolume* query);// 0x2c58fc0
void RemoveCrowdAgentBlueprint(Actor* Owner);// 0x2c58f44
void MoveToPositionBlueprint(Actor* Agent, out const Vector Position, float
stopRadius);// 0x2c58e38
void AddCrowdAgentBlueprint(Actor* Owner, float AgentRadius, float
SegmentRadius, float Height, float MaxSpeed, float MaxForce, float
queryNeighborRadius, float queryBoundaryRadius);// 0x2c58c24
--------------------------------
Class: WorldLevelProbeComponent.GameModeProbeComponent.ActorComponent.Object
class Actor[] IgnoreClassesNeverRemove;//[Offset: 0x110 , Size: 16]
bool IsIgnoreLastCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x120 , Size: 1]
--------------------------------
Class: PlaneComponent.ActorComponent.Object
PlaneData CurPlaneData;//[Offset: 0x110 , Size: 152]
class Pawn* PlaneClass;//[Offset: 0x1a8 , Size: 8]
BehaviorTree* PlaneBT;//[Offset: 0x1b0 , Size: 8]
bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b8 ,
Size: 1]
PlayerController*[] CachedTotalPlayer;//[Offset: 0x1c0 , Size: 16]
AIController*[] CachedTotalAI;//[Offset: 0x1d0 , Size: 16]
int FlightTimes;//[Offset: 0x1e0 , Size: 4]
int NotifyEndFlightDelayTime;//[Offset: 0x1e4 , Size: 4]
void NotifyEndFlight();// 0x2d621d0
--------------------------------
Class: PlaneData
int FlightNo;//[Offset: 0x0 , Size: 4]
bool bStarted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 ,
Size: 1]
Actor* ThePlane;//[Offset: 0x8 , Size: 8]
bool bCanJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 ,
Size: 1]
Vector PlaneVelocity;//[Offset: 0x14 , Size: 12]
Vector PlaneStartLoc;//[Offset: 0x20 , Size: 12]
Vector PlaneEndLoc;//[Offset: 0x2c , Size: 12]
Vector2D CanJumpLoc;//[Offset: 0x38 , Size: 8]
Vector2D ForceJumpLoc;//[Offset: 0x40 , Size: 8]
int TotalPlayerNum;//[Offset: 0x48 , Size: 4]
PlayerController*[] TotalPlayers;//[Offset: 0x50 , Size: 16]
PlayerController*[] CurPlayers;//[Offset: 0x60 , Size: 16]
int TotalAINum;//[Offset: 0x70 , Size: 4]
AIController*[] TotalAIs;//[Offset: 0x78 , Size: 16]
int CurAINum;//[Offset: 0x88 , Size: 4]
float FixedJumpPointRate;//[Offset: 0x8c , Size: 4]
bool bCanFixedJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x90 , Size: 1]
--------------------------------
Class: PlayerRespawnComponent.ActorComponent.Object
bool bUseWeaponScheme;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x110 , Size: 1]
float DefaultPlayerRespawnTime;//[Offset: 0x114 , Size: 4]
float DefaultRespawnInvincibleTime;//[Offset: 0x118 , Size: 4]
enum RespawnPointType;//[Offset: 0x11c , Size: 1]
bool RespawnKeepAllItems;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x11d , Size: 1]
int[] RespawnIgnoreKeepItemTypes;//[Offset: 0x120 , Size: 16]
int[] RespawnIgnoreKeepItemIds;//[Offset: 0x130 , Size: 16]
int[] RespawnNeedReplaceWeaponIds;//[Offset: 0x140 , Size: 16]
<uint32,ReplaceWeaponDataMap> RespawnReplaceWeaponMap;//[Offset: 0x150 ,
Size: 80]
RespawnKeepAllItemData CustomRespawnItemData;//[Offset: 0x1a0 , Size: 32]
int[] DefaultWeaponList;//[Offset: 0x1c0 , Size: 16]
float bRestoreDataDelay;//[Offset: 0x1d0 , Size: 4]
bool bRestoreDataDelayOnRespawnAll;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x1d4 , Size: 1]
bool bReCreatePawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1d5 , Size: 1]
BattleRoyaleGameModeBase* OwnerGameMode;//[Offset: 0x2c8 , Size: 8]
void OnCharacterStartFire(STExtraWeapon* _, STExtraBaseCharacter*
Character);// 0x2d6a084
void HandlePlayerDisuseItem(uint32 PlayerKey, ItemDefineID DefineID);//
0x2d69fb8
void HandleCacheWeapon(uint32 PlayerKey, STExtraWeapon* Weapon);// 0x2d69f00
void ChangeWeaponSchemeIndex(int InIndex);// 0x2d69e7c
--------------------------------
Class: ReplaceWeaponDataMap
<byte,ReplaceWeaponData> ReplaceWeaponDataMap;//[Offset: 0x0 , Size: 80]
--------------------------------
Class: ReplaceWeaponData
int WeaponId;//[Offset: 0x0 , Size: 4]
BattleItemData WeaponItemData;//[Offset: 0x8 , Size: 176]
BattleItemData[] WeaponAssociateItemDataList;//[Offset: 0xb8 , Size: 16]
--------------------------------
Class: RespawnKeepAllItemData
RespawnKeepItemData[] ItemDatas;//[Offset: 0x0 , Size: 16]
RespawnKeepWeaponData[] WeaponDatas;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: RespawnKeepItemData
int ItemTypeID;//[Offset: 0x0 , Size: 4]
int Count;//[Offset: 0x4 , Size: 4]
bool TotalNumLimit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8
, Size: 1]
--------------------------------
Class: RespawnKeepWeaponData.RespawnKeepItemData
byte WeaponSlot;//[Offset: 0x20 , Size: 1]
RespawnKeepItemData[] AttachmentDatas;//[Offset: 0x28 , Size: 16]
--------------------------------
Class: RespawnItemConfig.DataAsset.Object
RespawnItemMajorGroup[] MajorGroupList;//[Offset: 0x30 , Size: 16]
--------------------------------
Class: RespawnItemMajorGroup
int RandomTimes;//[Offset: 0x0 , Size: 4]
RespawnItemMinorGroup[] MinorGroupList;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: RespawnItemMinorGroup
int RandomWeight;//[Offset: 0x0 , Size: 4]
RespawnItem[] ItemList;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: RespawnItem
int ItemTableID;//[Offset: 0x0 , Size: 4]
int Count;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: PlaneTypes
int SeasonIdx;//[Offset: 0x0 , Size: 4]
FString PlaneClassFullPath;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: ItemAttach
int BaseItemID;//[Offset: 0x0 , Size: 4]
AddItemInfo[] AttachItemList;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: AddItemInfo
int AddItemID;//[Offset: 0x0 , Size: 4]
int AddItemNum;//[Offset: 0x4 , Size: 4]
bool TotalNumLimit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8
, Size: 1]
--------------------------------
Class: RespawnItemConfigInst
int RandomWeight;//[Offset: 0x0 , Size: 4]
class RespawnItemConfig* RespawnItemConfigClass;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: FakePlayerCustomComponent.ActorComponent.Object
FString tableName;//[Offset: 0x110 , Size: 16]
FString FakePlayerCampNameTableName;//[Offset: 0x120 , Size: 16]
FString FakePlayerRandomNameTableName;//[Offset: 0x130 , Size: 16]
<int,FakePlayerCustomRow> RowMap;//[Offset: 0x140 , Size: 80]
<int,FString> FakePlayerCampNameMap;//[Offset: 0x190 , Size: 80]
FString[] FakePlayerRandomNamePrefixArray;//[Offset: 0x1e0 , Size: 16]
FString[] FakePlayerRandomNameArray;//[Offset: 0x1f0 , Size: 16]
void InitRowDataMap();// 0x2cad370
void InitAIParam(int resID, out GameModeAIPlayerParams OutParam);// 0x2cad280
FString GetControllerPath(int resID);// 0x2cad18c
--------------------------------
Class: FakePlayerCustomRow
int ID;//[Offset: 0x0 , Size: 4]
FString ControllerPath;//[Offset: 0x8 , Size: 16]
FString Name;//[Offset: 0x18 , Size: 16]
int gender;//[Offset: 0x28 , Size: 4]
FString ItemStr;//[Offset: 0x30 , Size: 16]
GameModePlayerItem[] PlayerItems;//[Offset: 0x40 , Size: 16]
int IsUseRandomName;//[Offset: 0x50 , Size: 4]
--------------------------------
Class: GameModeAIPlayerParams.GameModePlayerParams
int8 AIType;//[Offset: 0x358 , Size: 1]
--------------------------------
Class: DSTickRateOptimize
float TickFrequency;//[Offset: 0x0 , Size: 4]
float NetConsiderFrequency;//[Offset: 0x4 , Size: 4]
float NetUpdateFrequency;//[Offset: 0x8 , Size: 4]
float MinNetUpdateFrequency;//[Offset: 0xc , Size: 4]
--------------------------------
Class: AIControllerList
--------------------------------
Class: AIPawnPoolItem
STExtraBaseCharacter* PlayerPawn;//[Offset: 0x0 , Size: 8]
--------------------------------
Class: RoomCustomParams
int CircleSpeedMultiplicator;//[Offset: 0x0 , Size: 4]
bool bAutoOpendoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4
, Size: 1]
bool bAutoPickup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5 ,
Size: 1]
bool bAudioVisual;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x6 , Size: 1]
bool bShowSkull;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7 ,
Size: 1]
bool bAutoAimAt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8 ,
Size: 1]
bool bGunRemoveBullet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x9 , Size: 1]
int BlueCircleDamageMultiplicator;//[Offset: 0xc , Size: 4]
bool bUseFirstWhiteCircleDelayTime;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x10 , Size: 1]
bool bUseFirstSafeZoneAppearTime;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x11 , Size: 1]
bool bUseFirstWhiteCircleRadiusMultiplicator;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x12 , Size: 1]
int FirstWhiteCircleDelayTime;//[Offset: 0x14 , Size: 4]
int FirstSafeZoneAppearTime;//[Offset: 0x18 , Size: 4]
int FirstWhiteCircleRadiusMultiplicator;//[Offset: 0x1c , Size: 4]
bool EnableRedZone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x20 , Size: 1]
CustomCircleParams[] CustomCircleParamsList;//[Offset: 0x28 , Size: 16]
bool bFuzzyInformation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x38 , Size: 1]
--------------------------------
Class: CustomCircleParams
int Stage;//[Offset: 0x0 , Size: 4]
int DelayTime;//[Offset: 0x4 , Size: 4]
int SafeZoneAppeartime;//[Offset: 0x8 , Size: 4]
int LastTime;//[Offset: 0xc , Size: 4]
int CircleDamage;//[Offset: 0x10 , Size: 4]
int BlueCircleRadius;//[Offset: 0x14 , Size: 4]
int WhiteCircleRadius;//[Offset: 0x18 , Size: 4]
--------------------------------
Class: GameModeStateActive.GameModeState.Object
int PlayerNumToNextState;//[Offset: 0x50 , Size: 4]
--------------------------------
Class: GameModeStateReady.GameModeState.Object
float AutoGroupParachuteTeamTime;//[Offset: 0x50 , Size: 4]
float StopJoinTime;//[Offset: 0x54 , Size: 4]
float ForceStartCountDownTime;//[Offset: 0x58 , Size: 4]
bool bCanSendStopJoin;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x5c , Size: 1]
void StopJoin();// 0x2ccc3b8
--------------------------------
Class: GameModeStateFighting.GameModeState.Object
UAENetDriver* NetDriver;//[Offset: 0x58 , Size: 8]
--------------------------------
Class: GameModeStateFinished.GameModeState.Object
--------------------------------
Class:
BattleRoyalChallengeGameMode.BattleRoyaleGameMode.BattleRoyaleGameModeBase.UAEGameM
ode.GameMode.GameModeBase.Info.Actor.Object
MultipleBattleLogicManager* MultipleBattleLogicManager;//[Offset: 0x1be0 ,
Size: 8]
--------------------------------
Class: MultipleBattleLogicManager.ActorComponent.Object
<int,Actor*> BattleDataMap;//[Offset: 0x110 , Size: 80]
--------------------------------
Class:
BattleRoyalCorpsWarGameState.STExtraGameStateBase.UAEGameState.GameState.GameStateB
ase.Info.Actor.Object
CorpsBaseInfo[] CorpsInfoArray;//[Offset: 0xda0 , Size: 16]
CorpsDetailInfo[] CachedSortedCorpsDetailList;//[Offset: 0xdb0 , Size: 16]
CorpsDetailInfo[] OutGameCorpsDetailList;//[Offset: 0xdc0 , Size: 16]
CorpsToPlayerKeyInfo[] PlayerKeyToCorpsList;//[Offset: 0xdd0 , Size: 16]
void ReCalculateCorpsDetailList(bool bForceOutGame);// 0x2c0efa4
void OnRepOutGameCorpsDetailList();// 0x2c0ef90
void OnRepCorpsInfoArray();// 0x2c0ef7c
void OnRepCachedSortedCorpsDetailList();// 0x2c0ef68
void OnCorpsOutGame(int KillerCorpsID, int CorpsID);// 0x2c0eeac
void OnCorpsJoinGame(int CorpsID);// 0x2c0ee28
int GetTotalCorpsNums();// 0x2c0edf4
CorpsDetailInfo[] GetSortedCorpsDetailList();// 0x2c0ecc0
float GetPlayerLiveTime(BattleRoyalCorpsWarPlayerState* State);// 0x2c0ec34
CorpsBaseInfo GetCorpsInfoByID(int ID);// 0x2c0eb28
int GetActiveCorpsNum();// 0x2c0eaf4
void ForceFlushList();// 0x2c0eae0
--------------------------------
Class: CorpsBaseInfo
int ID;//[Offset: 0x0 , Size: 4]
FString CorpsName;//[Offset: 0x8 , Size: 16]
int CorpsHeadIconID;//[Offset: 0x18 , Size: 4]
int CorpsGrad;//[Offset: 0x1c , Size: 4]
--------------------------------
Class: CorpsDetailInfo
CorpsBaseInfo CorpBaseInfo;//[Offset: 0x0 , Size: 32]
int CorpsLiveNumber;//[Offset: 0x20 , Size: 4]
int CorpsTotalNumber;//[Offset: 0x24 , Size: 4]
int TotalKillNumber;//[Offset: 0x28 , Size: 4]
int OnOutGameRealTimeRank;//[Offset: 0x2c , Size: 4]
float MaxSurvivalTime;//[Offset: 0x30 , Size: 4]
float TotalDamage;//[Offset: 0x34 , Size: 4]
bool bIsOutGame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38 ,
Size: 1]
--------------------------------
Class: CorpsToPlayerKeyInfo
uint32 PlayerKey;//[Offset: 0x0 , Size: 4]
int CorpsID;//[Offset: 0x4 , Size: 4]
--------------------------------
Class:
BattleRoyalCorpsWarPlayerState.STExtraPlayerState.UAEPlayerState.PlayerState.Info.A
ctor.Object
int CorpsID;//[Offset: 0x12dc , Size: 4]
--------------------------------
Class:
BattleRoyaleGameModeTeam.BattleRoyaleGameMode.BattleRoyaleGameModeBase.UAEGameMode.
GameMode.GameModeBase.Info.Actor.Object
TeamModeComponent* TeamModeComponent;//[Offset: 0x1be0 , Size: 8]
PlayerStartObjets[] PlayerStartObjs;//[Offset: 0x1cd8 , Size: 16]
PlayerStartObjets[] PlayerStartNeedDestroyObjs;//[Offset: 0x1ce8 , Size: 16]
Actor*[] StartNeedDestroyActorArray;//[Offset: 0x1cf8 , Size: 16]
bool bConsiderCamp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1d08 , Size: 1]
bool bIsGameEnded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1d09 , Size: 1]
bool ShouldSendTeamBattleResult(int TeamID);// 0x2c15650
void LoginCheckReCorrecctTeamID(STExtraPlayerController* EPlayer);//
0x2c155cc
void InitPlayerStartObjs();// 0x2c155b8
int GetRealTeamNum();// 0x2c15584
void DestroyPlayerStartObjs();// 0x2c15570
bool CheckTeamGameEnd();// 0x2c15530
--------------------------------
Class: TeamModeComponent.ActorComponent.Object
bool IsCampMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x210 , Size: 1]
BattleRoyaleGameModeTeam* OwnerGameMode;//[Offset: 0x218 , Size: 8]
int RealTeamNum;//[Offset: 0x220 , Size: 4]
void SetTestUniformDistribution(bool InTestUniformDistribution);// 0x2effd70
void SetTestTeamNum(int InTestTeamNum);// 0x2effcf4
void RemoveToTeamMap(STExtraPlayerState* PlayerState);// 0x2effc78
void RemoveTeam(int TeamID);// 0x2effbfc
void RemoveAllTeam();// 0x2effbe8
void RefreshWatchTeammates(UAEPlayerController* InController, int
InTeamID);// 0x2effb30
bool IsTeamIDValid(int TeamID);// 0x2effaa0
int[] GetTeamIDsByCampID(int CampID);// 0x2eff9ac
int[] GetTeamIDs();// 0x2eff908
STExtraPlayerState*[] GetTeamates(int TeamID);// 0x2eff814
int GetRealTeamNum();// 0x2eff7f8
STExtraPlayerState*[] GetCampmates(int CampID);// 0x2eff704
int[] GetCampIDs();// 0x2eff660
STExtraPlayerState*[] GetAllTeamates();// 0x2eff5bc
void AutoGroupAllParachuteTeams();// 0x2eff5a8
void AddToTeamMap(STExtraPlayerState* PlayerState);// 0x2eff52c
void AddToCampMap(STExtraPlayerState* PlayerState);// 0x2eff4b0
void AddTeamCount(int TeamCount, bool bReset);// 0x2eff3f0
--------------------------------
Class: PlayerStartObjets
class Object* Objects;//[Offset: 0x0 , Size: 8]
Vector SpawnLoc;//[Offset: 0x8 , Size: 12]
Rotator SpawnRot;//[Offset: 0x14 , Size: 12]
Vector Scale;//[Offset: 0x20 , Size: 12]
--------------------------------
Class: GameModeStateFightingTeam.GameModeStateFighting.GameModeState.Object
--------------------------------
Class: GameModeStateFinishedTeam.GameModeStateFinished.GameModeState.Object
--------------------------------
Class:
BattleRoyalCorpsWarMode.BattleRoyaleGameModeTeam.BattleRoyaleGameMode.BattleRoyaleG
ameModeBase.UAEGameMode.GameMode.GameModeBase.Info.Actor.Object
--------------------------------
Class:
BattleRoyaleGameModeGroup.BattleRoyaleGameModeTeam.BattleRoyaleGameMode.BattleRoyal
eGameModeBase.UAEGameMode.GameMode.GameModeBase.Info.Actor.Object
int[] GenerateGodSon;//[Offset: 0x1d10 , Size: 16]
<int,int> TeamSpecialPlayerNum;//[Offset: 0x1d20 , Size: 80]
<int,int> TeamLeftSpecialPlayerNum;//[Offset: 0x1d70 , Size: 80]
int[] LoseTeamId;//[Offset: 0x1dc0 , Size: 16]
--------------------------------
Class:
GameModeStateFightingGroup.GameModeStateFightingTeam.GameModeStateFighting.GameMode
State.Object
--------------------------------
Class:
GameModeStateFinishedGroup.GameModeStateFinishedTeam.GameModeStateFinished.GameMode
State.Object
--------------------------------
Class:
BattleRoyalTrainingGameMode.BattleRoyaleGameMode.BattleRoyaleGameModeBase.UAEGameMo
de.GameMode.GameModeBase.Info.Actor.Object
<PlayerStart*,UAEPlayerController*> PlayerStartToPCMap;//[Offset: 0x1be0 ,
Size: 80]
--------------------------------
Class:
BattleSceneAvatarDisplayPoseComponent.AvatarDisplayPoseComponent.SceneComponent.Act
orComponent.Object
enum[] DisplayAvatarItemFilterList;//[Offset: 0x328 , Size: 16]
STExtraPlayerState* TargetPlayerState;//[Offset: 0x338 , Size: 8]
BattleSceneAvatarDisplayInfo AvatarDisplayInfo;//[Offset: 0x340 , Size: 72]
void UnPossessPosePosition();// 0x2c162c4
void PossessPosePosition();// 0x2c162b0
void OnCharacterPlayEmote(int InPlayEmoteID);// 0x2c16234
bool MatchCharacter(FString InPlayerName);// 0x2c160f4
bool IsValidDisplayInfo(out const BattleSceneAvatarDisplayInfo
InDisplayInfo);// 0x2c1602c
bool IsPosePositiontPossessed();// 0x2c15ff4
void InitDisplayAvatar(out const BattleSceneAvatarDisplayInfo
BattleAvatarDisplayInfo);// 0x2c15f40
CharacterAvatarComponent2* GetDisplayAvatar();// 0x2c15f0c
BattleSceneAvatarDisplayInfo GetAvatarPoseDisplayInfo();// 0x2c15ed4
int GetAvatarGender();// 0x2c15ea0
void EquipWeaponForDisplayAvatar();// 0x2c15e84
void EquipClothingForDisplayAvatar();// 0x2c15e68
void ClearDisplayAvatar();// 0x2c15e4c
--------------------------------
Class: BaseBearerUnit.Object
--------------------------------
Class: BlendMeshActor.Actor.Object
SkeletalMeshComponent* BlendMesh;//[Offset: 0x398 , Size: 8]
Character* OwnerCharacter;//[Offset: 0x3a0 , Size: 8]
bool OnUpdateBlend(float DeltaSeconds);// 0x2c16e28
bool OnStartBlend();// 0x2c16de8
bool OnEndBlend();// 0x2c16da8
bool OnBPUpdateBlend(float DeltaSeconds);// 0x37db6c4
bool OnBPStartBlend();// 0x37db6c4
bool OnBPEndBlend();// 0x37db6c4
SkeletalMeshComponent* GetMesh();// 0x2c16d8c
--------------------------------
Class: BlendMeshCharacter.BlendMeshActor.Actor.Object
RuntimeFloatCurve BlendInCurve;//[Offset: 0x3c0 , Size: 120]
RuntimeFloatCurve BlendOutCurve;//[Offset: 0x438 , Size: 120]
MaterialInterface* HeatMaterialCache;//[Offset: 0x4b0 , Size: 8]
MaterialInterface*[] BlendMeshMaterialCache;//[Offset: 0x4b8 , Size: 16]
MaterialInstanceDynamic*[] AvatarDynaimcMats;//[Offset: 0x4c8 , Size: 16]
void RestoreAvatarMaterial();// 0x2c17920
bool OnUpdateBlend(float DeltaSeconds);// 0x2c17888
bool OnStartBlend();// 0x2c17848
void OnRespawned();// 0x2c1782c
void OnRecycled();// 0x2c17810
bool OnEndBlend();// 0x2c177d0
MaterialInterface* GetMaterialBaseTransBySlot(int InSlotID, int InItemID);//
0x37db6c4
MaterialInterface* GetMaterialBaseTransByMatName(FString InMatBaseName);//
0x37db6c4
MaterialInterface* GetMaterialBaseFromMastInst(MaterialInstance*
InMatInst);// 0x2c17744
MaterialInstanceDynamic* CreateDynamicMaterial(MaterialInstance*
InMatOrigion, MaterialInterface* InMatBase);// 0x2c17680
void ChangeOneMaterial(MeshComponent* InMeshComp, int SlotIndex,
MaterialInterface* InMatBase, bool bGetMatFromName);// 0x2c17548
void ChangeAllMaterials(MeshComponent* InMeshComp, MaterialInterface*
InMatBase, bool bGetMatFromName);// 0x2c17450
--------------------------------
Class: BossContainer.Actor.Object
StaticMeshComponent* InStaticMesh;//[Offset: 0x3a0 , Size: 8]
FName SocketHead;//[Offset: 0x3a8 , Size: 8]
FName SocketTail;//[Offset: 0x3b0 , Size: 8]
float VerticalHalfHeight;//[Offset: 0x3b8 , Size: 4]
void ChangeNetCullDistance(float Distance);// 0x2c186ac
--------------------------------
Class:
ExplosionProjectileBullet.ProjectileBulletBase.STExtraShootWeaponBulletBase.Actor.O
bject
ParticleSystem* ExplosionParticle;//[Offset: 0x688 , Size: 8]
AkAudioEvent* ExplosionSound;//[Offset: 0x690 , Size: 8]
ApplyRadialDamageParams RadialDamageParams;//[Offset: 0x698 , Size: 128]
float DamageRadiusInner;//[Offset: 0x718 , Size: 4]
float DamageRadiusOuter;//[Offset: 0x71c , Size: 4]
float HealthDamageInner;//[Offset: 0x720 , Size: 4]
float HealthDamageOuter;//[Offset: 0x724 , Size: 4]
float ExplosionMomentum;//[Offset: 0x728 , Size: 4]
float DamageFallOffParam;//[Offset: 0x72c , Size: 4]
float TimeBeforeExplosion;//[Offset: 0x730 , Size: 4]
float HealthDamageInnerForZombie;//[Offset: 0x734 , Size: 4]
float HealthDamageOuterForZombie;//[Offset: 0x738 , Size: 4]
float SelfDamageReduce;//[Offset: 0x73c , Size: 4]
float TeammateDamageReduce;//[Offset: 0x740 , Size: 4]
float DoorDamageRate;//[Offset: 0x744 , Size: 4]
int MaxDamageCount;//[Offset: 0x748 , Size: 4]
float VoiceCheckShowTime;//[Offset: 0x74c , Size: 4]
float VoiceCheckDis;//[Offset: 0x750 , Size: 4]
float ExplosionCenterOffset;//[Offset: 0x754 , Size: 4]
bool bHasExploded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x758 , Size: 1]
delegate OnBulletExplosionDelegate;//[Offset: 0x760 , Size: 16]
bool bNeedDisableTailFX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x770 , Size: 1]
bool bNeedOptimizeTailFX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x771 , Size: 1]
void RPC_Multicast_OnImpact(const HitResult _ImpactResult);// 0x2cab044
void ReloadNoEncodeAttr();// 0x2cab028
void OnImpact(out const HitResult _ImpactResult);// 0x2caaf80
void OnBulletExplosionDelegate__DelegateSignature();// 0x37db6c4
void HandleOnImpactIml(out const HitResult _ImpactResult);// 0x2caaed8
byte GetBulletRole();// 0x2caaea4
void CheckOptimizeTailFX();// 0x2caae88
void ActiveExplodeLight(Transform Trans);// 0x2caade4
--------------------------------
Class: ApplyRadialDamageParams
float BaseDamage;//[Offset: 0x0 , Size: 4]
float MinimumDamage;//[Offset: 0x4 , Size: 4]
float BaseMomentumMag;//[Offset: 0x8 , Size: 4]
Vector Origin;//[Offset: 0xc , Size: 12]
float DamageInnerRadius;//[Offset: 0x18 , Size: 4]
float DamageOuterRadius;//[Offset: 0x1c , Size: 4]
float DamageFalloff;//[Offset: 0x20 , Size: 4]
bool bTraceComplex;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x24 , Size: 1]
class DamageType* DamageTypeClass;//[Offset: 0x28 , Size: 8]
Actor*[] IgnoreActors;//[Offset: 0x30 , Size: 16]
class Actor[] IgnoreClasses;//[Offset: 0x40 , Size: 16]
Actor* DamageCauser;//[Offset: 0x50 , Size: 8]
Controller* InstigatedBy;//[Offset: 0x58 , Size: 8]
float CollisionFreeRadius;//[Offset: 0x60 , Size: 4]
byte DamageChannel;//[Offset: 0x64 , Size: 1]
float AddtionalDamage;//[Offset: 0x68 , Size: 4]
byte DamageEventType;//[Offset: 0x6c , Size: 1]
float HorizontalCoverRatio;//[Offset: 0x70 , Size: 4]
float VerticalCoverRatio;//[Offset: 0x74 , Size: 4]
bool bDrawVisibilityTraceLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x78 , Size: 1]
bool bExplosionTestOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x79 , Size: 1]
--------------------------------
Class:
BounceExplosionProjectileBullet.ExplosionProjectileBullet.ProjectileBulletBase.STEx
traShootWeaponBulletBase.Actor.Object
float ExplosionTimeAfterFirstBounce;//[Offset: 0x778 , Size: 4]
float ExplosionTimeAfterEnetrWater;//[Offset: 0x77c , Size: 4]
AkAudioEvent* BounceSound;//[Offset: 0x780 , Size: 8]
bool bHasEnterWater;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x788 , Size: 1]
void RPC_Multicast_StartLaunch(float Speed, out const Transform Trans, Actor*
InOwningWeapon, Actor* InInstigator, uint32 _ShootID);// 0x2c18b60
void OnImpactEnd(out const HitResult _ImpactResult);// 0x2c18ab8
void OnImpact(out const HitResult _ImpactResult);// 0x2c18a10
void OnBounce(out const HitResult ImpactResult, out const Vector
ImpactVelocity);// 0x2c1891c
--------------------------------
Class: BountyHunterLifeRadarMgr.Actor.Object
int MapMarkItemID;//[Offset: 0x3a0 , Size: 4]
int MapScannerItemID;//[Offset: 0x3a4 , Size: 4]
int LifeRadarTimeOut;//[Offset: 0x3a8 , Size: 4]
float RadarScanInterval;//[Offset: 0x3ac , Size: 4]
float RadarTickInterval;//[Offset: 0x3b0 , Size: 4]
float RadarScanRadius;//[Offset: 0x3b4 , Size: 4]
float TargetRadius;//[Offset: 0x3b8 , Size: 4]
FString LuaFilePath;//[Offset: 0x3c0 , Size: 16]
ScanTargetRepInfo[] ScanTargetRepInfoList;//[Offset: 0x3d0 , Size: 16]
ScanOwnerInfo ScanOwnerInfo;//[Offset: 0x3e0 , Size: 20]
int[] LocalMapMarkIDList;//[Offset: 0x3f8 , Size: 16]
STExtraPlayerState* UseRadarPlayerState;//[Offset: 0x408 , Size: 8]
float TickTimer;//[Offset: 0x410 , Size: 4]
float ScanTimer;//[Offset: 0x414 , Size: 4]
MarkSyncData LocalMarkData;//[Offset: 0x418 , Size: 96]
<int> MapMarkIDSet;//[Offset: 0x478 , Size: 80]
void UnUseRadar();// 0x2c19678
bool TryUseRadar(STExtraPlayerState* PlayerState);// 0x2c195e8
void RemoveTargetPlayer(STExtraPlayerState* PlayerState);// 0x2c1956c
void OnRep_ScanTargetRepInfoList();// 0x2c19558
void OnRep_ScanOwnerInfo();// 0x2c19544
bool LuaUseRadar(STExtraPlayerState* PlayerState);// 0x2c194ac
void LuaUnUseRadar();// 0x2c19490
void LuaScanRadarTargets();// 0x2c19474
STExtraPlayerState* GetRadarTargetState(int Index);// 0x2c193e8
STExtraPlayerState* GetRadarPlayerState();// 0x2c193b4
void AddOrUpdateTargetPlayer(ScanTargetRepInfo RepInfo);// 0x2c19248
--------------------------------
Class: ScanTargetRepInfo
STExtraPlayerState* TargetState;//[Offset: 0x0 , Size: 8]
int MarkInstID;//[Offset: 0x8 , Size: 4]
Vector MarkCircleCenter;//[Offset: 0xc , Size: 12]
float MarkCircleRadius;//[Offset: 0x18 , Size: 4]
float RotationAngle;//[Offset: 0x1c , Size: 4]
FString PlayerKey;//[Offset: 0x20 , Size: 16]
--------------------------------
Class: ScanOwnerInfo
Vector Location;//[Offset: 0x0 , Size: 12]
float ScanRadius;//[Offset: 0xc , Size: 4]
int TimeLeft;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: BountyHunterMapData.MapDataBase.Object
UserWidget* BountyHunterEventDetailWidget;//[Offset: 0x60 , Size: 8]
--------------------------------
Class:
BountyHunterPlayerState.STExtraPlayerState.UAEPlayerState.PlayerState.Info.Actor.Ob
ject
bool HasEverBuyRevivalSign;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x12d9 , Size: 1]
int BountyValue;//[Offset: 0x12dc , Size: 4]
int BountyGold;//[Offset: 0x12e0 , Size: 4]
int BuyRevivalCount;//[Offset: 0x12e4 , Size: 4]
class BountyHunterLifeRadarMgr* BountyHunterLifeRadarMgrClass;//[Offset:
0x12e8 , Size: 8]
BountyHunterLifeRadarMgr* BountyHunterLifeRadarMgr;//[Offset: 0x12f0 , Size:
8]
void OnRep_HasEverBuyRevivalSign();// 0x2c19e00
void OnRep_BuyRevivalCount();// 0x2c19de4
void OnRep_BountyValue();// 0x2c19dc8
void OnRep_BountyGold();// 0x2c19dac
--------------------------------
Class: BountyHunterRadar.UAERegionActor.Actor.Object
FString LuaFilePath;//[Offset: 0x3b0 , Size: 16]
int Status;//[Offset: 0x3c0 , Size: 4]
void OnRep_Status();// 0x2c1a180
--------------------------------
Class: BountyHunterStore.UAERegionActor.Actor.Object
FString LuaFilePath;//[Offset: 0x3b0 , Size: 16]
int Status;//[Offset: 0x3c0 , Size: 4]
int RadarStatus;//[Offset: 0x3c4 , Size: 4]
int RevivalCount;//[Offset: 0x3c8 , Size: 4]
int StoreAnimStatus;//[Offset: 0x3cc , Size: 4]
void OnRep_StoreAnimStatus();// 0x2c1a4cc
void OnRep_Status();// 0x2c1a4b0
void OnRep_RevivalCount();// 0x2c1a494
void OnRep_RadarStatus();// 0x2c1a478
--------------------------------
Class: BRGameModeStateActive_DeathMatch.GameModeStateActive.GameModeState.Object
--------------------------------
Class:
BRGameModeStateFighting_DeathMatch.GameModeStateFightingTeam.GameModeStateFighting.
GameModeState.Object
class Actor[] ClearResidueClassList;//[Offset: 0x60 , Size: 16]
float StopJoin_RemainTime;//[Offset: 0x70 , Size: 4]
--------------------------------
Class:
BRGameModeStateFinished_DeathMatch.GameModeStateFinishedTeam.GameModeStateFinished.
GameModeState.Object
--------------------------------
Class: BRGameModeStateReady_DeathMatch.GameModeStateReady.GameModeState.Object
--------------------------------
Class:
BRGameModeTeam_DeathMatch.BattleRoyaleGameModeTeam.BattleRoyaleGameMode.BattleRoyal
eGameModeBase.UAEGameMode.GameMode.GameModeBase.Info.Actor.Object
enum DeathMatchSubModeType;//[Offset: 0x1d0b , Size: 1]
<int,HomeMapBaseRegion> HomeMapBaseRegions;//[Offset: 0x1d10 , Size: 80]
int MapId;//[Offset: 0x1d60 , Size: 4]
HomeMapBaseRegion CurMapBaseRegion;//[Offset: 0x1d64 , Size: 72]
DeathMatchPlayerStartSelectConfig RespawnPointSelectConfig;//[Offset:
0x1dac , Size: 12]
int StopJoin_BestScore;//[Offset: 0x1db8 , Size: 4]
int StopJoin_ScoreGap;//[Offset: 0x1dbc , Size: 4]
bool bNoDropItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1dc0 , Size: 1]
class RespawnItemConfig[] DeathMatchAIWeaponConfigClassList;//[Offset: 0x1dc8
, Size: 16]
int DeathMatchWinScore;//[Offset: 0x1dd8 , Size: 4]
int Score_Kill;//[Offset: 0x1ddc , Size: 4]
int ContinuouKillNum;//[Offset: 0x1de0 , Size: 4]
int SuperGodKillNum;//[Offset: 0x1de4 , Size: 4]
int GameComingEndNotify_RemainKillNum;//[Offset: 0x1de8 , Size: 4]
int GameComingEndNotify_RemainTime;//[Offset: 0x1dec , Size: 4]
int GameComingEndNotify_HalfTime;//[Offset: 0x1df0 , Size: 4]
bool bUseTopPlayerScoreAsTeamScore;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x1df4 , Size: 1]
--------------------------------
Class: HomeMapBaseRegion
HomeBaseRegion BaseRegionLeft;//[Offset: 0x0 , Size: 36]
HomeBaseRegion BaseRegionRight;//[Offset: 0x24 , Size: 36]
--------------------------------
Class: HomeBaseRegion
int RegionID;//[Offset: 0x0 , Size: 4]
Vector2D P1;//[Offset: 0x4 , Size: 8]
Vector2D P2;//[Offset: 0xc , Size: 8]
Vector2D P3;//[Offset: 0x14 , Size: 8]
Vector2D P4;//[Offset: 0x1c , Size: 8]
--------------------------------
Class: DeathMatchPlayerStartSelectConfig
bool bIsEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 ,
Size: 1]
float NoEnemyRangeRadius;//[Offset: 0x4 , Size: 4]
float ExistTeammateRanageRadius;//[Offset: 0x8 , Size: 4]
--------------------------------
Class:
BRGameModeTeam_HardPoint.BRGameModeTeam_DeathMatch.BattleRoyaleGameModeTeam.BattleR
oyaleGameMode.BattleRoyaleGameModeBase.UAEGameMode.GameMode.GameModeBase.Info.Actor
.Object
HardPointStopJoinConfig HardPointStopJoinConfig;//[Offset: 0x1df8 , Size: 12]
void OnPickUpTarget(STExtraPlayerController* PlayerController, Actor* Target,
int AdditionalParam, int pickCount);// 0x2c1b440
void OnHardPointSwitchConfigEnd();// 0x2c1b42c
void OnActivateNewHardPoint(HardPointActor* HardPointActor);// 0x2c1b3b0
void OnActivatedHardPointEnd(HardPointActor* HardPointActor);// 0x2c1b334
--------------------------------
Class: HardPointStopJoinConfig
bool bIsEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 ,
Size: 1]
int HardPointIndex;//[Offset: 0x4 , Size: 4]
float ActivatedTime;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: HardPointActor.Actor.Object
delegate OnHardPointTeamScoreDatasChangeDelegate;//[Offset: 0x398 , Size: 16]
delegate AddScoreDelegate;//[Offset: 0x3a8 , Size: 16]
delegate OnHardPointActivateStateChangeDelegate;//[Offset: 0x3b8 , Size: 16]
delegate OnOccupyStateChangeDelegate;//[Offset: 0x3c8 , Size: 16]
delegate OnCurrentOwnedTeamIDChangeDelegate;//[Offset: 0x3d8 , Size: 16]
delegate OnHardPointRemainActivateTimeChangeDelegate;//[Offset: 0x3e8 , Size:
16]
StaticMeshComponent* OverlapMesh;//[Offset: 0x3f8 , Size: 8]
int HardPointID;//[Offset: 0x400 , Size: 4]
FString HardPointName;//[Offset: 0x408 , Size: 16]
float ScoringIntervalTime;//[Offset: 0x418 , Size: 4]
int ScoreValue;//[Offset: 0x41c , Size: 4]
int UseBronPointID;//[Offset: 0x420 , Size: 4]
int IconType;//[Offset: 0x424 , Size: 4]
enum MarkInWhichMap;//[Offset: 0x428 , Size: 1]
int WinScore;//[Offset: 0x42c , Size: 4]
int WinTeamID;//[Offset: 0x430 , Size: 4]
enum CurrentOccupyState;//[Offset: 0x434 , Size: 1]
int RemainActivateTime;//[Offset: 0x438 , Size: 4]
int CurrentOwnedTeamID;//[Offset: 0x43c , Size: 4]
HardPointTeamScoreData[] HardPointTeamScoreDataList;//[Offset: 0x440 , Size:
16]
bool bIsActivate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x450
, Size: 1]
STExtraBaseCharacter*[] InHardPointPlayers;//[Offset: 0x480 , Size: 16]
Vector2D[] Vertexs;//[Offset: 0x490 , Size: 16]
Actor*[] TargetPoints;//[Offset: 0x4a0 , Size: 16]
void OnRep_RemainActivateTime();// 0x2cee03c
void OnRep_IsActivate();// 0x2cee028
void OnRep_HardPointTeamScoreDataList();// 0x2cee014
void OnRep_CurrentOwnedTeamID();// 0x2cee000
void OnRep_CurrentOccupyState();// 0x2cedfec
void OnPlayerRealExit(PlayerController* Exiting);// 0x2cedf70
void OnPlayerLeave(STExtraBaseCharacter* BaseCharacter);// 0x2cedef4
void OnPlayerEnter(STExtraBaseCharacter* BaseCharacter);// 0x2cede78
void OnPlayerDeath(STExtraBaseCharacter* BaseCharacter);// 0x2ceddfc
void OnEndOverlap(PrimitiveComponent* OverlappedComp, Actor* Other,
PrimitiveComponent* OtherComp, int OtherBodyIndex);// 0x2cedcd0
void OnBeginOverlap(PrimitiveComponent* OverlappedComp, Actor* Other,
PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out const
HitResult SweepResult);// 0x2cedaf8
int GetTeamScoreByTeamID(int TeamID);// 0x2ceda6c
FString GetHardPointName();// 0x2ced96c
--------------------------------
Class: HardPointTeamScoreData
int TeamID;//[Offset: 0x0 , Size: 4]
int Score;//[Offset: 0x4 , Size: 4]
--------------------------------
Class:
BRGameStateTeam_DeathMatch.STExtraGameStateBase.UAEGameState.GameState.GameStateBas
e.Info.Actor.Object
enum DeathMatchSubModeType;//[Offset: 0xd9c , Size: 1]
int RemainMatchTime;//[Offset: 0xda0 , Size: 4]
int DeathMatchWinScore;//[Offset: 0xda4 , Size: 4]
int RespawnInvincibleTime;//[Offset: 0xda8 , Size: 4]
int Score_Kill;//[Offset: 0xdc0 , Size: 4]
DeathMatchTeamScoreData[] DeathMatchTeamScoreDatas;//[Offset: 0xdc8 , Size:
16]
delegate OnDeathMatchGlobalNotifyDelegate;//[Offset: 0xde0 , Size: 16]
delegate OnDeathMatchGlobalAudioDelegate;//[Offset: 0xdf0 , Size: 16]
delegate OnDeathMatchTeamScoreChangeDelegate;//[Offset: 0xe00 , Size: 16]
delegate OnDeathMatchPlayerScoreDatasChangeDelegate;//[Offset: 0xe10 , Size:
16]
delegate OnDeathMatchGameEndDelegate;//[Offset: 0xe20 , Size: 16]
DeathMatchMedalManagerComponent* MedalManagerComponent;//[Offset: 0xe30 ,
Size: 8]
DeathMatchWWISEManagerComponent* WWISEManagerComponent;//[Offset: 0xe38 ,
Size: 8]
uint64 FirstKillPlayer;//[Offset: 0xe48 , Size: 8]
uint64 LastKillPlayer;//[Offset: 0xe50 , Size: 8]
int SelectedArmsRaceWeaponGroupID;//[Offset: 0xe68 , Size: 4]
bool bUseTopPlayerScoreAsTeamScore;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xe6c , Size: 1]
Object*[] AllPreLoadedAssets;//[Offset: 0xe80 , Size: 16]
void ServerResetShowWrapperActor();// 0x2c1c2f8
void ReleasePreLoadWeaponAssets();// 0x2c1c2e4
void PreLoadWeaponAssets();// 0x2c1c2d0
void OnRep_DeathMatchTeamScoreDatas();// 0x2c1c2bc
void MulticastRPC_BroadcastDeathMatchGlobalNotify(const
DeathMatchPlayerStateData KillerStateData, const DeathMatchPlayerStateData
VictimerStateData, enum GlobalNotifyReason);// 0x2c1c094
void MulticastRPC_BroadcastDeathMatchGlobalAudio(const int KillerTeamId,
const int VictimerTeamID, enum GlobalNotifyReason);// 0x2c1bf9c
void MulticastRPC_BroadcastDeathMatchGameEndNotify(int WinTeamID);//
0x2c1bf18
FString GetFormatRemainTimeText();// 0x2c1be74
DeathMatchPlayerStateData GetCurrentClientDeathMatchPlayerStateData();//
0x2c1bd0c
void BroadcastResetWrapperShowActor();// 0x2c1bcac
--------------------------------
Class: DeathMatchTeamScoreData
int TeamID;//[Offset: 0x0 , Size: 4]
FString Result;//[Offset: 0x8 , Size: 16]
int TeamRank;//[Offset: 0x18 , Size: 4]
int TeamScore;//[Offset: 0x1c , Size: 4]
DeathMatchPlayerStateData[] PlayerStateDatas;//[Offset: 0x20 , Size: 16]
--------------------------------
Class: DeathMatchPlayerStateData
uint32 PlayerKey;//[Offset: 0x0 , Size: 4]
DeathMatchPlayerInfo DeathMatchPlayerInfo;//[Offset: 0x8 , Size: 88]
int TeamID;//[Offset: 0x60 , Size: 4]
int Score;//[Offset: 0x64 , Size: 4]
int Rank;//[Offset: 0x68 , Size: 4]
int Kills;//[Offset: 0x6c , Size: 4]
int Assists;//[Offset: 0x70 , Size: 4]
int Deaths;//[Offset: 0x74 , Size: 4]
int ContinuouKills;//[Offset: 0x78 , Size: 4]
bool IsAIPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7c ,
Size: 1]
--------------------------------
Class: DeathMatchPlayerInfo
uint64 UId;//[Offset: 0x0 , Size: 8]
FString UIDString;//[Offset: 0x8 , Size: 16]
FString PlayerName;//[Offset: 0x18 , Size: 16]
FString iconUrl;//[Offset: 0x28 , Size: 16]
byte gender;//[Offset: 0x38 , Size: 1]
byte PlatformGender;//[Offset: 0x39 , Size: 1]
int PlayerLevel;//[Offset: 0x3c , Size: 4]
int SegmentLevel;//[Offset: 0x40 , Size: 4]
int AvatarBoxId;//[Offset: 0x44 , Size: 4]
AchievementPrize EquippedAchievementPrize;//[Offset: 0x48 , Size: 12]
--------------------------------
Class: DeathMatchMedalManagerComponent.ActorComponent.Object
FString MedalDataTableName;//[Offset: 0x110 , Size: 16]
int HunterKillCount;//[Offset: 0x120 , Size: 4]
int RallyContinuousDeadCount;//[Offset: 0x124 , Size: 4]
float SharpshooterDistance;//[Offset: 0x128 , Size: 4]
float SlaughterTime;//[Offset: 0x12c , Size: 4]
int SlaughterKillCount;//[Offset: 0x130 , Size: 4]
float AntiKillRemainHealthRatio;//[Offset: 0x134 , Size: 4]
DeathMatchMedalBase*[] MedalList;//[Offset: 0x138 , Size: 16]
BRGameModeTeam_DeathMatch* DeathMatchGameMode;//[Offset: 0x148 , Size: 8]
--------------------------------
Class: DeathMatchMedalBase.Object
DeathMatchMedalManagerComponent* DeathMatchMedalManager;//[Offset: 0x30 ,
Size: 8]
--------------------------------
Class: DeathMatchWWISEManagerComponent.ActorComponent.Object
<enum,WWIEBankContainer> RandEventPool;//[Offset: 0x110 , Size: 80]
<enum,AkAudioEvent*> GlobalEventPool;//[Offset: 0x160 , Size: 80]
void OnReload();// 0x2c6cfa4
void OnPlayerStateRep();// 0x2c6cf90
void OnGlobalNotify(const int KillerTeamId, const int VictimerTeamID, enum
GlobalNotifyReason);// 0x2c6cea0
void DeathMatchMedalNotify(out const int[] MedalIDList);// 0x2c6cde8
--------------------------------
Class: WWIEBankContainer
AkAudioEvent* MaleBank;//[Offset: 0x0 , Size: 8]
AkAudioEvent* FemaleBank;//[Offset: 0x8 , Size: 8]
--------------------------------
Class:
BRGameStateTeam_HardPoint.BRGameStateTeam_DeathMatch.STExtraGameStateBase.UAEGameSt
ate.GameState.GameStateBase.Info.Actor.Object
delegate OnCurrentActivatedHardPointChangeDelegate;//[Offset: 0xe90 , Size:
16]
delegate OnRemainHardPointNumChangeDelegate;//[Offset: 0xea0 , Size: 16]
delegate OnWaitActivateHardPointStateChangeDelegate;//[Offset: 0xeb0 , Size:
16]
delegate OnActivatedHardPointDataRecordListChangeDelegate;//[Offset: 0xec0 ,
Size: 16]
int OccupyHardPointScore;//[Offset: 0xed0 , Size: 4]
int HardPointComingEndNotify_Score;//[Offset: 0xed4 , Size: 4]
int HardPointComingEndNotify_RemainTime;//[Offset: 0xed8 , Size: 4]
HardPointActor* CurrentActivatedHardPoint;//[Offset: 0xee0 , Size: 8]
int RemainHardPointNum;//[Offset: 0xee8 , Size: 4]
int WaitActivateHardPointRemainTime;//[Offset: 0xeec , Size: 4]
bool bIsWaitActivateHardPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xef0 , Size: 1]
ActivatedHardPointDataRecord[] ActivatedHardPointDataRecordList;//[Offset:
0xef8 , Size: 16]
HardPointActor*[] HardPointList;//[Offset: 0xf08 , Size: 16]
HardPoint_TeamScoreData[] HardPointTeamScoreDatas;//[Offset: 0xf18 , Size:
16]
void OnWaitActivateHardPoint(float InWaitTime);// 0x2c1eca8
void OnRep_WaitActivateHardPoint();// 0x2c1ec94
void OnRep_RemainHardPointNum();// 0x2c1ec80
void OnRep_HardPointTeamScoreDatList();// 0x2c1ec6c
void OnRep_CurrentActivatedHardPoint(HardPointActor*
LastActivatedHardPoint);// 0x2c1ebf0
void OnRep_ActivatedHardPointDataRecordList();// 0x2c1ebdc
void OnHardPointTeamScoreDatasChange(HardPointActor* HardPointActor);//
0x2c1eb60
void OnHardPointRemainActivateTimeChange(HardPointActor* HardPointActor, int
RemainActivateTime);// 0x2c1eaa8
void OnHardPointOccupyStateChange(HardPointActor* HardPointActor, enum
OccupyState);// 0x2c1e9f0
void OnHardPointAddTeamOccupyScore(HardPointActor* HardPointActor, int
TeamID, int ScoreValue);// 0x2c1e900
void OnActivateNewHardPoint(HardPointActor* HardPointActor);// 0x2c1e884
void OnActivatedHardPointEnd(HardPointActor* HardPointActor);// 0x2c1e808
HardPointActor* GetCurrentActivatedHardPoint();// 0x2c1e7d4
--------------------------------
Class: ActivatedHardPointDataRecord
HardPointActor* HardPointActor;//[Offset: 0x0 , Size: 8]
int WinTeamID;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: HardPoint_TeamScoreData
int TeamID;//[Offset: 0x0 , Size: 4]
int OccupyScore;//[Offset: 0x4 , Size: 4]
HardPoint_PlayerScoreData[] PlayerScoreDataList;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: HardPoint_PlayerScoreData
uint32 PlayerKey;//[Offset: 0x0 , Size: 4]
int OccupyScore;//[Offset: 0x4 , Size: 4]
--------------------------------
Class:
BRPlayerStateTeam_DeathMatch.STExtraPlayerState.UAEPlayerState.PlayerState.Info.Act
or.Object
int PlayerGameID;//[Offset: 0x12dc , Size: 4]
int DeathMatchScore;//[Offset: 0x12e0 , Size: 4]
int Rank;//[Offset: 0x12e4 , Size: 4]
int Deaths;//[Offset: 0x12ec , Size: 4]
int ContinuousKills;//[Offset: 0x12f0 , Size: 4]
AchievementPrize EquippedAchievementPrize;//[Offset: 0x1368 , Size: 12]
delegate DeathMatchPlayerKillNotifyDelegate;//[Offset: 0x1380 , Size: 16]
delegate DeathMatchPersonalNotifyDelegate;//[Offset: 0x1390 , Size: 16]
delegate DeathMatchTeammateContinueKillNotifyDelegate;//[Offset: 0x13a0 ,
Size: 16]
delegate DeathMatchPersonalDieNotifyDelegate;//[Offset: 0x13b0 , Size: 16]
delegate DeathMatchMedalNotifyDelegate;//[Offset: 0x13c0 , Size: 16]
int SelectedWeaponConfigIndex;//[Offset: 0x13d0 , Size: 4]
PlayerWeaponsConfig[] PlayerWeaponsConfigList;//[Offset: 0x13d8 , Size: 16]
void ServerRPC_ChangeDeathMatchWeaponConfigIndex(int Index);// 0x2c1fc24
void OnRep_SelectedWeaponConfigIndex();// 0x2c1fc10
void OnRep_PlayerWeaponsConfigList();// 0x2c1fbfc
int GetPlayerContinuousKills();// 0x2c1fbe0
void ClientRPC_BroadcastTeammateContinueKillData(const uint64
KillerPlayerKey, int ContinuouKills);// 0x2c1fb20
void ClientRPC_BroadcastDeathMatchPersonalNotify(const
DeathMatchPlayerStateData KillerStateData, const DeathMatchPlayerStateData
VictimerStateData, enum PersonalNotifyReason);// 0x2c1f8f8
void ClientRPC_BroadcastDeathMatchPersonalDieNotify(const
DeathMatchPlayerDieData PlayerDieData);// 0x2c1f82c
void ClientRPC_BroadcastDeathMatchMedalNotify(const int[] MedalIDList);//
0x2c1f77c
--------------------------------
Class: PlayerWeaponsConfig
FString ConfigName;//[Offset: 0x0 , Size: 16]
SingleWeaponConfig[] WeaponDataList;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: SingleWeaponConfig
int WeaponId;//[Offset: 0x0 , Size: 4]
int[] AttachMentIDList;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: DeathMatchPlayerDieData
DeathMatchDamageCauserRecordData[] KillerCauserRecords;//[Offset: 0x0 , Size:
16]
DeathMatchPlayerStateData KillerStateData;//[Offset: 0x10 , Size: 128]
DeathMatchPlayerStateData[] AssisterStateDatas;//[Offset: 0x90 , Size: 16]
DeathMatchDamageRecordData[] VictimDamageRecords;//[Offset: 0xa0 , Size: 16]
--------------------------------
Class: DeathMatchDamageCauserRecordData
int DamageType;//[Offset: 0x0 , Size: 4]
int MurderWeaponID;//[Offset: 0x4 , Size: 4]
float Damage;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: DeathMatchDamageRecordData
FString VictimName;//[Offset: 0x0 , Size: 16]
float Damage;//[Offset: 0x10 , Size: 4]
enum DamageResult;//[Offset: 0x14 , Size: 1]
float LastTime;//[Offset: 0x18 , Size: 4]
--------------------------------
Class:
BRPlayerStateTeam_HardPoint.BRPlayerStateTeam_DeathMatch.STExtraPlayerState.UAEPlay
erState.PlayerState.Info.Actor.Object
int OccupyScore;//[Offset: 0x13e8 , Size: 4]
--------------------------------
Class: BTDecorator_AttrObserver.BTDecorator.BTAuxiliaryNode.BTNode.Object
AIAttrObserver[] AttrObserverList;//[Offset: 0x60 , Size: 16]
--------------------------------
Class: AIAttrObserver
enum AttrType;//[Offset: 0x0 , Size: 1]
enum CompareType;//[Offset: 0x1 , Size: 1]
int ComparePercentValue;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: BTDecorator_CheckShootingPose.BTDecorator.BTAuxiliaryNode.BTNode.Object
enum checkPose;//[Offset: 0x5a , Size: 1]
--------------------------------
Class: BTDecorator_DistanceCheck.BTDecorator.BTAuxiliaryNode.BTNode.Object
BlackboardKeySelector CenterActorBlackBoardKey;//[Offset: 0x60 , Size: 40]
BlackboardKeySelector TargetActorBlackBoardKey;//[Offset: 0x88 , Size: 40]
byte CompareOperation;//[Offset: 0xb0 , Size: 1]
float Distance;//[Offset: 0xb4 , Size: 4]
--------------------------------
Class: BlackboardKeySelector
BlackboardKeyType*[] AllowedTypes;//[Offset: 0x0 , Size: 16]
FName SelectedKeyName;//[Offset: 0x10 , Size: 8]
class BlackboardKeyType* SelectedKeyType;//[Offset: 0x18 , Size: 8]
byte SelectedKeyID;//[Offset: 0x20 , Size: 1]
bool bNoneIsAllowedValue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x21 , Size: 1]
--------------------------------
Class: BlackboardKeyType_Object.BlackboardKeyType.Object
class Object* BaseClass;//[Offset: 0x30 , Size: 8]
--------------------------------
Class: BTDecorator_DoesDistanceSatisfy.BTDecorator.BTAuxiliaryNode.BTNode.Object
Vector2D TestDistanceRange;//[Offset: 0x5c , Size: 8]
bool bCustomSrcLoc;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x64 , Size: 1]
BlackboardKeySelector TargetBlackboardKey;//[Offset: 0x68 , Size: 40]
BlackboardKeySelector SrcBlackboardKey;//[Offset: 0x90 , Size: 40]
--------------------------------
Class: BlackboardKeyType_Vector.BlackboardKeyType.Object
--------------------------------
Class: BTDecorator_GeneralLineTrace.BTDecorator.BTAuxiliaryNode.BTNode.Object
byte[] traceObjectTypes;//[Offset: 0x60 , Size: 16]
enum lineTraceType;//[Offset: 0x70 , Size: 1]
float ForwardTestForwardOffset;//[Offset: 0x74 , Size: 4]
float ForwardTestHeightOffset;//[Offset: 0x78 , Size: 4]
bool bDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7c ,
Size: 1]
--------------------------------
Class: BTDecorator_HasOccludeBuildActor.BTDecorator.BTAuxiliaryNode.BTNode.Object
--------------------------------
Class: BTDecorator_HasStaticOccludePos.BTDecorator.BTAuxiliaryNode.BTNode.Object
--------------------------------
Class: BTDecorator_IsEnemyInBuilding.BTDecorator.BTAuxiliaryNode.BTNode.Object
--------------------------------
Class: BTDecorator_IsInSafetyCircle.BTDecorator.BTAuxiliaryNode.BTNode.Object
BlackboardKeySelector CheckTargetBlackboardKey;//[Offset: 0x60 , Size: 40]
enum IsCheackByCircleType;//[Offset: 0x88 , Size: 1]
--------------------------------
Class: BTDecorator_BlackboardBase.BTDecorator.BTAuxiliaryNode.BTNode.Object
BlackboardKeySelector BlackboardKey;//[Offset: 0x60 , Size: 40]
--------------------------------
Class:
BTDecorator_IsMovementMode.BTDecorator_BlackboardBase.BTDecorator.BTAuxiliaryNode.B
TNode.Object
byte MovementMode;//[Offset: 0x88 , Size: 1]
--------------------------------
Class: BTDecorator_IsOcclusionSafe.BTDecorator.BTAuxiliaryNode.BTNode.Object
BlackboardKeySelector BBKeyTargetEnemy;//[Offset: 0x60 , Size: 40]
float CheckRadiusXY;//[Offset: 0x88 , Size: 4]
float CheckRadiusZ;//[Offset: 0x8c , Size: 4]
float OcclusionPadAngle;//[Offset: 0x90 , Size: 4]
--------------------------------
Class: BTDecorator_IsSkillReady.BTDecorator.BTAuxiliaryNode.BTNode.Object
int SkillID;//[Offset: 0x5c , Size: 4]
--------------------------------
Class: BTDecorator_ItemNumberCheck.BTDecorator.BTAuxiliaryNode.BTNode.Object
byte CheckType;//[Offset: 0x5a , Size: 1]
int ItemID;//[Offset: 0x5c , Size: 4]
int ItemNum;//[Offset: 0x60 , Size: 4]
--------------------------------
Class:
BTDecorator_Mob_CheckJump.BTDecorator_BlackboardBase.BTDecorator.BTAuxiliaryNode.BT
Node.Object
int RandomReachablePointRadius;//[Offset: 0x88 , Size: 4]
Vector2D JumpHighRange;//[Offset: 0x8c , Size: 8]
Vector2D JumpLowRange;//[Offset: 0x94 , Size: 8]
int JumpStartOffsetZ;//[Offset: 0x9c , Size: 4]
int JumpHighThreshold;//[Offset: 0xa0 , Size: 4]
--------------------------------
Class:
BTDecorator_Mob_CheckJumpToLowDirect.BTDecorator_BlackboardBase.BTDecorator.BTAuxil
iaryNode.BTNode.Object
float JumpToLowThreshold;//[Offset: 0x88 , Size: 4]
float CheckDistance;//[Offset: 0x8c , Size: 4]
float JumpToLowSpeed;//[Offset: 0x90 , Size: 4]
--------------------------------
Class:
BTDecorator_Mob_CheckObstacle.BTDecorator_BlackboardBase.BTDecorator.BTAuxiliaryNod
e.BTNode.Object
int CheckDistance;//[Offset: 0x88 , Size: 4]
int BackDistance;//[Offset: 0x8c , Size: 4]
--------------------------------
Class:
BTDecorator_Mob_CloseEnough.BTDecorator_BlackboardBase.BTDecorator.BTAuxiliaryNode.
BTNode.Object
float AcceptableDistance;//[Offset: 0x88 , Size: 4]
bool bCheckDistanceIn2D;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x8c , Size: 1]
bool bReachTestIncludesAgentRadius;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x8d , Size: 1]
bool bReachTestIncludesGoalRadius;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x8e , Size: 1]
--------------------------------
Class: BTDecorator_Mob_HasAIState.BTDecorator.BTAuxiliaryNode.BTNode.Object
enum AIState;//[Offset: 0x5a , Size: 1]
--------------------------------
Class:
BTDecorator_Mob_IsTargetAbove.BTDecorator_BlackboardBase.BTDecorator.BTAuxiliaryNod
e.BTNode.Object
float AcceptableDistance;//[Offset: 0x88 , Size: 4]
--------------------------------
Class:
BTDecorator_Mob_LineTrace.BTDecorator_BlackboardBase.BTDecorator.BTAuxiliaryNode.BT
Node.Object
byte[] traceObjectTypes;//[Offset: 0x88 , Size: 16]
--------------------------------
Class:
BTDecorator_Mob_LinkCheckJumpWall.BTDecorator_BlackboardBase.BTDecorator.BTAuxiliar
yNode.BTNode.Object
int KeepDistance;//[Offset: 0x88 , Size: 4]
float LineTraceHeightOffset;//[Offset: 0x8c , Size: 4]
--------------------------------
Class: BTDecorator_Mob_Once.BTDecorator.BTAuxiliaryNode.BTNode.Object
int AllowTimes;//[Offset: 0x5c , Size: 4]
--------------------------------
Class: BTDecorator_NearTargetLoc.BTDecorator.BTAuxiliaryNode.BTNode.Object
float Range;//[Offset: 0x5c , Size: 4]
--------------------------------
Class: BTDecorator_Cooldown.BTDecorator.BTAuxiliaryNode.BTNode.Object
float CoolDownTime;//[Offset: 0x5c , Size: 4]
--------------------------------
Class:
BTDecorator_NewCoolDown.BTDecorator_Cooldown.BTDecorator.BTAuxiliaryNode.BTNode.Obj
ect
bool DoNotCoolDownWhenSubNodeFailed;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x60 , Size: 1]
--------------------------------
Class: BTDecorator_NewSatisfyAttkDist.BTDecorator.BTAuxiliaryNode.BTNode.Object
float DefaultAttackDist;//[Offset: 0x5c , Size: 4]
bool bIsInversed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x60 , Size: 1]
float ExtraDistance;//[Offset: 0x64 , Size: 4]
--------------------------------
Class: BTDecorator_Probability.BTDecorator.BTAuxiliaryNode.BTNode.Object
float ExecuteProbability;//[Offset: 0x5c , Size: 4]
bool bUseDifficultyLevel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x60 , Size: 1]
<int,float> DifficultyProbabilityCfg;//[Offset: 0x68 , Size: 80]
--------------------------------
Class: BTDecorator_SatisfyAttkDist.BTDecorator.BTAuxiliaryNode.BTNode.Object
float AttackDist;//[Offset: 0x5c , Size: 4]
bool bIsInversed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x60 , Size: 1]
--------------------------------
Class:
BTDecorator_SatisfyAttkDistWithWeapon.BTDecorator.BTAuxiliaryNode.BTNode.Object
float DefaultAttackDist;//[Offset: 0x5c , Size: 4]
bool bIsInversed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x60 , Size: 1]
float ExtraDistance;//[Offset: 0x64 , Size: 4]
<byte,float> WeaponTypeRange;//[Offset: 0x68 , Size: 80]
--------------------------------
Class:
BTDecorator_TargetEnemyLandedTimeCheck.BTDecorator.BTAuxiliaryNode.BTNode.Object
float LandedCheckTime;//[Offset: 0x5c , Size: 4]
--------------------------------
Class: BTDecorator_WeaponTypeCheck.BTDecorator.BTAuxiliaryNode.BTNode.Object
byte WeaponType;//[Offset: 0x5a , Size: 1]
--------------------------------
Class: BTReuseList.UAEUserWidget.UserWidget.Widget.Visual.Object
float itemSizeX;//[Offset: 0x3e0 , Size: 4]
float itemSizeY;//[Offset: 0x3e4 , Size: 4]
float[] itemSizeYList;//[Offset: 0x3e8 , Size: 16]
int TotalNum;//[Offset: 0x3f8 , Size: 4]
bool misaligned;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3fc , Size: 1]
int visibleNum;//[Offset: 0x400 , Size: 4]
int topEmptyNum;//[Offset: 0x404 , Size: 4]
int oldTopEmptyNum;//[Offset: 0x408 , Size: 4]
Spacer*[] spacerList;//[Offset: 0x410 , Size: 16]
UAEUserWidget*[] ItemList;//[Offset: 0x420 , Size: 16]
float totalHeight;//[Offset: 0x430 , Size: 4]
float deltaTotalHeight;//[Offset: 0x434 , Size: 4]
class UAEUserWidget* ItemClass;//[Offset: 0x438 , Size: 8]
delegate itemUpdateDelegate;//[Offset: 0x460 , Size: 16]
void UpdateSingleHeight(int Index, float Height);// 0x2c2277c
void SetRowNumAsUnif(float itemX, float itemY, int Num, bool misalign);//
0x2c22648
void RefreshListByOffset(float Offset);// 0x2c225cc
void DoInit();// 0x2c225b8
--------------------------------
Class: Spacer.Widget.Visual.Object
Vector2D Size;//[Offset: 0x100 , Size: 8]
void SetSize(Vector2D InSize);// 0x450e3a8
--------------------------------
Class: BTService_AdvancedShooting.BTService.BTAuxiliaryNode.BTNode.Object
enum WeaponShotType;//[Offset: 0x61 , Size: 1]
float DeviationScale;//[Offset: 0x64 , Size: 4]
float ShootGunDeviationAngle;//[Offset: 0x68 , Size: 4]
Vector2D RandomShootFreqRange;//[Offset: 0x6c , Size: 8]
BlackboardKeySelector ReloadBlackBoardKey;//[Offset: 0x78 , Size: 40]
bool bSetCanSeeTargetFlag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xa0 , Size: 1]
bool bUseDifficultyLevel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xa1 , Size: 1]
bool bUseTargetEnemyCfg;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xa2 , Size: 1]
Vector2D ShootUpDownRange;//[Offset: 0xa4 , Size: 8]
float TargetWidth;//[Offset: 0xac , Size: 4]
Vector2D ShootLeftRightRange;//[Offset: 0xb0 , Size: 8]
Vector2D ShootLeftRightRangeDistance;//[Offset: 0xb8 , Size: 8]
Vector2D ShootTargetSpeedRange;//[Offset: 0xc0 , Size: 8]
Vector2D ShootTargetDistanceRangeDueToSpeed;//[Offset: 0xc8 , Size: 8]
float HitRateLerpSpeed;//[Offset: 0xd0 , Size: 4]
bool bUseLerpHitRate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xd4 , Size: 1]
bool bMissOnPurpose;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xd5 , Size: 1]
<int,DifficultyShootingConfig> DifficultyShootingCfg;//[Offset: 0xd8 , Size:
80]
<float,ShootingAimConfigContainer> TargetEnemyAimShootingCfg;//[Offset: 0x128
, Size: 80]
<float,float> HpHitRateMap;//[Offset: 0x178 , Size: 80]
float ScaleForHitPart;//[Offset: 0x1c8 , Size: 4]
bool bStopShootingWhenCannotSee;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x1cc , Size: 1]
bool bEnableShootProbabilityCompensate;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x1cd , Size: 1]
bool bShowDebugLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1ce , Size: 1]
float LineLifeTime;//[Offset: 0x1d0 , Size: 4]
--------------------------------
Class: DifficultyShootingConfig
enum WeaponShotType;//[Offset: 0x0 , Size: 1]
float DeviationScale;//[Offset: 0x4 , Size: 4]
Vector2D RandomShootFreqRange;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: ShootingAimConfigContainer
<float,ShootingAimConfig> AimConfig;//[Offset: 0x0 , Size: 80]
--------------------------------
Class: ShootingAimConfig
enum WeaponShotType;//[Offset: 0x0 , Size: 1]
float AimDeviationScale;//[Offset: 0x4 , Size: 4]
float MinAimDeviationScale;//[Offset: 0x8 , Size: 4]
Vector2D RandomShootFreqRange;//[Offset: 0xc , Size: 8]
--------------------------------
Class: BlackboardKeyType_Bool.BlackboardKeyType.Object
--------------------------------
Class: BTService_CheckAttackTarget.BTService.BTAuxiliaryNode.BTNode.Object
float SensedRadius;//[Offset: 0x64 , Size: 4]
float EquipWeaponSensedRadius;//[Offset: 0x68 , Size: 4]
--------------------------------
Class:
BTService_CheckMaxDistanceFromSpawnPoint.BTService.BTAuxiliaryNode.BTNode.Object
float MaxDistAllowedFromSpawnPoint;//[Offset: 0x64 , Size: 4]
BlackboardKeySelector BBKeyIsOutOfMaxDistance;//[Offset: 0x68 , Size: 40]
BlackboardKeySelector BBKeySpawnPoint;//[Offset: 0x90 , Size: 40]
bool bClearEnemyTargetWhenOutOfMaxDist;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xb8 , Size: 1]
bool bUseAIMaxMoveDistanceVolume;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xb9 , Size: 1]
--------------------------------
Class: BTService_ChooseEnemy.BTService.BTAuxiliaryNode.BTNode.Object
enum searchEnemyMethod;//[Offset: 0x61 , Size: 1]
BlackboardKeySelector BBKeySearchEnemyMethodIndex;//[Offset: 0x68 , Size: 40]
float MaxRememberEnemyTimeInSeconds;//[Offset: 0x90 , Size: 4]
float MaxRememberLastAttackedMeTimeInSeconds;//[Offset: 0x94 , Size: 4]
float MaxTraceLastAttackedMeDistance;//[Offset: 0x98 , Size: 4]
float MinTimeWhenCannotSeeTarget;//[Offset: 0x9c , Size: 4]
float MinTimeLockTarget;//[Offset: 0xa0 , Size: 4]
float SensedRadius;//[Offset: 0xa4 , Size: 4]
float EquipWeaponSensedRadius;//[Offset: 0xa8 , Size: 4]
float EquipWeaponNightSensedRadius;//[Offset: 0xac , Size: 4]
float EmergencyRadius;//[Offset: 0xb0 , Size: 4]
WeaponType2Range[] WeaponType2Ranges;//[Offset: 0xb8 , Size: 16]
WeaponTypeToRange[] DefaultWeaponTypeToRanges;//[Offset: 0xc8 , Size: 16]
<enum,WeatherToRange> WeatherToRange;//[Offset: 0xd8 , Size: 80]
<enum,enum> WeatherTypeToWeatherRange;//[Offset: 0x128 , Size: 80]
float PVESensedRadius;//[Offset: 0x178 , Size: 4]
float FinalCircleSensedRate;//[Offset: 0x17c , Size: 4]
float UnderGroundSensedRate;//[Offset: 0x180 , Size: 4]
float DarkAreaSensedRate;//[Offset: 0x184 , Size: 4]
float FinalCircleAIPriorityDistSqRate;//[Offset: 0x188 , Size: 4]
bool bEnableWarning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x18c , Size: 1]
float WarningCD;//[Offset: 0x190 , Size: 4]
bool bEnableSmokingVisibilityCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x194 , Size: 1]
byte SmokingVisibilityCheckChannel;//[Offset: 0x195 , Size: 1]
FName SmokingVisibilityCheckTag;//[Offset: 0x198 , Size: 8]
bool bEnablePeekShootingCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1a0 , Size: 1]
bool bEnablePeekShootingCheckAtOcclusion;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x1a1 , Size: 1]
float PeekShootingCheckAtOcclusionOfOcclusionRadius;//[Offset: 0x1a4 , Size:
4]
enum[] PeekShootingCheckArray_Stand;//[Offset: 0x1a8 , Size: 16]
enum[] PeekShootingCheckArray_Crouch;//[Offset: 0x1b8 , Size: 16]
bool DoNotAttackNearDeathEnemyFirst;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x1c8 , Size: 1]
--------------------------------
Class: WeaponType2Range
byte WeaponType;//[Offset: 0x0 , Size: 1]
float Range;//[Offset: 0x4 , Size: 4]
float NightRange;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: WeaponTypeToRange
byte WeaponType;//[Offset: 0x0 , Size: 1]
float Range;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: WeatherToRange
WeaponTypeToRange[] Ranges;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: BlackboardKeyType_Int.BlackboardKeyType.Object
--------------------------------
Class:
BTService_ChooseEnemyByShape.BTService_ChooseEnemy.BTService.BTAuxiliaryNode.BTNode
.Object
WeaponTypeToRangeWithPawnState[] WeaponTypeToRangeWithPawnStates;//[Offset:
0x1d0 , Size: 16]
bool bUseVisibilityTrace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1e0 , Size: 1]
--------------------------------
Class: WeaponTypeToRangeWithPawnState
byte WeaponType;//[Offset: 0x0 , Size: 1]
<enum,ShapeRangeParam> StateRange;//[Offset: 0x8 , Size: 80]
--------------------------------
Class: ShapeRangeParam
float CircleR;//[Offset: 0x0 , Size: 4]
float SectorR;//[Offset: 0x4 , Size: 4]
float SectorDegree;//[Offset: 0x8 , Size: 4]
--------------------------------
Class:
BTService_ChooseEnemySingleTraining.BTService_ChooseEnemy.BTService.BTAuxiliaryNode
.BTNode.Object
--------------------------------
Class: BTService_ChooseFightbackEnemy.BTService.BTAuxiliaryNode.BTNode.Object
float SensedRadius;//[Offset: 0x64 , Size: 4]
float EquipWeaponSensedRadius;//[Offset: 0x68 , Size: 4]
float EmergencyRadius;//[Offset: 0x6c , Size: 4]
--------------------------------
Class: BTService_CJChooseEnemy.BTService.BTAuxiliaryNode.BTNode.Object
bool bUpdateItemOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x61 , Size: 1]
UpdateItemInterval[] UpdateItemIntervalList;//[Offset: 0x68 , Size: 16]
BlackboardKeySelector OutTargetEnemyActor;//[Offset: 0x78 , Size: 40]
BlackboardKeySelector OutIsCanNotSeeTarget;//[Offset: 0xa0 , Size: 40]
float MaxRememberLastAttackedMeTimeInSeconds;//[Offset: 0xc8 , Size: 4]
int MaxTraceLastAttackedMeDistance;//[Offset: 0xcc , Size: 4]
EnemyInfo[] EnemyInfoList;//[Offset: 0xd0 , Size: 16]
float MinTimeLockTarget;//[Offset: 0xe0 , Size: 4]
float MinTimeWhenCannotSeeTarget;//[Offset: 0xe4 , Size: 4]
int SensedRadius;//[Offset: 0xe8 , Size: 4]
int EquipWeaponSensedRadius;//[Offset: 0xec , Size: 4]
bool bUseFanChoose;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xf0 , Size: 1]
SightFanInfo[] FanInfoList;//[Offset: 0xf8 , Size: 16]
bool bFindNearestEnemyPawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x108 , Size: 1]
BlackboardKeySelector OutNearestEnemyPawnVisible;//[Offset: 0x110 , Size: 40]
BlackboardKeySelector OutNearestEnemyPawnInVisible;//[Offset: 0x138 , Size:
40]
float NearestEnemyVisibleMemoryTime;//[Offset: 0x160 , Size: 4]
int SensedNearestEnemyVisibleRadius;//[Offset: 0x164 , Size: 4]
int SensedNearestEnemyInVisibleRadius;//[Offset: 0x168 , Size: 4]
--------------------------------
Class: UpdateItemInterval
int Distance;//[Offset: 0x0 , Size: 4]
float interval;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: EnemyInfo
byte EnemyType;//[Offset: 0x0 , Size: 1]
FName Tag;//[Offset: 0x8 , Size: 8]
float MemoryTime;//[Offset: 0x10 , Size: 4]
int16 RevengeValue_Sight;//[Offset: 0x14 , Size: 2]
int16 RevengeValue_Memory;//[Offset: 0x16 , Size: 2]
int16 RevengeValue_NearDeath;//[Offset: 0x18 , Size: 2]
float RevengeValue_PerMetre;//[Offset: 0x1c , Size: 4]
Vector TraceStartOffset;//[Offset: 0x20 , Size: 12]
Vector TraceEndOffset;//[Offset: 0x2c , Size: 12]
byte Belonging;//[Offset: 0x38 , Size: 1]
float HitProtectTime;//[Offset: 0x3c , Size: 4]
bool IsBlockTrace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40
, Size: 1]
--------------------------------
Class: SightFanInfo
float Radius;//[Offset: 0x0 , Size: 4]
float Angle;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: BTService_ClearTrouble.BTService.BTAuxiliaryNode.BTNode.Object
bool bOpenAIClearTrouble;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x61 , Size: 1]
float PathFindTestRadius;//[Offset: 0x64 , Size: 4]
uint32 UnreachablePointsToBeInTrouble;//[Offset: 0x68 , Size: 4]
class NavigationQueryFilter* TestPathFilterClass;//[Offset: 0x70 , Size: 8]
InTroubleTeleportConfig TeleportCfg;//[Offset: 0x78 , Size: 16]
bool bShowDebugPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x88 , Size: 1]
--------------------------------
Class: InTroubleTeleportConfig
float SrcCheckRadius;//[Offset: 0x0 , Size: 4]
float DstCheckRadius;//[Offset: 0x4 , Size: 4]
uint32 TryFindDstLocNum;//[Offset: 0x8 , Size: 4]
bool OnlyTeleportToLand;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xc , Size: 1]
--------------------------------
Class: BTService_Cruising.BTService.BTAuxiliaryNode.BTNode.Object
--------------------------------
Class: BTService_DebugInfo.BTService.BTAuxiliaryNode.BTNode.Object
FString Info;//[Offset: 0x68 , Size: 16]
bool bShowControllerName;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x78 , Size: 1]
FString GetInfo();// 0x2c27150
--------------------------------
Class: BTService_DeliverControl.BTService.BTAuxiliaryNode.BTNode.Object
DeliverControlRatingConfig[] RatingConfig;//[Offset: 0x68 , Size: 16]
--------------------------------
Class: DeliverControlRatingConfig
int Rating;//[Offset: 0x0 , Size: 4]
float InnerRadius1;//[Offset: 0x4 , Size: 4]
float InnerRadius2;//[Offset: 0x8 , Size: 4]
float OuterRadius;//[Offset: 0xc , Size: 4]
--------------------------------
Class: BTService_DistantJudge.BTService.BTAuxiliaryNode.BTNode.Object
BlackboardKeySelector WatchTargetBlackBoardKey;//[Offset: 0x68 , Size: 40]
AIDistantJudgeNoftify[] DistantJudges;//[Offset: 0x90 , Size: 16]
bool ResetModifyBBData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xa0 , Size: 1]
--------------------------------
Class: AIDistantJudgeNoftify
float RightValue;//[Offset: 0x0 , Size: 4]
int SetBBValue;//[Offset: 0x4 , Size: 4]
BlackboardKeySelector NotifyBlackBoardKey;//[Offset: 0x8 , Size: 40]
--------------------------------
Class: BTService_FightDecisionSystem.BTService.BTAuxiliaryNode.BTNode.Object
float EnemyTraceRadius;//[Offset: 0x64 , Size: 4]
--------------------------------
Class: BTService_BlackboardBase.BTService.BTAuxiliaryNode.BTNode.Object
BlackboardKeySelector BlackboardKey;//[Offset: 0x68 , Size: 40]
--------------------------------
Class:
BTService_DefaultFocus.BTService_BlackboardBase.BTService.BTAuxiliaryNode.BTNode.Ob
ject
byte FocusPriority;//[Offset: 0x90 , Size: 1]
--------------------------------
Class:
BTService_Focus.BTService_DefaultFocus.BTService_BlackboardBase.BTService.BTAuxilia
ryNode.BTNode.Object
enum AIFocusPriority;//[Offset: 0x91 , Size: 1]
bool ResetFocus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x92 ,
Size: 1]
bool ClearFocusWhenCeaseRelevant;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x93 , Size: 1]
--------------------------------
Class: BTService_HealthCheck.BTService.BTAuxiliaryNode.BTNode.Object
float HealthChangeVaule;//[Offset: 0x64 , Size: 4]
BlackboardKeySelector HealthChangeBlackBoardKey;//[Offset: 0x68 , Size: 40]
--------------------------------
Class: BTService_LookAround.BTService.BTAuxiliaryNode.BTNode.Object
Vector2D RotationSpeed;//[Offset: 0x64 , Size: 8]
Vector2D RotationAngle;//[Offset: 0x6c , Size: 8]
Vector2D WaitTimeWhenStop;//[Offset: 0x74 , Size: 8]
float AcceptToleranceInDegree;//[Offset: 0x7c , Size: 4]
--------------------------------
Class: BTService_Mob_AddHp.BTService.BTAuxiliaryNode.BTNode.Object
int BuffID_AddHP;//[Offset: 0x64 , Size: 4]
enum addHPType;//[Offset: 0x68 , Size: 1]
--------------------------------
Class:
BTService_Mob_AdvancedMovementDetector.BTService.BTAuxiliaryNode.BTNode.Object
--------------------------------
Class: BTService_Mob_AutoDestroy.BTService.BTAuxiliaryNode.BTNode.Object
float CheckRadius;//[Offset: 0x64 , Size: 4]
--------------------------------
Class: BTService_Mob_CheckLocation.BTService.BTAuxiliaryNode.BTNode.Object
float MaxAllowedDistanceFromSpawnPointSq;//[Offset: 0x64 , Size: 4]
--------------------------------
Class: BTService_Mob_CheckLoseTarget.BTService.BTAuxiliaryNode.BTNode.Object
float LoseTargetThreshold;//[Offset: 0x64 , Size: 4]
--------------------------------
Class: BTService_Mob_CheckPathExist.BTService.BTAuxiliaryNode.BTNode.Object
--------------------------------
Class: BTService_Mob_ChooseEnemy.BTService.BTAuxiliaryNode.BTNode.Object
float MaxRememberEnemyTimeInSeconds;//[Offset: 0x64 , Size: 4]
float MinTimeLockTarget;//[Offset: 0x68 , Size: 4]
float MinTimeWhenCannotSeeTarget;//[Offset: 0x6c , Size: 4]
float SensedRadius;//[Offset: 0x70 , Size: 4]
enum searchType;//[Offset: 0x74 , Size: 1]
float SensedAngle;//[Offset: 0x78 , Size: 4]
bool SenseEnemyWithLineTrace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x7c , Size: 1]
float PreciseHatredDecreaseSpeed;//[Offset: 0x80 , Size: 4]
bool SensedRadiusAdvanceInNight;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x84 , Size: 1]
float LoseSightRadius;//[Offset: 0x88 , Size: 4]
bool DontAttackWhenTargetInWater;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x8c , Size: 1]
bool bEnableWarning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x8d , Size: 1]
float WarningCD;//[Offset: 0x90 , Size: 4]
float AttackVehicleInRadius;//[Offset: 0x94 , Size: 4]
bool AttackVehicleInRadiusEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x98 , Size: 1]
enum searchVehicleType;//[Offset: 0x99 , Size: 1]
STExtraSimpleCharacter* ControlledMobPawn;//[Offset: 0xa8 , Size: 8]
--------------------------------
Class: BTService_Mob_Hearing.BTService.BTAuxiliaryNode.BTNode.Object
float MinTimeLockTarget;//[Offset: 0x64 , Size: 4]
float MaxTimeLockWhenNoNextSound;//[Offset: 0x68 , Size: 4]
enum searchType;//[Offset: 0x6c , Size: 1]
float AcceptableDistance;//[Offset: 0x70 , Size: 4]
--------------------------------
Class: BTService_Mob_MoveBlockTimer.BTService.BTAuxiliaryNode.BTNode.Object
float ClearBlockStatusTime;//[Offset: 0x64 , Size: 4]
--------------------------------
Class: BTService_Mob_OpenDoor.BTService.BTAuxiliaryNode.BTNode.Object
float OpenDoorRangeSq;//[Offset: 0x64 , Size: 4]
float AutoOpenDoorInterval;//[Offset: 0x68 , Size: 4]
--------------------------------
Class: BTService_ModifyBlackboardValue.BTService.BTAuxiliaryNode.BTNode.Object
bool bEnterModifyBlackboardKey;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x61 , Size: 1]
BlackboardKeySelector EnterModifyBlackboardKey;//[Offset: 0x68 , Size: 40]
FString EnterSetValue;//[Offset: 0x90 , Size: 16]
bool bExitModifyBlackboardKey;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xa0 , Size: 1]
BlackboardKeySelector ExitModifyBlackboardKey;//[Offset: 0xa8 , Size: 40]
FString ExitSetValue;//[Offset: 0xd0 , Size: 16]
--------------------------------
Class: BlackboardKeyType_Float.BlackboardKeyType.Object
--------------------------------
Class: BlackboardKeyType_String.BlackboardKeyType.Object
FString StringValue;//[Offset: 0x30 , Size: 16]
--------------------------------
Class: BTService_OccupyHandler.BTService.BTAuxiliaryNode.BTNode.Object
BlackboardKeySelector OutCurOccupyPointActor;//[Offset: 0x68 , Size: 40]
BlackboardKeySelector OutIsOccupying;//[Offset: 0x90 , Size: 40]
--------------------------------
Class: BTService_OpenDoor.BTService.BTAuxiliaryNode.BTNode.Object
float OpenDoorRange;//[Offset: 0x64 , Size: 4]
--------------------------------
Class: BTService_RescueHandler.BTService.BTAuxiliaryNode.BTNode.Object
int RescueRange;//[Offset: 0x64 , Size: 4]
--------------------------------
Class: BTService_SensedEnemy.BTService.BTAuxiliaryNode.BTNode.Object
float IsNotSeeTargetTime;//[Offset: 0x64 , Size: 4]
float SensedRadius;//[Offset: 0x68 , Size: 4]
float EquipWeaponSensedRadius;//[Offset: 0x6c , Size: 4]
float EquipWeaponNightSensedRadius;//[Offset: 0x70 , Size: 4]
float EmergencyRadius;//[Offset: 0x74 , Size: 4]
<int,float> AISensedEnemyPoseRatio;//[Offset: 0x78 , Size: 80]
--------------------------------
Class: BTService_SenseGrenade.BTService.BTAuxiliaryNode.BTNode.Object
<enum,bool> GrenadeSenseEnable;//[Offset: 0x68 , Size: 80]
BPAISenseGrenadeDistanceConfig[] SenseDistanceConfig;//[Offset: 0xb8 , Size:
16]
<enum,AISenseGrenadeClassConfig> GrenadeClasses;//[Offset: 0xc8 , Size: 80]
AISenseGrenadeBBKeyInfo[] GrenadeBBKeyConfig;//[Offset: 0x118 , Size: 16]
byte[] GrenadeCollisionChannels;//[Offset: 0x128 , Size: 16]
BlackboardKeySelector BBKeyHasBeenFlashed;//[Offset: 0x138 , Size: 40]
FName FlashBombBuffName;//[Offset: 0x160 , Size: 8]
BlackboardKeySelector BBKeyHasSensedGrenade;//[Offset: 0x168 , Size: 40]
float StopVelocityThreshold;//[Offset: 0x190 , Size: 4]
--------------------------------
Class: BPAISenseGrenadeDistanceConfig
enum grenadeType;//[Offset: 0x0 , Size: 1]
float GrenadeSenseDistance;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: AISenseGrenadeClassConfig
class Object[] IncludeClassArray;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: AISenseGrenadeBBKeyInfo
enum grenadeType;//[Offset: 0x0 , Size: 1]
BlackboardKeySelector BBKeyGrenadeActor;//[Offset: 0x8 , Size: 40]
--------------------------------
Class: BTService_Shooting.BTService.BTAuxiliaryNode.BTNode.Object
float DeviationScale;//[Offset: 0x64 , Size: 4]
--------------------------------
Class: BTService_TargetAngleCheck.BTService.BTAuxiliaryNode.BTNode.Object
float FocusTime;//[Offset: 0x64 , Size: 4]
float FocusDegree;//[Offset: 0x68 , Size: 4]
float DistanceSqr;//[Offset: 0x6c , Size: 4]
BlackboardKeySelector FocusState;//[Offset: 0x70 , Size: 40]
--------------------------------
Class: BTService_TargetEnemyHP.BTService.BTAuxiliaryNode.BTNode.Object
--------------------------------
Class: BTService_TurnAround.BTService.BTAuxiliaryNode.BTNode.Object
BlackboardKeySelector OutTatget;//[Offset: 0x68 , Size: 40]
float TurnAroundVelocity;//[Offset: 0x90 , Size: 4]
--------------------------------
Class: BTService_WeaponHandler.BTService.BTAuxiliaryNode.BTNode.Object
--------------------------------
Class: BTService_WeatherTimeCount.BTService.BTAuxiliaryNode.BTNode.Object
BlackboardKeySelector StartCurrentWeatherCountDownBlackboardKey;//[Offset:
0x68 , Size: 40]
BlackboardKeySelector IsCurrentWeatherBlackboardKey;//[Offset: 0x90 , Size:
40]
enum NewWeatherStatusType;//[Offset: 0xb8 , Size: 1]
--------------------------------
Class: BTTask_Wait.BTTaskNode.BTNode.Object
float WaitTime;//[Offset: 0x6c , Size: 4]
float RandomDeviation;//[Offset: 0x70 , Size: 4]
--------------------------------
Class: BTTask_AdvancedWait.BTTask_Wait.BTTaskNode.BTNode.Object
bool bUseDifficultyLevel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x74 , Size: 1]
<int,DifficultyTimeConfig> DifficultyTimeCfg;//[Offset: 0x78 , Size: 80]
--------------------------------
Class: DifficultyTimeConfig
float WaitTime;//[Offset: 0x0 , Size: 4]
float RandomDeviation;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: BTTask_AnimalFindDirectedPoint.BTTaskNode.BTNode.Object
Vector2D DistanceRange;//[Offset: 0x6c , Size: 8]
Vector2D AngleRange;//[Offset: 0x74 , Size: 8]
float TraceHeightOffset;//[Offset: 0x7c , Size: 4]
uint32 TryFindLocNum;//[Offset: 0x80 , Size: 4]
bool bDoWaterTest;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x84
, Size: 1]
bool bDoNavmeshProjectTest;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x85 , Size: 1]
class NavigationQueryFilter* ProjectFilterClass;//[Offset: 0x88 , Size: 8]
bool bDoLimitFindPointArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x90 , Size: 1]
BlackboardKeySelector TargetBlackboardKey;//[Offset: 0x98 , Size: 40]
BlackboardKeySelector OutputBlackboardKey;//[Offset: 0xc0 , Size: 40]
--------------------------------
Class: BTTask_AnimalFindRandomPoint.BTTaskNode.BTNode.Object
Vector2D SearchRadiusRange;//[Offset: 0x6c , Size: 8]
float TraceHeightOffset;//[Offset: 0x74 , Size: 4]
uint32 TryFindLocNum;//[Offset: 0x78 , Size: 4]
bool bDoNavmeshProjectTest;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x7c , Size: 1]
class NavigationQueryFilter* ProjectFilterClass;//[Offset: 0x80 , Size: 8]
bool bDoOnlyStaticTrace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x88 , Size: 1]
bool bDoWaterTest;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x89
, Size: 1]
bool bDoLimitFindPointArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x8a , Size: 1]
float CollisionExcludeAngle;//[Offset: 0x8c , Size: 4]
bool bLimitResultInForwardAngle;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x90 , Size: 1]
float LimitInForwardAngle;//[Offset: 0x94 , Size: 4]
BlackboardKeySelector CenterBlackboardKey;//[Offset: 0x98 , Size: 40]
BlackboardKeySelector OutputBlackboardKey;//[Offset: 0xc0 , Size: 40]
bool bDebugDraw;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe8 ,
Size: 1]
float DebugDrawPointTime;//[Offset: 0xec , Size: 4]
--------------------------------
Class: BTTask_BlackboardBase.BTTaskNode.BTNode.Object
BlackboardKeySelector BlackboardKey;//[Offset: 0x70 , Size: 40]
--------------------------------
Class: BTTask_MoveTo.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
float AcceptableRadius;//[Offset: 0x98 , Size: 4]
class NavigationQueryFilter* FilterClass;//[Offset: 0xa0 , Size: 8]
float ObservedBlackboardValueTolerance;//[Offset: 0xa8 , Size: 4]
bool bObserveBlackboardValue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xac , Size: 1]
bool bAllowStrafe;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xac ,
Size: 1]
bool bAllowPartialPath;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0xac , Size: 1]
bool bTrackMovingGoal;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0xac , Size: 1]
bool bProjectGoalLocation;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0xac , Size: 1]
bool bReachTestIncludesAgentRadius;//(ByteOffset: 0, ByteMask: 32, FieldMask:
32)[Offset: 0xac , Size: 1]
bool bReachTestIncludesGoalRadius;//(ByteOffset: 0, ByteMask: 64, FieldMask:
64)[Offset: 0xac , Size: 1]
bool bStopOnOverlap;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset:
0xac , Size: 1]
bool bStopOnOverlapNeedsUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xad , Size: 1]
--------------------------------
Class: AISystem.AISystemBase.Object
SoftClassPath PerceptionSystemClassName;//[Offset: 0x50 , Size: 24]
SoftClassPath HotSpotManagerClassName;//[Offset: 0x68 , Size: 24]
float AcceptanceRadius;//[Offset: 0x80 , Size: 4]
float PathfollowingRegularPathPointAcceptanceRadius;//[Offset: 0x84 , Size:
4]
float PathfollowingNavLinkAcceptanceRadius;//[Offset: 0x88 , Size: 4]
bool bFinishMoveOnGoalOverlap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x8c , Size: 1]
bool bAcceptPartialPaths;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x8d , Size: 1]
bool bAllowStrafing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x8e , Size: 1]
bool bEnableBTAITasks;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x8f , Size: 1]
bool bAllowControllersAsEQSQuerier;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x90 , Size: 1]
bool bEnableDebuggerPlugin;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x91 , Size: 1]
byte DefaultSightCollisionChannel;//[Offset: 0x92 , Size: 1]
BehaviorTreeManager* BehaviorTreeManager;//[Offset: 0x98 , Size: 8]
EnvQueryManager* EnvironmentQueryManager;//[Offset: 0xa0 , Size: 8]
AIPerceptionSystem* PerceptionSystem;//[Offset: 0xa8 , Size: 8]
AIAsyncTaskBlueprintProxy*[] AllProxyObjects;//[Offset: 0xb0 , Size: 16]
AIHotSpotManager* HotSpotManager;//[Offset: 0xc0 , Size: 8]
NavLocalGridManager* NavLocalGrids;//[Offset: 0xc8 , Size: 8]
void AILoggingVerbose();// 0x469c4e4
void AIIgnorePlayers();// 0x469c4c8
--------------------------------
Class: BehaviorTreeManager.Object
int MaxDebuggerSteps;//[Offset: 0x28 , Size: 4]
BehaviorTreeTemplateInfo[] LoadedTemplates;//[Offset: 0x30 , Size: 16]
BehaviorTreeComponent*[] ActiveComponents;//[Offset: 0x40 , Size: 16]
--------------------------------
Class: BehaviorTreeTemplateInfo
BehaviorTree* Asset;//[Offset: 0x0 , Size: 8]
BTCompositeNode* Template;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: EnvQueryManager.Object
EnvQueryInstanceCache[] InstanceCache;//[Offset: 0xa0 , Size: 16]
EnvQueryContext*[] LocalContexts;//[Offset: 0xb0 , Size: 16]
EnvQueryInstanceBlueprintWrapper*[] GCShieldedWrappers;//[Offset: 0xc0 ,
Size: 16]
float MaxAllowedTestingTime;//[Offset: 0x124 , Size: 4]
bool bTestQueriesUsingBreadth;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x128 , Size: 1]
int QueryCountWarningThreshold;//[Offset: 0x12c , Size: 4]
double QueryCountWarningInterval;//[Offset: 0x130 , Size: 8]
static EnvQueryInstanceBlueprintWrapper* RunEQSQuery(Object*
WorldContextObject, EnvQuery* QueryTemplate, Object* Querier, byte RunMode, class
EnvQueryInstanceBlueprintWrapper WrapperClass);// 0x46b2ba4
--------------------------------
Class: EnvQueryInstanceCache
EnvQuery* Template;//[Offset: 0x0 , Size: 8]
--------------------------------
Class: EnvQuery.DataAsset.Object
FName QueryName;//[Offset: 0x30 , Size: 8]
EnvQueryOption*[] Options;//[Offset: 0x38 , Size: 16]
--------------------------------
Class: EnvQueryOption.Object
EnvQueryGenerator* Generator;//[Offset: 0x28 , Size: 8]
EnvQueryTest*[] Tests;//[Offset: 0x30 , Size: 16]
--------------------------------
Class: EnvQueryGenerator.EnvQueryNode.Object
FString OptionName;//[Offset: 0x30 , Size: 16]
class EnvQueryItemType* itemType;//[Offset: 0x40 , Size: 8]
bool bAutoSortTests;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x48
, Size: 1]
--------------------------------
Class: EnvQueryNode.Object
int VerNum;//[Offset: 0x28 , Size: 4]
--------------------------------
Class: EnvQueryItemType.Object
--------------------------------
Class: EnvQueryTest.EnvQueryNode.Object
int TestOrder;//[Offset: 0x2c , Size: 4]
byte TestPurpose;//[Offset: 0x30 , Size: 1]
FString TestComment;//[Offset: 0x38 , Size: 16]
byte MultipleContextFilterOp;//[Offset: 0x48 , Size: 1]
byte MultipleContextScoreOp;//[Offset: 0x49 , Size: 1]
byte FilterType;//[Offset: 0x4a , Size: 1]
AIDataProviderBoolValue BoolValue;//[Offset: 0x50 , Size: 48]
AIDataProviderFloatValue FloatValueMin;//[Offset: 0x80 , Size: 48]
AIDataProviderFloatValue FloatValueMax;//[Offset: 0xb0 , Size: 48]
byte ScoringEquation;//[Offset: 0xe1 , Size: 1]
byte ClampMinType;//[Offset: 0xe2 , Size: 1]
byte ClampMaxType;//[Offset: 0xe3 , Size: 1]
enum NormalizationType;//[Offset: 0xe4 , Size: 1]
AIDataProviderFloatValue ScoreClampMin;//[Offset: 0xe8 , Size: 48]
AIDataProviderFloatValue ScoreClampMax;//[Offset: 0x118 , Size: 48]
AIDataProviderFloatValue ScoringFactor;//[Offset: 0x148 , Size: 48]
AIDataProviderFloatValue ReferenceValue;//[Offset: 0x178 , Size: 48]
bool bDefineReferenceValue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1a8 , Size: 1]
bool bWorkOnFloatValues;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x1b8 , Size: 1]
--------------------------------
Class: AIDataProviderBoolValue.AIDataProviderTypedValue.AIDataProviderValue
bool DefaultValue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28
, Size: 1]
--------------------------------
Class: AIDataProviderTypedValue.AIDataProviderValue
class Property* PropertyType;//[Offset: 0x20 , Size: 8]
--------------------------------
Class: AIDataProviderValue
Property* CachedProperty;//[Offset: 0x8 , Size: 8]
AIDataProvider* DataBinding;//[Offset: 0x10 , Size: 8]
FName DataField;//[Offset: 0x18 , Size: 8]
--------------------------------
Class: AIDataProvider.Object
--------------------------------
Class: AIDataProviderFloatValue.AIDataProviderTypedValue.AIDataProviderValue
float DefaultValue;//[Offset: 0x28 , Size: 4]
--------------------------------
Class: EnvQueryContext.Object
--------------------------------
Class: EnvQueryInstanceBlueprintWrapper.Object
int QueryID;//[Offset: 0x30 , Size: 4]
class EnvQueryItemType* itemType;//[Offset: 0x58 , Size: 8]
int OptionIndex;//[Offset: 0x60 , Size: 4]
delegate OnQueryFinishedEvent;//[Offset: 0x68 , Size: 16]
void SetNamedParam(FName ParamName, float Value);// 0x46b1bec
Vector[] GetResultsAsLocations();// 0x46b1b48
Actor*[] GetResultsAsActors();// 0x46b1aa4
float GetItemScore(int ItemIndex);// 0x46b1a18
void
EQSQueryDoneSignature__DelegateSignature(EnvQueryInstanceBlueprintWrapper*
QueryInstance, byte QueryStatus);// 0x37db6c4
--------------------------------
Class: AIAsyncTaskBlueprintProxy.Object
delegate OnSuccess;//[Offset: 0x28 , Size: 16]
delegate OnFail;//[Offset: 0x38 , Size: 16]
void OnMoveCompleted(AIRequestID RequestID, byte MovementResult);// 0x4690dd8
--------------------------------
Class: AIRequestID
uint32 RequestID;//[Offset: 0x0 , Size: 4]
--------------------------------
Class: AIHotSpotManager.Object
--------------------------------
Class: NavLocalGridManager.Object
static bool SetLocalNavigationGridDensity(Object* WorldContextObject, float
CellSize);// 0x46b940c
static void RemoveLocalNavigationGrid(Object* WorldContextObject, int GridId,
bool bRebuildGrids);// 0x46b9318
static bool FindLocalNavigationGridPath(Object* WorldContextObject, out const
Vector Start, out const Vector End, out Vector[] PathPoints);// 0x46b917c
static int AddLocalNavigationGridForPoints(Object* WorldContextObject, out
const Vector[] Locations, const int Radius2D, const float Height, bool
bRebuildGrids);// 0x46b8fbc
static int AddLocalNavigationGridForPoint(Object* WorldContextObject, out
const Vector Location, const int Radius2D, const float Height, bool
bRebuildGrids);// 0x46b8e30
static int AddLocalNavigationGridForCapsule(Object* WorldContextObject, out
const Vector Location, float CapsuleRadius, float CapsuleHalfHeight, const int
Radius2D, const float Height, bool bRebuildGrids);// 0x46b8c30
static int AddLocalNavigationGridForBox(Object* WorldContextObject, out const
Vector Location, Vector Extent, Rotator Rotation, const int Radius2D, const float
Height, bool bRebuildGrids);// 0x46b8a2c
--------------------------------
Class:
BTTask_AnimalMove.BTTask_MoveTo.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
enum MovePose;//[Offset: 0xae , Size: 1]
bool bRestorePoseWhenFinished;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xaf , Size: 1]
bool bOpenCollisionDetect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xb0 , Size: 1]
float CollisionDetectAdvancedTime;//[Offset: 0xb4 , Size: 4]
float CollisionDetectFreq;//[Offset: 0xb8 , Size: 4]
bool bUseSweep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc ,
Size: 1]
byte TraceChannel;//[Offset: 0xbd , Size: 1]
bool bRandomAcceptableRadius;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xbe , Size: 1]
Vector2D RandomAcceptableRadiusRange;//[Offset: 0xc0 , Size: 8]
bool MoveWithOutPathFinding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xc8 , Size: 1]
float MoveFailReviseLocationInterval;//[Offset: 0xcc , Size: 4]
float MoveFailLocationSearchRadius;//[Offset: 0xd0 , Size: 4]
bool bAsyncExecuteTask;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xd4 , Size: 1]
bool bShowTargetLoc;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xd5 , Size: 1]
bool bShowDetectLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xd6 , Size: 1]
--------------------------------
Class: BTTask_AnimalTeleport.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
float RangeMin;//[Offset: 0x98 , Size: 4]
float RangeMax;//[Offset: 0x9c , Size: 4]
bool bDoOnlyStaticTrace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xa0 , Size: 1]
bool OnlyTeleportToLand;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xa1 , Size: 1]
bool NotTeleportToHouse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xa2 , Size: 1]
float OriginCheckRadius;//[Offset: 0xa4 , Size: 4]
float DestCheckRadius;//[Offset: 0xa8 , Size: 4]
float TraceHeightOffset;//[Offset: 0xac , Size: 4]
float TargetLocZOffset;//[Offset: 0xb0 , Size: 4]
FString[] ValidTraceActorIncludeName;//[Offset: 0xb8 , Size: 16]
int TryFindLocNum;//[Offset: 0xc8 , Size: 4]
bool bForceSuccess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xcc , Size: 1]
--------------------------------
Class: BTTask_ChangeWalkSpeed.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
enum iWalkType;//[Offset: 0x98 , Size: 1]
--------------------------------
Class: BTTask_ClearBlackboardData.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
--------------------------------
Class: BTTask_ClearDelivery.BTTaskNode.BTNode.Object
--------------------------------
Class: BTTask_CopyBlackboardData.BTTaskNode.BTNode.Object
enum ValueType;//[Offset: 0x69 , Size: 1]
BlackboardKeySelector SrcBlackboardKey;//[Offset: 0x70 , Size: 40]
BlackboardKeySelector TargetBlackboardKey;//[Offset: 0x98 , Size: 40]
--------------------------------
Class: BTTask_CrowdMove.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
float StopMoveRadius;//[Offset: 0x98 , Size: 4]
float UpdateDestIntervel;//[Offset: 0x9c , Size: 4]
bool bOpenPredictMovement;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xa0 , Size: 1]
float PredictMovementTime;//[Offset: 0xa4 , Size: 4]
float ForceFacingTargetDist;//[Offset: 0xa8 , Size: 4]
float TimeLimit;//[Offset: 0xac , Size: 4]
bool bIsHalfFrame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb0
, Size: 1]
bool bSmoothLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xb1 , Size: 1]
bool bSmoothRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xb2 , Size: 1]
float SmoothLocationTime;//[Offset: 0xb4 , Size: 4]
float SmoothRotationTime;//[Offset: 0xb8 , Size: 4]
bool bOpenExceptCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xbc , Size: 1]
bool bOpenDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbd ,
Size: 1]
bool bSetRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbe
, Size: 1]
bool bOpenSeparetionAdjust;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xbf , Size: 1]
float TempMoveLocationRadius;//[Offset: 0xc0 , Size: 4]
float UpdateTempLocIntervel;//[Offset: 0xc4 , Size: 4]
enum MoveType;//[Offset: 0xc8 , Size: 1]
class NavigationQueryFilter* FilterClass;//[Offset: 0xd0 , Size: 8]
bool bEnableCustomSpeed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xd8 , Size: 1]
float CustomSpeedValue;//[Offset: 0xdc , Size: 4]
float HeightOffsetForPathFinding;//[Offset: 0xe0 , Size: 4]
--------------------------------
Class:
BTTask_CrowdMoveToOcclusion.BTTask_CrowdMove.BTTask_BlackboardBase.BTTaskNode.BTNod
e.Object
float SearchRadius;//[Offset: 0xe4 , Size: 4]
float UseLastPointRadius;//[Offset: 0xe8 , Size: 4]
float NearDistanceValue;//[Offset: 0xec , Size: 4]
float PointInNearDistanceValue;//[Offset: 0xf0 , Size: 4]
bool bChoosePointByEnemy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xf4 , Size: 1]
bool bForceStand;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xf5 , Size: 1]
float CirclePainThreshold;//[Offset: 0xf8 , Size: 4]
BlackboardKeySelector EnemyBlackboardKey;//[Offset: 0x100 , Size: 40]
--------------------------------
Class:
BTTask_DealNextBuildingPathNode.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
float findSpotXYOffset;//[Offset: 0x98 , Size: 4]
float findSpotZOffset;//[Offset: 0x9c , Size: 4]
--------------------------------
Class: BTTask_ShortDistanceMove.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
enum MoveType;//[Offset: 0x98 , Size: 1]
enum MovePathType;//[Offset: 0x99 , Size: 1]
int SampleNumber;//[Offset: 0x9c , Size: 4]
Vector2D ControllPoint1;//[Offset: 0xa0 , Size: 8]
Vector2D ControllPoint2;//[Offset: 0xa8 , Size: 8]
Vector2D DirectionAngleRange;//[Offset: 0xb0 , Size: 8]
Vector2D MoveTargetDistRange;//[Offset: 0xb8 , Size: 8]
Vector2D ExecutionDuration;//[Offset: 0xc0 , Size: 8]
float RePlanTime;//[Offset: 0xc8 , Size: 4]
bool AlwaysSuccess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xcc , Size: 1]
float AcceptRadius;//[Offset: 0xd0 , Size: 4]
bool StopOnOverlap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xd4 , Size: 1]
bool UsePathfinding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xd5 , Size: 1]
bool AllowPartialPath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xd6 , Size: 1]
bool ProjectDestinationToNavigation;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xd7 , Size: 1]
float ExceptionRandomRadius;//[Offset: 0xd8 , Size: 4]
bool DebugDrawPath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xdc , Size: 1]
--------------------------------
Class:
BTTask_Escape.BTTask_ShortDistanceMove.BTTask_BlackboardBase.BTTaskNode.BTNode.Obje
ct
float TryLineTestZOffset;//[Offset: 0xe0 , Size: 4]
float TryLineTestDistance;//[Offset: 0xe4 , Size: 4]
int MaxTrySampleTimes;//[Offset: 0xe8 , Size: 4]
float MinTrySampleDistance;//[Offset: 0xec , Size: 4]
float MinTryEscapeDistance;//[Offset: 0xf0 , Size: 4]
float EscapeStopDistance;//[Offset: 0xf4 , Size: 4]
BlackboardKeySelector EnemyBlackboardKey;//[Offset: 0xf8 , Size: 40]
--------------------------------
Class:
BTTask_MagicMove.BTTask_MoveTo.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
enum MoveType;//[Offset: 0xae , Size: 1]
float TimeLimit;//[Offset: 0xb0 , Size: 4]
bool ForceSuccess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb4
, Size: 1]
bool MoveWithOutPathFinding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xb5 , Size: 1]
bool GotoExceptionWhenFailed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xb6 , Size: 1]
--------------------------------
Class:
BTTask_FindAndPickItem.BTTask_MagicMove.BTTask_MoveTo.BTTask_BlackboardBase.BTTaskN
ode.BTNode.Object
--------------------------------
Class:
BTTask_FindAndPickupEquip.BTTask_MoveTo.BTTask_BlackboardBase.BTTaskNode.BTNode.Obj
ect
--------------------------------
Class: BTTask_FindNearestTombBoxTask.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
float PlayerBackpackSearchRadius;//[Offset: 0x98 , Size: 4]
float AirDropSearchRadius;//[Offset: 0x9c , Size: 4]
float AirDropBoxRadius;//[Offset: 0xa0 , Size: 4]
float MaxPainFindInBlueCircle;//[Offset: 0xa4 , Size: 4]
--------------------------------
Class: BTTask_FindOcclusionPoint.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
float SearchRadius;//[Offset: 0x98 , Size: 4]
bool bOcclusionSaveToBlackBoard;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x9c , Size: 1]
BlackboardKeySelector BBKeyOcclusionLocation;//[Offset: 0xa0 , Size: 40]
--------------------------------
Class: BTTask_FindRandPosInOccupyPt.BTTaskNode.BTNode.Object
BlackboardKeySelector OutOccupyPointActor;//[Offset: 0x70 , Size: 40]
BlackboardKeySelector OutOccupyPos;//[Offset: 0x98 , Size: 40]
int MaxTryFindTime;//[Offset: 0xc0 , Size: 4]
--------------------------------
Class: BTTask_FindSnowfallHoleUpPoint.BTTaskNode.BTNode.Object
BlackboardKeySelector FindOriginBlackboardKey;//[Offset: 0x70 , Size: 40]
BlackboardKeySelector HoleUpPointBlackboardKey;//[Offset: 0x98 , Size: 40]
BlackboardKeySelector IsFindHoleUpSnowfallBlackboardKey;//[Offset: 0xc0 ,
Size: 40]
float MaxMoveSpeed;//[Offset: 0xe8 , Size: 4]
float SearchRadius;//[Offset: 0xec , Size: 4]
--------------------------------
Class: BTTask_FindTargetPTInHardPT.BTTaskNode.BTNode.Object
BlackboardKeySelector InHardPTKey;//[Offset: 0x70 , Size: 40]
BlackboardKeySelector OutTargetPTKey;//[Offset: 0x98 , Size: 40]
--------------------------------
Class: BTTask_FindWayPoint.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
float InPointRadius;//[Offset: 0x98 , Size: 4]
byte MaxRandIterTimes;//[Offset: 0x9c , Size: 1]
bool bRandUseNav;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x9d , Size: 1]
bool bDebugDraw;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9e ,
Size: 1]
float DebugDrawPointTime;//[Offset: 0xa0 , Size: 4]
float FindPointRange;//[Offset: 0xa4 , Size: 4]
--------------------------------
Class: BTTask_FinishOrder.BTTaskNode.BTNode.Object
--------------------------------
Class: BTTask_ForceIdle.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
float IdleTime;//[Offset: 0x98 , Size: 4]
--------------------------------
Class: BTTask_GeneralFindAttackablePosition.BTTaskNode.BTNode.Object
BlackboardKeySelector BBKeyTargetEnemy;//[Offset: 0x70 , Size: 40]
BlackboardKeySelector BBKeyFoundAttackablePosition;//[Offset: 0x98 , Size:
40]
GeneralRandLocationRetryRule[] retryRules;//[Offset: 0xc0 , Size: 16]
float MaxAttackableRadius;//[Offset: 0xd0 , Size: 4]
float ScanMinOuterCircleRadius;//[Offset: 0xd4 , Size: 4]
float ScanRingWidth;//[Offset: 0xd8 , Size: 4]
float HeightTestOffset;//[Offset: 0xdc , Size: 4]
--------------------------------
Class: GeneralRandLocationRetryRule
float AngleRangeMin;//[Offset: 0x0 , Size: 4]
float AngleRangeMax;//[Offset: 0x4 , Size: 4]
float ScanStep;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: BTTask_GeneralFindEscapePosition.BTTaskNode.BTNode.Object
BlackboardKeySelector BBKeyEscapeTarget;//[Offset: 0x70 , Size: 40]
BlackboardKeySelector BBKeyFoundEscapePosition;//[Offset: 0x98 , Size: 40]
GeneralRandLocationRetryRule[] retryRules;//[Offset: 0xc0 , Size: 16]
Vector2D EscapeDistanceRange;//[Offset: 0xd0 , Size: 8]
bool bEnableEscapePointReachableTest;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xd8 , Size: 1]
bool bEnableMaxNavMeshDistanceCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xd9 , Size: 1]
float fMaxNavMeshDistance;//[Offset: 0xdc , Size: 4]
float HeightTestOffset;//[Offset: 0xe0 , Size: 4]
bool bDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe4 ,
Size: 1]
--------------------------------
Class:
BTTask_GetRandomAttackablePosition.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
float AttackableRadius;//[Offset: 0x98 , Size: 4]
float KeepDistanceFromTarget;//[Offset: 0x9c , Size: 4]
float RandomMoveRadius;//[Offset: 0xa0 , Size: 4]
int RetryTimes;//[Offset: 0xa4 , Size: 4]
--------------------------------
Class:
BTTask_MagicMoveAndJump.BTTask_MagicMove.BTTask_MoveTo.BTTask_BlackboardBase.BTTask
Node.BTNode.Object
float MinJumpInterval;//[Offset: 0xb8 , Size: 4]
float MaxJumpInterval;//[Offset: 0xbc , Size: 4]
--------------------------------
Class: BTTask_Mob_CastSkill.BTTaskNode.BTNode.Object
int SkillID;//[Offset: 0x6c , Size: 4]
int SkillIndex;//[Offset: 0x70 , Size: 4]
--------------------------------
Class: BTTask_Mob_Explode.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
int ExplodeSkillIndex;//[Offset: 0x98 , Size: 4]
int SkillID;//[Offset: 0x9c , Size: 4]
byte ExplodeSkillType;//[Offset: 0xa0 , Size: 1]
--------------------------------
Class: BTTask_Mob_FaceEnemy.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
float AcceptableAngle;//[Offset: 0x98 , Size: 4]
float TurnSpeed;//[Offset: 0x9c , Size: 4]
--------------------------------
Class: BTTask_Mob_FindNextPathPosition.BTTaskNode.BTNode.Object
float SearchDistanceFromSpawnPointSq;//[Offset: 0x6c , Size: 4]
--------------------------------
Class: BTTask_Mob_FindNextPatrolPosition.BTTaskNode.BTNode.Object
float SearchDistanceFromSpawnPoint;//[Offset: 0x6c , Size: 4]
bool bEnableRaycastTest;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x70 , Size: 1]
float MinSquaredDistanceFromSpawnPoint;//[Offset: 0x74 , Size: 4]
--------------------------------
Class: BTTask_Mob_FindPosByTarget.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
float SearchRadius;//[Offset: 0x98 , Size: 4]
bool bUseNav;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9c ,
Size: 1]
bool NotInBossContainer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x9d , Size: 1]
MobRandLocationRetryRule[] retryRules;//[Offset: 0xa0 , Size: 16]
bool StopWhenFindPos;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xb0 , Size: 1]
bool KeepCloseToEnemy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xb1 , Size: 1]
float MinMoveDistance;//[Offset: 0xb4 , Size: 4]
float HeightTestOffset;//[Offset: 0xb8 , Size: 4]
bool SimulateMoveWithLineCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xbc , Size: 1]
float SimulateMoveDistance;//[Offset: 0xc0 , Size: 4]
float SimulateCapsuleRadius;//[Offset: 0xc4 , Size: 4]
float SimulateCapsuleHalfHeight;//[Offset: 0xc8 , Size: 4]
--------------------------------
Class: MobRandLocationRetryRule
float AngleRangeMin;//[Offset: 0x0 , Size: 4]
float AngleRangeMax;//[Offset: 0x4 , Size: 4]
int RetryTimes;//[Offset: 0x8 , Size: 4]
--------------------------------
Class:
BTTask_Mob_FindRandomAttackablePosition.BTTask_BlackboardBase.BTTaskNode.BTNode.Obj
ect
float AttackableRadius;//[Offset: 0x98 , Size: 4]
float KeepDistanceFromTarget;//[Offset: 0x9c , Size: 4]
float MinMoveDistance;//[Offset: 0xa0 , Size: 4]
bool WithLineTrace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xa4 , Size: 1]
enum lineTraceType;//[Offset: 0xa5 , Size: 1]
float CustomLineTraceHeightOffset;//[Offset: 0xa8 , Size: 4]
float HeightTestOffset;//[Offset: 0xac , Size: 4]
MobRandLocationRetryRule[] retryRules;//[Offset: 0xb0 , Size: 16]
bool ReachableTest;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xc0 , Size: 1]
float ReachableTestRadius;//[Offset: 0xc4 , Size: 4]
bool EnableTriggerCastSkillBlockAfterFailed;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xc8 , Size: 1]
int TriggerCastSkillBlockAfterFailedTimes;//[Offset: 0xcc , Size: 4]
bool NotInBossContainer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xd0 , Size: 1]
--------------------------------
Class:
BTTask_Mob_GetNearDeathCharNearby.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
BlackboardKeySelector TargetChar;//[Offset: 0x98 , Size: 40]
float SearchRadius;//[Offset: 0xc0 , Size: 4]
float CheckInterval;//[Offset: 0xc4 , Size: 4]
--------------------------------
Class:
BTTask_Mob_GetRandomAttackTargetInRadius.BTTask_BlackboardBase.BTTaskNode.BTNode.Ob
ject
int TriggerMinTimes;//[Offset: 0x98 , Size: 4]
int TriggerMaxTimes;//[Offset: 0x9c , Size: 4]
int ChooseCurEnemyProbability;//[Offset: 0xa0 , Size: 4]
enum searchType;//[Offset: 0xa4 , Size: 1]
float SearchRadius;//[Offset: 0xa8 , Size: 4]
Vector SpecificLocation;//[Offset: 0xac , Size: 12]
--------------------------------
Class: BTTask_Mob_GetRandomSkill.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
bool DontChangeSkillWhenTargetNearBossContainer;//(ByteOffset: 0, ByteMask:
1, FieldMask: 255)[Offset: 0x98 , Size: 1]
--------------------------------
Class: BTTask_Mob_GetTargetVehicle.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
BlackboardKeySelector TargetVehicle;//[Offset: 0x98 , Size: 40]
--------------------------------
Class: BTTask_Mob_GetVehicleNearby.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
BlackboardKeySelector TargetVehicle;//[Offset: 0x98 , Size: 40]
float SearchRadius;//[Offset: 0xc0 , Size: 4]
float CheckInterval;//[Offset: 0xc4 , Size: 4]
--------------------------------
Class: BTTask_Mob_LeaveState.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
enum iState;//[Offset: 0x98 , Size: 1]
--------------------------------
Class:
BTTask_Mob_LinkGetJumpVelocity.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
float JumpForwardOffset;//[Offset: 0x98 , Size: 4]
Vector2D JumpSpeedRange;//[Offset: 0x9c , Size: 8]
byte Stride_JumpProjTraceType;//[Offset: 0xa4 , Size: 1]
bool SetJumpFaceAngle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xa5 , Size: 1]
--------------------------------
Class:
BTTask_Mob_MoveTo.BTTask_MoveTo.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
float BlockTimeLimit;//[Offset: 0xb0 , Size: 4]
float BlockVelocitySizeThreshold;//[Offset: 0xb4 , Size: 4]
bool BlockDistCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xb8 , Size: 1]
float BlockThresholdValidMoveDist;//[Offset: 0xbc , Size: 4]
float BlockThresholdValidMoveTime;//[Offset: 0xc0 , Size: 4]
float BlockThresholdValidVelocitySize;//[Offset: 0xc4 , Size: 4]
bool ForceSuccess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc8
, Size: 1]
bool GotoExceptionWhenFailed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xc9 , Size: 1]
--------------------------------
Class: BTTask_Mob_SnakeMove.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
float NormalDis;//[Offset: 0x98 , Size: 4]
Vector2D DisOffset;//[Offset: 0x9c , Size: 8]
Vector2D AngleOffset;//[Offset: 0xa4 , Size: 8]
float TaskMaxTime;//[Offset: 0xac , Size: 4]
float AcceptRadius;//[Offset: 0xb0 , Size: 4]
bool StopOnOverlap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xb4 , Size: 1]
bool UsePathfinding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xb5 , Size: 1]
bool AllowPartialPath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xb6 , Size: 1]
bool ProjectDestinationToNavigation;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xb7 , Size: 1]
--------------------------------
Class: BTTask_Mob_Suicide.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
--------------------------------
Class: BTTask_Mob_SwimDirect.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
float SwimVelocitySize;//[Offset: 0x98 , Size: 4]
float AcceptableRadius;//[Offset: 0x9c , Size: 4]
bool bReachTestIncludesAgentRadius;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xa0 , Size: 1]
bool bReachTestIncludesGoalRadius;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xa1 , Size: 1]
--------------------------------
Class: BTTask_ModifyBlackboardData.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
enum ValueType;//[Offset: 0x98 , Size: 1]
FString SetValue;//[Offset: 0xa0 , Size: 16]
--------------------------------
Class: BTTask_MoveAround.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
float MoveRadius;//[Offset: 0x98 , Size: 4]
float RotationSpeed;//[Offset: 0x9c , Size: 4]
enum MoveType;//[Offset: 0xa0 , Size: 1]
Vector2D WaitTimeRange;//[Offset: 0xa4 , Size: 8]
Vector2D ExecutionDuration;//[Offset: 0xac , Size: 8]
float AcceptRadius;//[Offset: 0xb4 , Size: 4]
bool bIncludeNeighborVerts;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xb8 , Size: 1]
bool bSetFocus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb9 ,
Size: 1]
bool bCanMoveWhenNoTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xba , Size: 1]
Vector2D DirectionAngleRange;//[Offset: 0xbc , Size: 8]
Vector2D MoveTargetDistRange;//[Offset: 0xc4 , Size: 8]
BlackboardKeySelector EnemyBlackboardKey;//[Offset: 0xd0 , Size: 40]
--------------------------------
Class:
BTTask_MoveToBuildingOcclusion.BTTask_CrowdMove.BTTask_BlackboardBase.BTTaskNode.BT
Node.Object
float SearchRadius;//[Offset: 0xe4 , Size: 4]
bool bChoosePointByEnemy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xe8 , Size: 1]
bool bForceStand;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xe9 , Size: 1]
float CirclePainThreshold;//[Offset: 0xec , Size: 4]
float MaxStraightLineDistanceRate;//[Offset: 0xf0 , Size: 4]
BlackboardKeySelector EnemyBlackboardKey;//[Offset: 0xf8 , Size: 40]
--------------------------------
Class:
BTTask_MoveToOcclusion.BTTask_MagicMove.BTTask_MoveTo.BTTask_BlackboardBase.BTTaskN
ode.BTNode.Object
float SearchRadius;//[Offset: 0xb8 , Size: 4]
float UseLastPointRadius;//[Offset: 0xbc , Size: 4]
bool bChoosePointByEnemy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xc0 , Size: 1]
bool bForceStand;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xc1 , Size: 1]
float CirclePainThreshold;//[Offset: 0xc4 , Size: 4]
bool DoNotUseCurrentOcclusionFirst;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xc8 , Size: 1]
float CurrentOcclusionRadius;//[Offset: 0xcc , Size: 4]
enum[] AcceptableOcclusionTypeArray;//[Offset: 0xd0 , Size: 16]
bool bUsePointNearSelfCompareToEnemy;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xe0 , Size: 1]
bool bUseNavMeshDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xe1 , Size: 1]
float MaxNavMeshSearchDistance;//[Offset: 0xe4 , Size: 4]
enum searchBestOcclusionMethod;//[Offset: 0xe8 , Size: 1]
float OcclusionPointChooseZFactor;//[Offset: 0xec , Size: 4]
float OcclusionPointChooseBushFactor;//[Offset: 0xf0 , Size: 4]
bool ChooseAttackableOcclusionFirst;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xf4 , Size: 1]
float ChooseAttackableOcclusionFactor;//[Offset: 0xf8 , Size: 4]
float OcclusionPadAngle_Normal;//[Offset: 0xfc , Size: 4]
float OcclusionPadAngle_Aggressive;//[Offset: 0x100 , Size: 4]
bool ChooseAttackableOcclusionWithLineTrace;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x104 , Size: 1]
float SelfStandHalfHeight;//[Offset: 0x108 , Size: 4]
bool ChooseTagOcclusionEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x10c , Size: 1]
FString OcclusionTagForChosen;//[Offset: 0x110 , Size: 16]
bool bDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x120 ,
Size: 1]
BlackboardKeySelector EnemyBlackboardKey;//[Offset: 0x128 , Size: 40]
enum MovingPoseType;//[Offset: 0x150 , Size: 1]
float MoveToOcclusionKeepCurPoseDistance;//[Offset: 0x154 , Size: 4]
enum finishMovePoseType;//[Offset: 0x158 , Size: 1]
--------------------------------
Class:
BTTask_MoveToSafeArea.BTTask_MagicMove.BTTask_MoveTo.BTTask_BlackboardBase.BTTaskNo
de.BTNode.Object
float RadiusScale;//[Offset: 0xb8 , Size: 4]
--------------------------------
Class:
BTTask_MoveDirectlyToward.BTTask_MoveTo.BTTask_BlackboardBase.BTTaskNode.BTNode.Obj
ect
bool bDisablePathUpdateOnGoalLocationChange;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0xae , Size: 1]
bool bProjectVectorGoalToNavigation;//(ByteOffset: 0, ByteMask: 2, FieldMask:
2)[Offset: 0xae , Size: 1]
bool bUpdatedDeprecatedProperties;//(ByteOffset: 0, ByteMask: 4, FieldMask:
4)[Offset: 0xae , Size: 1]
--------------------------------
Class:
BTTask_Pet_SwimDirect.BTTask_MoveDirectlyToward.BTTask_MoveTo.BTTask_BlackboardBase
.BTTaskNode.BTNode.Object
--------------------------------
Class: BTTask_PickUpItemAtTombBox.BTTaskNode.BTNode.Object
float DeltaTime;//[Offset: 0x6c , Size: 4]
int MaxPickCount;//[Offset: 0x70 , Size: 4]
--------------------------------
Class: BTTask_SetDownwardPos.BTTaskNode.BTNode.Object
BlackboardKeySelector ActorBlackboardKey;//[Offset: 0x70 , Size: 40]
BlackboardKeySelector PosBlackboardKey;//[Offset: 0x98 , Size: 40]
float DownwardTraceDistance;//[Offset: 0xc0 , Size: 4]
float OffsetZ;//[Offset: 0xc4 , Size: 4]
class Object[] TracableObjectTemplate;//[Offset: 0xc8 , Size: 16]
bool bForceSuccess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xd8 , Size: 1]
float SearchRadius;//[Offset: 0xdc , Size: 4]
bool bIgnoreStartPenetratingLoc;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xe0 , Size: 1]
--------------------------------
Class: BTTask_SpawnItem.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
float CheckNoPlayerRadiusSquare;//[Offset: 0x98 , Size: 4]
AIEquipSpawnGroupDataBase[] SpawnEquipDataBase;//[Offset: 0xa0 , Size: 16]
--------------------------------
Class: BTTask_StrategyMove.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
enum MoveType;//[Offset: 0x98 , Size: 1]
enum MovePathType;//[Offset: 0x99 , Size: 1]
int SampleNumber;//[Offset: 0x9c , Size: 4]
Vector2D ControllPoint1;//[Offset: 0xa0 , Size: 8]
Vector2D ControllPoint2;//[Offset: 0xa8 , Size: 8]
Vector2D DirectionAngleRange;//[Offset: 0xb0 , Size: 8]
Vector2D MoveTargetDistRange;//[Offset: 0xb8 , Size: 8]
Vector2D ExecutionDuration;//[Offset: 0xc0 , Size: 8]
bool bStopMoveWhenExecutionDurationRanOut;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xc8 , Size: 1]
float RePlanTime;//[Offset: 0xcc , Size: 4]
bool AlwaysSuccess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xd0 , Size: 1]
float AcceptRadius;//[Offset: 0xd4 , Size: 4]
bool StopOnOverlap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xd8 , Size: 1]
bool UsePathfinding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xd9 , Size: 1]
bool AllowPartialPath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xda , Size: 1]
bool ProjectDestinationToNavigation;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xdb , Size: 1]
float ExceptionRandomRadius;//[Offset: 0xdc , Size: 4]
bool bCanMoveWhenNoTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xe0 , Size: 1]
bool bCheckWallPass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xe1 , Size: 1]
bool DebugDrawPath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xe2 , Size: 1]
--------------------------------
Class: BTTask_TeleportToSpecLoc.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
float RangeMin;//[Offset: 0x98 , Size: 4]
float RangeMax;//[Offset: 0x9c , Size: 4]
bool OnlyTeleportToLand;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xa0 , Size: 1]
float OriginCheckSquare;//[Offset: 0xa4 , Size: 4]
float DestCheckSquare;//[Offset: 0xa8 , Size: 4]
float TraceHeight;//[Offset: 0xac , Size: 4]
int HouseCheckTimes;//[Offset: 0xb0 , Size: 4]
bool bForceSuccess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xb4 , Size: 1]
--------------------------------
Class:
BTTask_TryFightback.BTTask_MagicMove.BTTask_MoveTo.BTTask_BlackboardBase.BTTaskNode
.BTNode.Object
float MaxTraceRadius;//[Offset: 0xb8 , Size: 4]
float MaxTraceTime;//[Offset: 0xbc , Size: 4]
float CheckTargetVisableTimeIntervel;//[Offset: 0xc0 , Size: 4]
bool bIsCheckHasWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xc4 , Size: 1]
float MinEnemyInSightTime;//[Offset: 0xc8 , Size: 4]
--------------------------------
Class: BTTask_WayPointListMove.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
bool bAllowPartialPath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x98 , Size: 1]
float AcceptableRadius;//[Offset: 0x9c , Size: 4]
bool bAllowStrafe;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa0
, Size: 1]
bool bReachTestIncludesAgentRadius;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xa1 , Size: 1]
bool bReachTestIncludesGoalRadius;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xa2 , Size: 1]
bool bProjectGoalLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xa3 , Size: 1]
bool bUsePathfinding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xa4 , Size: 1]
--------------------------------
Class: BTTaskNode_CastSkill.BTTaskNode.BTNode.Object
int SkillIndex;//[Offset: 0x6c , Size: 4]
int SkillID;//[Offset: 0x70 , Size: 4]
--------------------------------
Class:
BTTaskNode_CharacterCastNoneTargetSkill.BTTask_BlackboardBase.BTTaskNode.BTNode.Obj
ect
int SkillID;//[Offset: 0x98 , Size: 4]
BlackboardKeySelector SkillIDBlackBoardKey;//[Offset: 0xa0 , Size: 40]
int RescueRange;//[Offset: 0xc8 , Size: 4]
STExtraBaseCharacter* RescueCharacter;//[Offset: 0xd0 , Size: 8]
--------------------------------
Class:
BTTaskNode_CharacterCastOnTargetSkill.BTTask_BlackboardBase.BTTaskNode.BTNode.Objec
t
int SkillID;//[Offset: 0x98 , Size: 4]
BlackboardKeySelector SkillIDBlackBoardKey;//[Offset: 0xa0 , Size: 40]
--------------------------------
Class: BTTaskNode_CharacterCastSkill.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
enum throwMethod;//[Offset: 0x98 , Size: 1]
bool bUseHighThrowFirst;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x99 , Size: 1]
Vector2D AcceptableHighThrowPitchRangle;//[Offset: 0x9c , Size: 8]
Vector2D AcceptableLowThrowPitchRangle;//[Offset: 0xa4 , Size: 8]
Vector HighThrowStartOffset_Stand;//[Offset: 0xac , Size: 12]
Vector HighThrowStartOffset_Crouch;//[Offset: 0xb8 , Size: 12]
Vector HighThrowStartOffset_Prone;//[Offset: 0xc4 , Size: 12]
Vector LowThrowStartOffset_Stand;//[Offset: 0xd0 , Size: 12]
Vector LowThrowStartOffset_Crouch;//[Offset: 0xdc , Size: 12]
Vector LowThrowStartOffset_Prone;//[Offset: 0xe8 , Size: 12]
float HighThrowSpeed;//[Offset: 0xf4 , Size: 4]
float LowThrowSpeed;//[Offset: 0xf8 , Size: 4]
Rotator HighThrowViewOffsetRotation;//[Offset: 0xfc , Size: 12]
Rotator LowThrowViewOffsetRotation;//[Offset: 0x108 , Size: 12]
float ProjectileCollisionRadius;//[Offset: 0x114 , Size: 4]
byte ProjVelocityTraceType;//[Offset: 0x118 , Size: 1]
float fReplanThrowAngleDistance;//[Offset: 0x11c , Size: 4]
AITaskNodeThrowGrenadeTargetLocRandomableConfig[]
TargetLocRandomableConfig;//[Offset: 0x120 , Size: 16]
bool bDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x130 ,
Size: 1]
int SkillID;//[Offset: 0x134 , Size: 4]
BlackboardKeySelector SkillIDBlackBoardKey;//[Offset: 0x138 , Size: 40]
bool bNeedCheckItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x160 , Size: 1]
int CheckExitItemID;//[Offset: 0x164 , Size: 4]
int CheckExitItemType;//[Offset: 0x168 , Size: 4]
float SkillMinReleaseInterval;//[Offset: 0x16c , Size: 4]
float SkillMaxReleaseInterval;//[Offset: 0x170 , Size: 4]
float FaceToTargetSpeed;//[Offset: 0x174 , Size: 4]
float HighThrowDistance;//[Offset: 0x178 , Size: 4]
CurveFloat* HighThrowDistanceToPitchCurve;//[Offset: 0x180 , Size: 8]
CurveFloat* LowThrowDistanceToPitchCurve;//[Offset: 0x188 , Size: 8]
bool UseNewTargetLocWhenNormalModeAiming;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x190 , Size: 1]
--------------------------------
Class: AITaskNodeThrowGrenadeTargetLocRandomableConfig
float RandomRange;//[Offset: 0x0 , Size: 4]
int RandomTimes;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: BTTaskNode_CheckOcclusionSafe.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
float CheckRadius;//[Offset: 0x98 , Size: 4]
--------------------------------
Class: BTTaskNode_ClearCurrentEnemy.BTTaskNode.BTNode.Object
--------------------------------
Class: BTTaskNode_ClearFocus.BTTaskNode.BTNode.Object
enum ClearedFocus;//[Offset: 0x69 , Size: 1]
--------------------------------
Class: BTTaskNode_EmptyShot.BTTaskNode.BTNode.Object
float FireTime;//[Offset: 0x6c , Size: 4]
--------------------------------
Class: BTTaskNode_EquipItemDirectly.BTTaskNode.BTNode.Object
float CheckNoPlayerRadiusSquare;//[Offset: 0x6c , Size: 4]
AIEquipSpawnGroup[] RandomSpawnEquipGroupSet;//[Offset: 0x70 , Size: 16]
--------------------------------
Class: BTTaskNode_EquipOrUnWeapon.BTTaskNode.BTNode.Object
bool Equip;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x69 ,
Size: 1]
bool FailedWhenEquipSuccess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x6a , Size: 1]
bool bEquipGrenade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x6b , Size: 1]
FName GrenadeSlot;//[Offset: 0x70 , Size: 8]
--------------------------------
Class: BTTaskNode_FindBuilding.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
FindBuildingRatingConfig[] RatingConfig;//[Offset: 0x98 , Size: 16]
bool OnlySafeBuildings;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xa8 , Size: 1]
float MaxMoveSpeed;//[Offset: 0xac , Size: 4]
float findSpotXYOffset;//[Offset: 0xb0 , Size: 4]
float findSpotZOffset;//[Offset: 0xb4 , Size: 4]
float GoBackThreshold;//[Offset: 0xb8 , Size: 4]
--------------------------------
Class: FindBuildingRatingConfig
int Rating;//[Offset: 0x0 , Size: 4]
float SearchRadius;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: BTTaskNode_FindItemSpot.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
--------------------------------
Class: BTTaskNode_FindPosByTarget.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
float SearchRadius;//[Offset: 0x98 , Size: 4]
bool bUseNav;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9c ,
Size: 1]
--------------------------------
Class: BTTaskNode_ForceSuccess.BTTaskNode.BTNode.Object
bool IsForceSuccess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x69 , Size: 1]
--------------------------------
Class: BTTaskNode_HumanAction.BTTaskNode.BTNode.Object
enum SetAction;//[Offset: 0x69 , Size: 1]
--------------------------------
Class: BTTaskNode_MeleeAttack.BTTaskNode.BTNode.Object
--------------------------------
Class: BTTaskNode_MonsterCastSkill.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
int SkillIndex;//[Offset: 0x98 , Size: 4]
int SkillID;//[Offset: 0x9c , Size: 4]
byte SkillType;//[Offset: 0xa0 , Size: 1]
bool bCanCastWithoutTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xa1 , Size: 1]
bool bIgnoreSkillCastDistanceCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xa2 , Size: 1]
--------------------------------
Class: BTTaskNode_MonsterJumpToPos.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
--------------------------------
Class: BTTaskNode_NewParachuteJumpBase.BTTaskNode.BTNode.Object
float RandomStartJumpTime;//[Offset: 0x6c , Size: 4]
float RandomEndJumpTime;//[Offset: 0x70 , Size: 4]
float JumpRadius;//[Offset: 0x74 , Size: 4]
float JumpHeight;//[Offset: 0x78 , Size: 4]
float MoveForwardRate;//[Offset: 0x7c , Size: 4]
float OpenParachuteHeight;//[Offset: 0x80 , Size: 4]
float CheckOpenParachuteFreq;//[Offset: 0x84 , Size: 4]
float CloseParachuteHeight;//[Offset: 0x88 , Size: 4]
float CheckCloseParachuteFreq;//[Offset: 0x8c , Size: 4]
float LockFocusTime;//[Offset: 0x90 , Size: 4]
float DelayClearParachuteTime;//[Offset: 0x94 , Size: 4]
void DelayClearParachute(STExtraPlayerCharacter* ControlledPawn);// 0x2c38780
--------------------------------
Class:
BTTaskNode_NewParachuteJump.BTTaskNode_NewParachuteJumpBase.BTTaskNode.BTNode.Objec
t
--------------------------------
Class:
BTTaskNode_NewParachuteJumpBigEvent.BTTaskNode_NewParachuteJump.BTTaskNode_NewParac
huteJumpBase.BTTaskNode.BTNode.Object
Vector JumpTargetPosition;//[Offset: 0x98 , Size: 12]
--------------------------------
Class:
BTTaskNode_NewParachuteJumpDoubleCircle.BTTaskNode_NewParachuteJumpBase.BTTaskNode.
BTNode.Object
float OuterRadiusDeltaValue;//[Offset: 0x98 , Size: 4]
float InnerRadiusDeltaValue;//[Offset: 0x9c , Size: 4]
float JumpRangeDistance;//[Offset: 0xa0 , Size: 4]
float MaxTargetPositonDistance;//[Offset: 0xa4 , Size: 4]
int MaxAttempt;//[Offset: 0xa8 , Size: 4]
--------------------------------
Class: BTTaskNode_ParachuteJump.BTTaskNode.BTNode.Object
float TimeLimit;//[Offset: 0x6c , Size: 4]
float RandomRadius;//[Offset: 0x70 , Size: 4]
float JumpStartTime;//[Offset: 0x74 , Size: 4]
float JumpEndTime;//[Offset: 0x78 , Size: 4]
--------------------------------
Class: BTTaskNode_ParachuteJumpV3.BTTaskNode.BTNode.Object
float RandomStartJumpTime;//[Offset: 0x6c , Size: 4]
float RandomEndJumpTime;//[Offset: 0x70 , Size: 4]
float JumpRadius;//[Offset: 0x74 , Size: 4]
float JumpHeight;//[Offset: 0x78 , Size: 4]
float RandomAccelerateStart;//[Offset: 0x7c , Size: 4]
float RandomAccelerateEnd;//[Offset: 0x80 , Size: 4]
float OpenParachuteHeight;//[Offset: 0x84 , Size: 4]
float CheckOpenParachuteFreq;//[Offset: 0x88 , Size: 4]
float CloseParachuteHeight;//[Offset: 0x8c , Size: 4]
float CheckCloseParachuteFreq;//[Offset: 0x90 , Size: 4]
--------------------------------
Class: BTTaskNode_PickItemsAtSpot.BTTaskNode.BTNode.Object
float DeltaTime;//[Offset: 0x6c , Size: 4]
int MaxPickCount;//[Offset: 0x70 , Size: 4]
--------------------------------
Class: BTTaskNode_PlaySound.BTTaskNode.BTNode.Object
int SoundID;//[Offset: 0x6c , Size: 4]
--------------------------------
Class: BTTaskNode_RefreshWeaponBBD.BTTaskNode.BTNode.Object
--------------------------------
Class: BTTaskNode_Rescue.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
--------------------------------
Class: BTTaskNode_StopMeleeAttack.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
float StopTimeout;//[Offset: 0x98 , Size: 4]
--------------------------------
Class: BTTaskNode_StopShooting.BTTaskNode.BTNode.Object
--------------------------------
Class: BTTaskNode_TakeMedicine.BTTaskNode.BTNode.Object
int MedicineIndex;//[Offset: 0x6c , Size: 4]
--------------------------------
Class:
BoardStaticMeshComponent.StaticMeshComponent.MeshComponent.PrimitiveComponent.Scene
Component.ActorComponent.Object
BoardPos BoardPos;//[Offset: 0x784 , Size: 8]
BoardSideBlurry BoardSideBlurry;//[Offset: 0x78c , Size: 32]
bool bMatVisible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7ac
, Size: 1]
void UpdateBoardSideBlurry();// 0x2c39d30
void SetMatVisible(bool bInMatVisible);// 0x2c39cb0
bool IsMatVisible();// 0x2c39c94
--------------------------------
Class: BoardPos
int X;//[Offset: 0x0 , Size: 4]
int Y;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: BoardSideBlurry
float Up;//[Offset: 0x0 , Size: 4]
float Down;//[Offset: 0x4 , Size: 4]
float Left;//[Offset: 0x8 , Size: 4]
float Right;//[Offset: 0xc , Size: 4]
float LeftUp;//[Offset: 0x10 , Size: 4]
float LeftDown;//[Offset: 0x14 , Size: 4]
float RightUp;//[Offset: 0x18 , Size: 4]
float RightDown;//[Offset: 0x1c , Size: 4]
--------------------------------
Class: BulletinBoardIn2x2.Actor.Object
MeshComponent* Mesh;//[Offset: 0x398 , Size: 8]
<BoardPos,BoardStaticMeshComponent*> BoardMeshMap;//[Offset: 0x3a0 , Size:
80]
void UpdateBoardMeshDiagonal(BoardStaticMeshComponent* InBoardMesh);//
0x2c3a38c
MeshComponent* GetMesh();// 0x2c3a370
BoardStaticMeshComponent* GetBoardMeshByPosXY(int X, int Y);// 0x2c3a2ac
BoardStaticMeshComponent* GetBoardMeshByPos(out const BoardPos InPos);//
0x2c3a210
void AddPendingDecal(out IdeaDecalInfo InDecalData);// 0x2c3a128
--------------------------------
Class: BulletPredictLine.Actor.Object
bool IsShowing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x398 ,
Size: 1]
STExtraPlayerCharacter* PlayerCharacter;//[Offset: 0x3a0 , Size: 8]
STExtraShootWeapon* CurShootWeapon;//[Offset: 0x3a8 , Size: 8]
STExtraShootWeapon* OwnerWeapon;//[Offset: 0x3b0 , Size: 8]
void ShowLine();// 0x2c3acec
void HideLine();// 0x2c3acd0
--------------------------------
Class: CameraSettingComponentFromBP.ActorComponent.Object
void SaveCurCameraSetting(SpringArmComponent* SpringArm);// 0x2c3b6c0
void LerpCameraSettings(float LerpAlpha, out CameraSettings CameraSetting,
SpringArmComponent* SpringArm);// 0x2c3b5b4
--------------------------------
Class: CameraSettings
float TargetArmLength;//[Offset: 0x0 , Size: 4]
float LagSpeed;//[Offset: 0x4 , Size: 4]
Vector SocketOffset;//[Offset: 0x8 , Size: 12]
--------------------------------
Class: CameraTracker.Actor.Object
Actor* TargetActor;//[Offset: 0x398 , Size: 8]
Rotator TargetActorRotation;//[Offset: 0x3a0 , Size: 12]
Vector TargetActorLocation;//[Offset: 0x3ac , Size: 12]
Actor* ReturnActor;//[Offset: 0x3b8 , Size: 8]
SpringArmComponent* CameraSpringArm;//[Offset: 0x3c0 , Size: 8]
CameraComponent* ObservingCamera;//[Offset: 0x3c8 , Size: 8]
PlayerController* PlayerController;//[Offset: 0x3e4 , Size: 8]
delegate OnTrackingEnd;//[Offset: 0x3f0 , Size: 16]
float MinMovingSpeed;//[Offset: 0x400 , Size: 4]
float MaxMovingTime;//[Offset: 0x404 , Size: 4]
float ObservingTime;//[Offset: 0x408 , Size: 4]
float TrackingDelay;//[Offset: 0x40c , Size: 4]
float ExpectedMinObservingDistance;//[Offset: 0x410 , Size: 4]
float CameraAdjustSpeed;//[Offset: 0x414 , Size: 4]
float TrackerToTargetMaxTimer;//[Offset: 0x418 , Size: 4]
float TrackerToTargetMaxTime;//[Offset: 0x41c , Size: 4]
bool bAdjustTargetRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x420 , Size: 1]
float MinRotatingngSpeed;//[Offset: 0x424 , Size: 4]
bool bEnableTrackerBeViewTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x428 , Size: 1]
static CameraTracker* StartCameraTracking(class CameraTracker Template,
Actor* InActor, PlayerController* PC, Vector InitLocation, Rotator InitRotation);//
0x2c3bb0c
void ForceEnd();// 0x2c3baf8
--------------------------------
Class: CanReceiveMsgInterface.Interface.Object
FString CastMsg(FString Msg);// 0x2c3c010
--------------------------------
Class: CaveStoneActor.UAENetActor.Actor.Object
float BrokenVelocity;//[Offset: 0x3a8 , Size: 4]
SceneComponent* DefaultRoot;//[Offset: 0x3b0 , Size: 8]
float TotalHP;//[Offset: 0x3b8 , Size: 4]
float CurHP;//[Offset: 0x3bc , Size: 4]
float bBroken;//[Offset: 0x3c0 , Size: 4]
void PlayStoneExplsion();// 0x37db6c4
void OnRep_CurHP();// 0x2c3ee4c
void OnRep_bBroken();// 0x2c3ee38
void BroadcastClientCaveStoneExplsion();// 0x2c3ee1c
--------------------------------
Class: ChangeCharacterComponent.ActorComponent.Object
Transform TargetTransform;//[Offset: 0x110 , Size: 48]
byte TargetMovementMode;//[Offset: 0x140 , Size: 1]
bool TargetIsJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x141 , Size: 1]
byte TargetPoseState;//[Offset: 0x142 , Size: 1]
InfectionPawnClassConfig[] DefaultInfectionPawns;//[Offset: 0x148 , Size: 16]
class Actor* FirstChgToZombieEftTemplate;//[Offset: 0x158 , Size: 8]
float FirstChgToZombieExistEftTime;//[Offset: 0x160 , Size: 4]
PVEInfectionGameMode* OwnerGameMode;//[Offset: 0x168 , Size: 8]
void DoTransformStateAction(STExtraBaseCharacter* TargetCharacter);//
0x2c3fdfc
void DoPropertyStateAction(STExtraBaseCharacter* TargetCharacter);//
0x2c3fd78
void DoPoseStateAction(STExtraBaseCharacter* TargetCharacter);// 0x2c3fcf4
void DoMovementStateAction(STExtraBaseCharacter* TargetCharacter);//
0x2c3fc70
void CacheTransformState(STExtraBaseCharacter* SourceCharacter);// 0x2c3fbec
void CachePropertyState(STExtraBaseCharacter* SourceCharacter);// 0x2c3fb68
void CachePoseState(STExtraBaseCharacter* SourceCharacter);// 0x2c3fae4
void CacheMovementState(STExtraBaseCharacter* SourceCharacter);// 0x2c3fa60
--------------------------------
Class: InfectionPawnClassConfig
enum InfectionType;//[Offset: 0x0 , Size: 1]
class Pawn* InfectionPawn;//[Offset: 0x8 , Size: 8]
--------------------------------
Class:
PVEInfectionGameMode.BattleRoyaleGameModeTeam.BattleRoyaleGameMode.BattleRoyaleGame
ModeBase.UAEGameMode.GameMode.GameModeBase.Info.Actor.Object
MaternalZombieRatio[] MaternalZombieRatiosConfig;//[Offset: 0x1d10 , Size:
16]
float MaternalZombieReduceRatio;//[Offset: 0x1d20 , Size: 4]
float MidWayJoinReduceRatio;//[Offset: 0x1d24 , Size: 4]
int RoundNum;//[Offset: 0x1d28 , Size: 4]
int RoundTime;//[Offset: 0x1d2c , Size: 4]
int StopJoinRoundNumEnd;//[Offset: 0x1d30 , Size: 4]
float ResetPlayerInterTime;//[Offset: 0x1d34 , Size: 4]
bool ResetPlayerClearUnPossessPawn;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x1d38 , Size: 1]
bool ResetPlayerClearAllRespawnTimer;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x1d39 , Size: 1]
float ResetPlayerLastPawnDestroyEarlyTime;//[Offset: 0x1d3c , Size: 4]
bool bSentStopJoin;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1d40 , Size: 1]
float PlayerLongTimeNoOperationTime;//[Offset: 0x1d44 , Size: 4]
class CameraShake* ZombieCameraShakeTemplate;//[Offset: 0x1d48 , Size: 8]
<enum> CameraShakeTypeSet;//[Offset: 0x1d50 , Size: 80]
ChangeCharacterComponent* ChangeCharComponent;//[Offset: 0x1da0 , Size: 8]
void StartNewRound();// 0x2d881c0
void RestartPlayerAtPlayerStart(Controller* NewPlayer, Actor* StartSpot);//
0x2d88104
void RecordRoleNum();// 0x2d880f0
void PlayChangeToRevengerEffect(int RNum);// 0x2d88074
void OnPlayerControlDestroyEnd(uint32 PlayerKey);// 0x2d87ff0
void LoginCheckReCorrecctTeamID(STExtraPlayerController* EPlayer);//
0x2d87f6c
bool IsZombiePlayer(Controller* Player);// 0x2d87edc
int GetRoundNum();// 0x2d87ea8
enum GetPawnSubTypeByController(Controller* Player);// 0x2d87e1c
int GetInfectionUnActiveEnhancerCount();// 0x2d87de8
int GetInfectionRoundRoleCountBySubType(enum SubType, bool IsIncludeDeath);//
0x2d87d18
int GetInfectionRoundRoleCountByMainType(enum MainType, bool
IsIncludeDeath);// 0x2d87c48
int GetConfigMaternalZombieNum(int PlayerNum);// 0x2d87bbc
int GetConfigMaternalZombieKingNum(int PlayerNum);// 0x2d87b30
void GeneraterRevengerPlayers(int RNum);// 0x2d87ab4
void GeneraterMaternalZombies();// 0x2d87aa0
enum ConvertSubTypeToMainType(enum SubType);// 0x2d87a14
void ClearAllPickupWrapper();// 0x2d87a00
Actor* ChooseZombiePlayerStart(Controller* Player);// 0x2d87974
void ChangePlayerToPawnSubType(STExtraPlayerController* Player, enum
PawnType, bool IsForceChangePawn, bool bWithProperty);// 0x2d8782c
bool CanCharacterCircleTakePain(STExtraCharacter* Character);// 0x2d87794
void AddRoundNum(int Num);// 0x2d87718
--------------------------------
Class: MaternalZombieRatio
int PlayerNum;//[Offset: 0x0 , Size: 4]
int MaternalZombieNum;//[Offset: 0x4 , Size: 4]
int MaternalZombieKingNum;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: ChangeWearingComponent.ActorComponent.Object
int WillChangeWearIndex;//[Offset: 0x110 , Size: 4]
float CoolDownTime;//[Offset: 0x114 , Size: 4]
float SocialIslandCoolDownTime;//[Offset: 0x118 , Size: 4]
float LastChangeWearTime;//[Offset: 0x11c , Size: 4]
void ServerRequestChangeWear(int Index);// 0x2c409ec
bool RequestChangeWearInBattle(int Index);// 0x2c4095c
bool RequestChangeWear(int Index);// 0x2c408cc
void RealChangeWearInBattle(int Index);// 0x2c40850
bool IsInCoolDownTime(bool bWithLog);// 0x2c407b8
bool IsInBattleState(bool bWithLog);// 0x2c40720
bool IsChangeWearingOpend();// 0x2c406e8
bool IsAllowChangeWearingState(bool bWithLog);// 0x2c40650
float GetCoolDownTime();// 0x2c4061c
void ClientChangeWearDone(int Index, float ChangeWearTime, const
GameModePlayerRolewearInfo[] AllWearData);// 0x2c40504
bool CheckCanChangeWearing(bool bWithLog);// 0x2c4046c
--------------------------------
Class: CharacterAvatarEntity.AvatarEntity.Object
bool PendingRenderFlag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1f1 , Size: 1]
int EquipedPendantSlotID;//[Offset: 0x1f4 , Size: 4]
int EquipedDefaultPendantSlotID;//[Offset: 0x1f8 , Size: 4]
FName[] NeedUnHideBone;//[Offset: 0x200 , Size: 16]
bool ForceHide;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x210 ,
Size: 1]
void SetSlotMeshByReplacedMark(bool ReplacedMark);// 0x2c48ef4
bool SetSlotHidden(int Slot, int DoHiddenSlot, bool ShouldHide);// 0x2c48de8
void ScaledMeshBone(bool ScaledMark);// 0x2c48d64
bool ReplaceTargetSlotMesh(int SourceSlot, int DestSlot, bool ReplaceMark);//
0x2c48c58
void RenderEntity(out SoftObjectPath SoftPath);// 0x2c48b90
void RefreshVisable();// 0x2c48b7c
bool PutOnEquipmentLogic(BattleItemHandleBase* ItemHandle);// 0x2c48ae4
void PutOnDefaultEquipment(enum SlotType);// 0x2c48a60
enum GetMeshType();// 0x2c48a24
ItemDefineID GetDefineID();// 0x2c489d0
void EnterRenderPipeline();// 0x2c489b4
void EnterLogicPipeline();// 0x2c48998
void DoPostLogic();// 0x2c48984
void DealSlotHidden(bool ShouldHide);// 0x2c48900
void DealSelfReplaced();// 0x2c488ec
void DealSelfHide();// 0x2c488d8
void DealHideBone();// 0x2c488c4
bool CreateAndApplyResource(out SoftObjectPath SoftPath);// 0x2c487e8
void ClearLogicExecutedFlag();// 0x2c487d4
void ClearEquipmentRenderData(int CurrSlotID, bool putDefault);// 0x2c4870c
void ClearEquipmentLogic(bool putDefault);// 0x2c48680
void ClearEntity(bool ForceClear);// 0x2c485f4
void CheckPendantForEquipmentPutOn(BackpackAvatarHandle* InItemHandle);//
0x2c48570
void CheckPendantForEquipmentPutOff();// 0x2c48554
void CheckDefaultPendantForEquipmentPutOn(BackpackAvatarHandle*
InItemHandle);// 0x2c484d0
void ApplyMeshCompCollision();// 0x2c484bc
void ApplyAnimation();// 0x2c484a0
void ApplaySocketRelativeTransform(BackpackAvatarHandle* AvatarHandle);//
0x2c4841c
--------------------------------
Class: CharacterPendantEntity.CharacterAvatarEntity.AvatarEntity.Object
void TickEntity();// 0x2c4bd48
void SetAttachedEntityVisibility(bool InAttachedEntityVisibility);//
0x2c4bcc4
void OnPostRender();// 0x2c4bca8
enum GetPendantSlotType();// 0x2c4bc6c
enum GetMeshType();// 0x2c4bc30
enum GetAttachPartSlotType();// 0x2c4bbf4
void EnterRenderPipeline();// 0x2c4bbd8
void EnterLogicPipeline();// 0x2c4bbbc
void ClearEntity(bool ForceClear);// 0x2c4bb30
void ApplaySocketRelativeTransform(BackpackAvatarHandle* AvatarHandle);//
0x2c4baac
--------------------------------
Class: ThrowComponent.ActorComponent.Object
ThrowableConfig ThrowableConfig;//[Offset: 0x110 , Size: 120]
enum AllowThrowMode;//[Offset: 0x188 , Size: 1]
delegate ThrowStateChangedDelegate;//[Offset: 0x190 , Size: 16]
enum ThrowState;//[Offset: 0x1a0 , Size: 1]
delegate GetThrowLocationDelegate;//[Offset: 0x1a8 , Size: 16]
delegate ThrowCanceledDelegate;//[Offset: 0x1b8 , Size: 16]
EliteProjectile* NewProjectile_Private;//[Offset: 0x1c8 , Size: 8]
void ThrowStateChangedDelegate__DelegateSignature(enum CurrentState, enum
PrevState);// 0x37db6c4
void ThrowCanceledDelegate__DelegateSignature(ThrowComponent*
ThrowComponent);// 0x37db6c4
void ServerStartThrow();// 0x2f01db4
void ServerStartPrepare();// 0x2f01d54
void ServerCancelThrowAlways();// 0x2f01cf4
void ServerCancelThrow();// 0x2f01c94
void ReceiveThrowStateChanged(enum NewState, enum PrevState);// 0x37db6c4
void OnRep_ThrowState(enum PrevState);// 0x2f01c10
void OnRep_NewProjectile();// 0x2f01bf4
void OnCancelThrow();// 0x2f01bd8
void InitializeNewProjectile(EliteProjectile* NewProjectile, bool bDrop,
float ExplosionDelay);// 0x2f01acc
enum GetThrowState();// 0x2f01ab0
byte GetThrowMode();// 0x2f01a74
Vector GetThrowLocationDelegate__DelegateSignature();// 0x37db6c4
Pawn* GetOwnerPawn();// 0x2f01a40
Controller* GetOwnerController();// 0x2f01a0c
bool GetIsThrowing();// 0x2f019d4
enum GetAllowThrowMode();// 0x2f019b8
void FireProjecitle(bool bDrop, float ExplosionDelay);// 0x2f018f0
void FinishThrow();// 0x2f018d4
EliteProjectile* CreateProjectile(out const Vector Location, out const Vector
Direction, bool bDrop, float ExplosionDelay);// 0x2f0175c
void ConsumeItem(int ItemID);// 0x2f016d8
void ClientCancelThrow();// 0x2f016bc
bool CanThrow();// 0x2f0167c
bool CanChangeThrowMode();// 0x2f01650
void CancelThrow(bool bForce);// 0x2f015cc
bool CanCancel();// 0x2f01594
bool CanAim();// 0x2f01554
Vector CalculateFinalThrowVelocity(out const Vector AimDirection);//
0x2f014b0
void BeginThrow();// 0x2f01494
--------------------------------
Class: ThrowableConfig
int ItemID;//[Offset: 0x0 , Size: 4]
class EliteProjectile* ProjectileClass;//[Offset: 0x8 , Size: 8]
bool bShowTrajectory;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x10 , Size: 1]
class Actor* Ring;//[Offset: 0x18 , Size: 40]
FName RingAttachSocket;//[Offset: 0x40 , Size: 8]
float ExplosionDelayOverride;//[Offset: 0x48 , Size: 4]
CurveFloat* SpeedCurve;//[Offset: 0x50 , Size: 8]
CurveFloat* PitchCurve;//[Offset: 0x58 , Size: 8]
float FireDelay;//[Offset: 0x60 , Size: 4]
float ProjectileSpawnDelay;//[Offset: 0x64 , Size: 4]
float ThrowCooldownDuration;//[Offset: 0x68 , Size: 4]
Vector PawnMotionContributionMultiplier;//[Offset: 0x6c , Size: 12]
--------------------------------
Class: EliteProjectile.Actor.Object
CapsuleComponent* RootCollision;//[Offset: 0x398 , Size: 8]
EliteProjectileMovementComponent* ProjectileMovement;//[Offset: 0x3a0 , Size:
8]
StaticMeshComponent* ProjectileMesh;//[Offset: 0x3a8 , Size: 8]
RotatingMovementComponent* RotatingMovement;//[Offset: 0x3b0 , Size: 8]
ParticleSystemComponent* MovementTrailFX;//[Offset: 0x3b8 , Size: 8]
ProjectileHealthSetting HealthSetting;//[Offset: 0x3c0 , Size: 8]
delegate ProjectileExplodedDelegate;//[Offset: 0x3c8 , Size: 16]
int AvatarID;//[Offset: 0x3d8 , Size: 4]
UAEDataTable* AvatarDataTable;//[Offset: 0x3e0 , Size: 8]
ProjectileEvent ReplicatedProjectileEvent;//[Offset: 0x3e8 , Size: 48]
ProjectileRepMovement ProjectileReplicatedMovement;//[Offset: 0x418 , Size:
40]
EliteProjectileBounceDataAsset* ImpactEffects;//[Offset: 0x440 , Size: 40]
class STExtraExplosionEffect* ExplosionTemplate;//[Offset: 0x468 , Size: 40]
class STExtraExplosionEffect* ExplosionTemplateInAir;//[Offset: 0x490 , Size:
40]
class STExtraExplosionEffect* ExplosionTemplateInWater;//[Offset: 0x4b8 ,
Size: 40]
int ItemID;//[Offset: 0x4e0 , Size: 4]
enum ExplosionStartType;//[Offset: 0x4e4 , Size: 1]
float ImpactExplosionDelay;//[Offset: 0x4e8 , Size: 4]
float LifeSpanAfterExploded;//[Offset: 0x4ec , Size: 4]
float ImpactEffectsInterval;//[Offset: 0x4f0 , Size: 4]
bool bUseRandomStartAngle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x4f4 , Size: 1]
bool bNormalAlignment;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x4f4 , Size: 1]
bool bExplodeOnBroken;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x4f4 , Size: 1]
bool bExploded;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x4f4 ,
Size: 1]
bool bBroken;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x4f4 ,
Size: 1]
bool bValid;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x4f4 ,
Size: 1]
float SpawnTime;//[Offset: 0x4f8 , Size: 4]
float ExplosionTime;//[Offset: 0x4fc , Size: 4]
Object*[] CachedExplosionEffectAssets;//[Offset: 0x500 , Size: 16]
void SpawnExplosionEffect(out const Vector Location);// 0x2c7fa8c
void SetAvatarVisible(bool bNewVisible);// 0x2c7fa08
void SetAvatarID(int NewAvatarID);// 0x2c7f98c
void SetActive(bool bNewActive);// 0x2c7f908
void ReceiveProjectileStoppedEvent(out const HitResult HitResult);//
0x37db6c4
void ReceiveProjectileHit(out const HitResult Hit);// 0x37db6c4
void ReceiveProjectileExplodedEvent();// 0x37db6c4
void ReceiveProjectileEventReplicated();// 0x37db6c4
void ReceiveProjectileBrokenEvent(float DamageAmount, out const DamageEvent
DamageEvent, Controller* EventInstigator, Actor* DamageCauser);// 0x37db6c4
void ReceiveProjectileBouncedEvent(out const HitResult ImpactResult, out
const Vector ImpactVelocity);// 0x37db6c4
void ReceiveProjectileActivatedEvent();// 0x37db6c4
float ReceiveModifyDamage(float DamageAmount, Controller* EventInstigator,
Actor* DamageCauser);// 0x2c7f800
void ReceiveInitializeProjectileAvatar();// 0x37db6c4
void OnRep_ReplicatedProjectileEvent(out const ProjectileEvent PrevEvent);//
0x2c7f730
void OnRep_ProjectileReplicatedMovement();// 0x2c7f71c
void OnImpact(out const HitResult HitResult);// 0x2c7f674
void NormalizeAlignment(out const Vector ImpactNormal);// 0x2c7f5e4
void MulticastExploded(const Vector_NetQuantize Location);// 0x2c7f564
bool IsTimerExplosionProjectile();// 0x2c7f538
bool IsTargetDynamic(const Actor* TestActor, const SceneComponent*
TestComponent);// 0x2c7f468
bool IsInWater();// 0x2c7f430
bool IsFoor();// 0x2c7f3f8
bool IsBroken();// 0x2c7f3d8
void HandleProjectileStop(out const HitResult HitResult);// 0x2c7f330
void HandleProjectilePassedThroughSomething(out const HitResult Hit, out
const Vector MoveDelta);// 0x2c7f234
void HandleProjectileHit(out const HitResult Hit);// 0x2c7f18c
void HandleProjectileExploded();// 0x2c7f170
void HandleProjectileBounce(out const HitResult ImpactResult, out const
Vector ImpactVelocity);// 0x2c7f074
void HandleProjectileActivated();// 0x2c7f058
float GetRemainingTimeBeforeExplosion();// 0x2c7f01c
StaticMeshComponent* GetProjectileMesh();// 0x2c7f000
int GetItemID();// 0x2c7efe4
void Disable();// 0x2c7efd0
void CacheExplosionEffectsAssets();// 0x2c7efb4
bool BlueprintLifeSpanExpired();// 0x37db6c4
--------------------------------
Class:
EliteProjectileMovementComponent.ProjectileMovementComponent.MovementComponent.Acto
rComponent.Object
class Actor[] PassThroughActorClasses;//[Offset: 0x1b8 , Size: 16]
class PrimitiveComponent[] PassThroughComponentClasses;//[Offset: 0x1c8 ,
Size: 16]
delegate OnProjectilePassedThroughSomething;//[Offset: 0x1d8 , Size: 16]
int MaxBounces;//[Offset: 0x1e8 , Size: 4]
void ProjectilePassThroughActor__DelegateSignature(out const HitResult Hit,
out const Vector MoveDelta);// 0x37db6c4
enum CanTargetReallyBlockProjectile(out const HitResult HitResult);//
0x2c83cc4
--------------------------------
Class: ProjectileHealthSetting
float Health;//[Offset: 0x0 , Size: 4]
float DamageScale;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: ProjectileEvent
Vector Location;//[Offset: 0x0 , Size: 12]
Rotator Rotation;//[Offset: 0xc , Size: 12]
byte EventFlag;//[Offset: 0x18 , Size: 1]
enum EventType;//[Offset: 0x19 , Size: 1]
enum[] ReplicatedEvents;//[Offset: 0x20 , Size: 16]
--------------------------------
Class: ProjectileRepMovement
Vector LinearVelocity;//[Offset: 0x0 , Size: 12]
Vector Location;//[Offset: 0xc , Size: 12]
Rotator Rotation;//[Offset: 0x18 , Size: 12]
bool bReplicateRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x24 , Size: 1]
enum LocationQuantizationLevel;//[Offset: 0x25 , Size: 1]
enum VelocityQuantizationLevel;//[Offset: 0x26 , Size: 1]
enum RotationQuantizationLevel;//[Offset: 0x27 , Size: 1]
--------------------------------
Class: EliteProjectileBounceDataAsset.DataAsset.Object
bool bForceDefaultFX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x30 , Size: 1]
ParticleSystem* DefaultFX;//[Offset: 0x38 , Size: 8]
ParticleSystem* ConcreteFX;//[Offset: 0x40 , Size: 8]
ParticleSystem* DirtFX;//[Offset: 0x48 , Size: 8]
ParticleSystem* WaterFX;//[Offset: 0x50 , Size: 8]
ParticleSystem* MetalFX;//[Offset: 0x58 , Size: 8]
ParticleSystem* WoodFX;//[Offset: 0x60 , Size: 8]
ParticleSystem* GrassFX;//[Offset: 0x68 , Size: 8]
ParticleSystem* GlassFX;//[Offset: 0x70 , Size: 8]
ParticleSystem* FleshFX;//[Offset: 0x78 , Size: 8]
ParticleSystem* SteelFX;//[Offset: 0x80 , Size: 8]
ParticleSystem* SandbagFX;//[Offset: 0x88 , Size: 8]
ParticleSystem* SandFX;//[Offset: 0x90 , Size: 8]
ParticleSystem* ClothFX;//[Offset: 0x98 , Size: 8]
ParticleSystem* PlasticFX;//[Offset: 0xa0 , Size: 8]
ParticleSystem* LeatherFX;//[Offset: 0xa8 , Size: 8]
ParticleSystem* CeramicsFX;//[Offset: 0xb0 , Size: 8]
ParticleSystem* PaperFX;//[Offset: 0xb8 , Size: 8]
ParticleSystem* StoneFX;//[Offset: 0xc0 , Size: 8]
ParticleSystem* SnowFX;//[Offset: 0xc8 , Size: 8]
ParticleSystem* PopCanFX;//[Offset: 0xd0 , Size: 8]
ParticleSystem* LeafFX;//[Offset: 0xd8 , Size: 8]
ParticleSystem* CarFX;//[Offset: 0xe0 , Size: 8]
ParticleSystem* AsphaltFX;//[Offset: 0xe8 , Size: 8]
ParticleSystem* ConcreteTDMFX;//[Offset: 0xf0 , Size: 8]
ParticleSystem* IceFX;//[Offset: 0xf8 , Size: 8]
ParticleSystem* FoodFX;//[Offset: 0x100 , Size: 8]
bool bForceDefaultSound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x108 , Size: 1]
AkAudioEvent* DefaultSound;//[Offset: 0x110 , Size: 8]
AkAudioEvent* ConcreteSound;//[Offset: 0x118 , Size: 8]
AkAudioEvent* DirtSound;//[Offset: 0x120 , Size: 8]
AkAudioEvent* WaterSound;//[Offset: 0x128 , Size: 8]
AkAudioEvent* MetalSound;//[Offset: 0x130 , Size: 8]
AkAudioEvent* WoodSound;//[Offset: 0x138 , Size: 8]
AkAudioEvent* GrassSound;//[Offset: 0x140 , Size: 8]
AkAudioEvent* GlassSound;//[Offset: 0x148 , Size: 8]
AkAudioEvent* FleshSound;//[Offset: 0x150 , Size: 8]
AkAudioEvent* SteelSound;//[Offset: 0x158 , Size: 8]
AkAudioEvent* SandbagSound;//[Offset: 0x160 , Size: 8]
AkAudioEvent* SandSound;//[Offset: 0x168 , Size: 8]
AkAudioEvent* ClothSound;//[Offset: 0x170 , Size: 8]
AkAudioEvent* PlasticSound;//[Offset: 0x178 , Size: 8]
AkAudioEvent* LeatherSound;//[Offset: 0x180 , Size: 8]
AkAudioEvent* CeramicsSound;//[Offset: 0x188 , Size: 8]
AkAudioEvent* PaperSound;//[Offset: 0x190 , Size: 8]
AkAudioEvent* StoneSound;//[Offset: 0x198 , Size: 8]
AkAudioEvent* SnowSound;//[Offset: 0x1a0 , Size: 8]
AkAudioEvent* PopCanSound;//[Offset: 0x1a8 , Size: 8]
AkAudioEvent* LeafSound;//[Offset: 0x1b0 , Size: 8]
AkAudioEvent* CarSound;//[Offset: 0x1b8 , Size: 8]
AkAudioEvent* AsphaltSound;//[Offset: 0x1c0 , Size: 8]
AkAudioEvent* ConcreteTDMSound;//[Offset: 0x1c8 , Size: 8]
AkAudioEvent* IceSound;//[Offset: 0x1d0 , Size: 8]
AkAudioEvent* FoodSound;//[Offset: 0x1d8 , Size: 8]
void PlayImpactEffects(out const HitResult Hit);// 0x2c836d8
--------------------------------
Class: CharacterThrowComponent.ThrowComponent.ActorComponent.Object
CharacterThrowData HighThrowTPP;//[Offset: 0x200 , Size: 112]
CharacterThrowData HighThrowFPP;//[Offset: 0x270 , Size: 112]
CharacterThrowData LowThrowTPP;//[Offset: 0x2e0 , Size: 112]
CharacterThrowData LowThrowFPP;//[Offset: 0x350 , Size: 112]
float PeekAngle;//[Offset: 0x3c0 , Size: 4]
float PeekOffset;//[Offset: 0x3c4 , Size: 4]
ThrowReplaceCharAnimData[] ReplaceAnimDataList_HighThrow;//[Offset: 0x3c8 ,
Size: 16]
ThrowReplaceCharAnimData[] ReplaceAnimDataList_LowThrow;//[Offset: 0x3d8 ,
Size: 16]
float ReplaceAnimationDelay;//[Offset: 0x3e8 , Size: 4]
float HideWeaponDelay;//[Offset: 0x3ec , Size: 4]
AkAudioEvent* ProjectilePrepareSound;//[Offset: 0x3f0 , Size: 8]
Actor* RingAttachment;//[Offset: 0x3f8 , Size: 8]
void HandleCharacterPawnStateLeft(enum PawnState);// 0x2c4c49c
void HandleCharacterPawnStateInterrupted(enum State, enum InterruptedBy);//
0x2c4c3dc
void HandleCharacterPawnStateEntered(enum NewState);// 0x2c4c358
--------------------------------
Class: CharacterThrowData
Vector RelativeLocation_Stand;//[Offset: 0x0 , Size: 12]
Vector RelativeLocation_Crouch;//[Offset: 0xc , Size: 12]
Vector RelativeLocation_Prone;//[Offset: 0x18 , Size: 12]
Vector RelativeLocation_Vehicle;//[Offset: 0x24 , Size: 12]
ThrowableAnim StandAnim;//[Offset: 0x30 , Size: 16]
ThrowableAnim CrouchAnim;//[Offset: 0x40 , Size: 16]
ThrowableAnim ProneAnim;//[Offset: 0x50 , Size: 16]
ThrowableAnim VehicleAnim;//[Offset: 0x60 , Size: 16]
--------------------------------
Class: ThrowableAnim
AnimMontage* Prepare;//[Offset: 0x0 , Size: 8]
AnimMontage* Release;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: ThrowReplaceCharAnimData
byte CharacterAnimType;//[Offset: 0x0 , Size: 1]
AnimationAsset*[] PoseAnimList;//[Offset: 0x8 , Size: 16]
AnimationAsset*[] FPPPoseAnimList;//[Offset: 0x18 , Size: 16]
--------------------------------
Class: ChasingBar.UAEUserWidget.UserWidget.Widget.Visual.Object
float ProgressBarCanvasXValue;//[Offset: 0x3d0 , Size: 4]
bool IsNeedClearProgressBar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3d4 , Size: 1]
float BlueCircleAppearanceTime;//[Offset: 0x3d8 , Size: 4]
float BlueCircleMovingCountDownDuration;//[Offset: 0x3dc , Size: 4]
float BlueCircleRunStartTime;//[Offset: 0x3e0 , Size: 4]
float BlueCircleRunDuration;//[Offset: 0x3e4 , Size: 4]
float BlueCircleChasingPercent;//[Offset: 0x3e8 , Size: 4]
float ProgressBarLength;//[Offset: 0x3ec , Size: 4]
Vector OriginBlueCircle;//[Offset: 0x3f0 , Size: 12]
float CleaningTime;//[Offset: 0x3fc , Size: 4]
STExtraGameStateBase* STEGameStateBase;//[Offset: 0x400 , Size: 8]
STExtraPlayerController* STEPlayerController;//[Offset: 0x408 , Size: 8]
FText BlueCircleMovingCountDownText;//[Offset: 0x410 , Size: 24]
float PlayerEscapeProgress;//[Offset: 0x428 , Size: 4]
bool IsPlayerOutBlueCircleCurrently;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x42c , Size: 1]
Image* PlayerIcon;//[Offset: 0x430 , Size: 8]
TextBlock* TextBlock_Dist;//[Offset: 0x438 , Size: 8]
float PlayerPositionC;//[Offset: 0x440 , Size: 4]
bool IsRefreshCircleDistanceC;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x444 , Size: 1]
FText CircleDistanceTextFormat;//[Offset: 0x448 , Size: 24]
FString[] DoubleCircleGameModeIdList;//[Offset: 0x460 , Size: 16]
FakeRadiationCircle* CachedInnerCircle;//[Offset: 0x470 , Size: 8]
void UpdateCountDownText();// 0x37db6c4
void ShowCircleDistanceC();// 0x2c4d350
void PlayerEscapePercentC();// 0x2c4d33c
void OnPlayerEnterExitBlueCircle();// 0x37db6c4
void OnCountDownTextInvisible();// 0x37db6c4
bool IsPlayerOutBlueCircle(Pawn* CurPawn);// 0x2c4d2ac
bool IsPlayerInWhiteCircle(Pawn* CurPawn);// 0x2c4d21c
bool IsPlayerInInnerCircle(Pawn* CurPawn);// 0x2c4d18c
bool IsDoubleCircleEnabled();// 0x2c4d14c
bool IsBlueCircleMoving();// 0x2c4d114
bool IsBlueCircleAppearAndCountDown();// 0x2c4d0dc
void ClearProgressBar();// 0x37db6c4
void CleanTheProgressBar();// 0x37db6c4
void CheckToCleanProgress();// 0x2c4d0c8
float CalPlayerEscapePercent();// 0x2c4d094
void BlueCirclePreMoveCountDown();// 0x2c4d080
--------------------------------
Class: CheapShapeComponentInterface.Interface.Object
bool ShouldGenerateEventWhileGenerateEventIsOff();// 0x2c51f84
bool ShouldDoPlanCulling();// 0x2c51f44
bool ShouldDoLineTrace();// 0x2c51f04
bool ShouldCullout(bool ShouldDoPlanCulling, bool bEnableTracing, Actor*
Owner, out const Vector componentLoc, const PrimitiveComponent* HitComp,
OverlapCullingData OverlapCullingData);// 0x2c51d10
OverlapCullingData GetOverlapCullingData();// 0x2c51cd4
--------------------------------
Class: OverlapCullingData
float UpperCullPlane;//[Offset: 0x0 , Size: 4]
float DownerCullPlane;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: ChipBattleItemHandle.BattleItemHandleBase.ItemHandleBase.Object
BackpackComponent* OwnerBackpackComp;//[Offset: 0xd0 , Size: 8]
void UpdateAttributeModify(bool bEnable);// 0x2c52a5c
bool HandleUse(BattleItemUseTarget Target, enum Reason);// 0x2c52960
bool HandlePickup(out const interface classNone ItemContainer,
BattleItemPickupInfo pickupInfo, enum Reason);// 0x2c526ac
bool HandleDrop(int InCount, enum Reason);// 0x2c525d8
bool HandleDisuse(enum Reason);// 0x2c52540
--------------------------------
Class: CircleFloatInterface.Interface.Object
--------------------------------
Class:
ClientActivityActor.ActivityInteractiveActor.ActivityActorBase.CustomDecoratorActor
.DecoratorActor.Actor.Object
bool bEanbleBlueprintClickButton;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x578 , Size: 1]
void OnEndOverlap(PrimitiveComponent* activatedComp, Actor* OtherActor,
PrimitiveComponent* OtherComp, int OtherBodyIndex);// 0x2c54104
void OnBeginOverlap(PrimitiveComponent* activatedComp, Actor* OtherActor,
PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out const
HitResult SweepResult);// 0x2c53f24
bool LocalStartActive(Character* Character);// 0x2c53e8c
bool ClientClickButton(Character* Character, out int OutReason);// 0x2c53da8
bool BPClientClickButton(Character* Character);// 0x37db6c4
--------------------------------
Class: ClimbingProxyGenerator.SceneComponent.ActorComponent.Object
--------------------------------
Class: ClothAvatarUtils.BlueprintFunctionLibrary.Object
--------------------------------
Class: ClothAvatarBPUtils.Object
<int,MeshPackage> DefaultCutHairConfig;//[Offset: 0x28 , Size: 80]
bool GetDefaultReplaceMeshPack(BackpackAvatarHandle* InAvatarHandle, out
MeshPackage OutMeshPack);// 0x2c54a6c
--------------------------------
Class: CodeDoor.PUBGDoor.UAENetActor.Actor.Object
FString LuaFilePath;//[Offset: 0x518 , Size: 16]
int CodeKey;//[Offset: 0x528 , Size: 4]
void DeCodeKey();// 0x2c54e54
--------------------------------
Class: ColorBlindnessMgr.Object
<int,LinearColor> CBColorMap;//[Offset: 0x28 , Size: 80]
<int,ParticleSysColor> CBParticleColorMap;//[Offset: 0x78 , Size: 80]
<uint32,ImageOriginal> HandleCBColorImageContaner;//[Offset: 0xc8 , Size: 80]
<uint32,HandleMesh> HandleCBColorMeshContaner;//[Offset: 0x118 , Size: 80]
<uint32,HandleParticleSystem> HandleCBColorParticleContaner;//[Offset:
0x168 , Size: 80]
void Reset();// 0x2c55a3c
void RemoveParticleSystem(ParticleSystemComponent* ParticleSystem);//
0x2c559c0
void RemoveMeshComponent(MeshComponent* Mesh);// 0x2c55944
void RemoveImage(Image* Image);// 0x2c558c8
void HandleUserSettingChange();// 0x2c558b4
LinearColor GetColorByType(int Type);// 0x2c55824
void Clear();// 0x2c55810
void AddParticleSystem(ParticleSystemComponent* ParticleSystem, int Type);//
0x2c55758
void AddMeshComponent(MeshComponent* Mesh, int Type);// 0x2c556a0
void AddImage(Image* Image, LinearColor Color, int Type);// 0x2c555ac
void AddColorByType(FString Type, LinearColor Color);// 0x2c5543c
--------------------------------
Class: ParticleSysColor
<FString,LinearColor> colorMap;//[Offset: 0x0 , Size: 80]
--------------------------------
Class: ImageOriginal
LinearColor OriginalColir;//[Offset: 0x8 , Size: 16]
int Type;//[Offset: 0x18 , Size: 4]
--------------------------------
Class: HandleMesh
int Type;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: HandleParticleSystem
int Type;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: CompatibleEventCenter.LevelEventCenter.Object
--------------------------------
Class: ConstructBot.Actor.Object
AnimationAsset* StartupAnimation;//[Offset: 0x398 , Size: 8]
AnimationAsset* LoopAnimation;//[Offset: 0x3a0 , Size: 8]
AnimationAsset* ShutdownAnimation;//[Offset: 0x3a8 , Size: 8]
SkeletalMeshComponent* Mesh;//[Offset: 0x3b0 , Size: 8]
ParticleSystemComponent* GFX;//[Offset: 0x3b8 , Size: 8]
void ShutdownConstructBot();// 0x2c574ac
void RestartConstructBot();// 0x2c57490
void OnLoopAnimation();// 0x2c5747c
void OnEndingAnimation();// 0x2c57468
--------------------------------
Class: ConsumeAdditionalDataComponent.ActorComponent.Object
int ItemID;//[Offset: 0x110 , Size: 4]
int Type;//[Offset: 0x114 , Size: 4]
FString AdditionalDataMaxName;//[Offset: 0x118 , Size: 16]
FString AdditionalDataName;//[Offset: 0x128 , Size: 16]
FString AdditionalDataConsumeSpeed;//[Offset: 0x138 , Size: 16]
float LowValueRatio;//[Offset: 0x148 , Size: 4]
int LowValuePromptID;//[Offset: 0x14c , Size: 4]
int UsedUpPromptID;//[Offset: 0x150 , Size: 4]
delegate ConsumeFinishDelegate;//[Offset: 0x158 , Size: 16]
BattleItemData BattleItemData;//[Offset: 0x168 , Size: 176]
BackpackComponent* BackpackComponent;//[Offset: 0x218 , Size: 8]
void OnConsumeFinishDelegate__DelegateSignature(ItemDefineID DefineItemID);//
0x37db6c4
Pawn* GetOwnerPawn();// 0x2c579a4
void ConsumeOn();// 0x2c57990
void ConsumeOff();// 0x2c5797c
bool CheckConsume();// 0x2c57944
--------------------------------
Class: CrowdAgentComponent.ActorComponent.Object
float AgentRadius;//[Offset: 0x110 , Size: 4]
float SegmentRadius;//[Offset: 0x114 , Size: 4]
float Height;//[Offset: 0x118 , Size: 4]
void StopMove();// 0x2c58658
void MoveToLoc(out const Vector Loc);// 0x2c585d0
void MoveToActor(const Actor* Actor);// 0x2c58554
--------------------------------
Class: CrowdAgentQueryInterface.Interface.Object
--------------------------------
Class: CurrencyItemHandle.BattleItemHandleBase.ItemHandleBase.Object
FName CurrencyName;//[Offset: 0xd0 , Size: 8]
class PickUpWrapperActor* PickUpWrapperActorClass;//[Offset: 0xd8 , Size: 8]
BackpackComponent* BackPack;//[Offset: 0xe0 , Size: 8]
--------------------------------
Class: AvatarCustomColor.AvatarCustomBase.CustomBase.Object
void InitColorInfo(float Gray, FString Color1, FString Color2, FString
Color3);// 0x2c5c26c
--------------------------------
Class: AvatarCustomParticle.AvatarCustomBase.CustomBase.Object
ParticleAsset[] ParticleDataList;//[Offset: 0x50 , Size: 16]
ParticleGroup ParticleGroup;//[Offset: 0x60 , Size: 48]
bool ClearCustomInfo();// 0x2c5c934
void AsyncLoadCustomParticleDone();// 0x2c5c920
bool ApplyCustomInfo();// 0x2c5c8e0
--------------------------------
Class: AvatarCustomPattern.AvatarCustomBase.CustomBase.Object
void InitPatternInfo(float Scale1, float Scale2, FString Path1, FString
Path2, FString Offset);// 0x2c5cc74
--------------------------------
Class: AvatarCustomPatternNum.AvatarCustomBase.CustomBase.Object
SoftObjectPath SoftRefPath1;//[Offset: 0x50 , Size: 24]
SoftObjectPath SoftRefPath2;//[Offset: 0x68 , Size: 24]
void GetPatternNumTexturePath(int InNumID, out SoftObjectPath OutTexture1,
out SoftObjectPath OutTexture2);// 0x37db6c4
Texture* CreatePattenNumTexture(out const SoftObjectPath InTexture1, out
const SoftObjectPath InTexture2, Object* Outer);// 0x37db6c4
void AsyncLoadCustomAssetDone();// 0x2c5d464
bool ApplyCustomInfo();// 0x2c5d424
--------------------------------
Class: CustomCameraComponent.CameraComponent.SceneComponent.ActorComponent.Object
void InterpToTargetFov(float FOV, float InterpSpeed, bool DeltaValue);//
0x2c5e0f0
--------------------------------
Class: CustomCndComponent.ActorComponent.Object
CustomCndWrappperIns[] CndWrappers;//[Offset: 0x110 , Size: 16]
void RemoveCndWrapper(int ID);// 0x2c5e7d4
void RegisterCndWrappers();// 0x2c5e7b8
void OnReceiveEvent(byte Type);// 0x2c5e734
void AddCndWrapper(FString Path, int ID);// 0x2c5e64c
--------------------------------
Class: CustomCndWrappperIns
CustomCndWrapper* Wrapper;//[Offset: 0x0 , Size: 8]
int CndWrapperId;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: CustomCndWrapper.Object
CustomCndIns[] Conditions;//[Offset: 0x28 , Size: 16]
int[] TriggerSkills;//[Offset: 0x38 , Size: 16]
int[] CancelSkills;//[Offset: 0x48 , Size: 16]
int[] TriggerBuffs;//[Offset: 0x58 , Size: 16]
bool TriggerFromClient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x68 , Size: 1]
byte EventType;//[Offset: 0x69 , Size: 1]
Object* WrapperOwner;//[Offset: 0x6c , Size: 8]
void SetWrapperOwner(Object* Owner);// 0x2c5ee34
void OnTriggerEvent(byte Event);// 0x2c5edb0
bool IsValidEvent(byte Event);// 0x2c5ed20
--------------------------------
Class: CustomCndIns
CustomCondition* Cnd;//[Offset: 0x0 , Size: 8]
--------------------------------
Class: CustomCondition.Object
Object* CndOwner;//[Offset: 0x28 , Size: 8]
void SetCndOwner(Object* Owner);// 0x2c5f6f0
static STExtraCharacter* SafeGetPawn(Object* Owner);// 0x2c5f674
bool IsOK();// 0x2c5f634
--------------------------------
Class: ComboBoxString.Widget.Visual.Object
FString[] DefaultOptions;//[Offset: 0x100 , Size: 16]
FString SelectedOption;//[Offset: 0x110 , Size: 16]
ComboBoxStyle WidgetStyle;//[Offset: 0x120 , Size: 1176]
TableRowStyle ItemStyle;//[Offset: 0x5b8 , Size: 2104]
Margin ContentPadding;//[Offset: 0xdf0 , Size: 16]
float MaxListHeight;//[Offset: 0xe00 , Size: 4]
bool HasDownArrow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xe04 , Size: 1]
bool EnableGamepadNavigationMode;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xe05 , Size: 1]
SlateFontInfo Font;//[Offset: 0xe08 , Size: 88]
SlateColor ForegroundColor;//[Offset: 0xe60 , Size: 40]
bool bIsFocusable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xe88 , Size: 1]
delegate OnGenerateWidgetEvent;//[Offset: 0xe90 , Size: 16]
delegate OnSelectionChanged;//[Offset: 0xec0 , Size: 16]
delegate OnOpening;//[Offset: 0xed0 , Size: 16]
void SetSelectedOption(FString Option);// 0x44f9b24
bool RemoveOption(FString Option);// 0x44f9a68
void RefreshOptions();// 0x44f9a54
void OnSelectionChangedEvent__DelegateSignature(FString SelectedItem, byte
SelectionType);// 0x37db6c4
void OnOpeningEvent__DelegateSignature();// 0x37db6c4
FString GetSelectedOption();// 0x44f99b0
int GetOptionCount();// 0x44f997c
FString GetOptionAtIndex(int Index);// 0x44f9888
int FindOptionIndex(FString Option);// 0x44f97d0
void CloseComboBox();// 0x44f97bc
void ClearSelection();// 0x44f97a8
void ClearOptions();// 0x44f9794
void AddOption(FString Option);// 0x44f96ec
--------------------------------
Class: ComboBoxStyle.SlateWidgetStyle
ComboButtonStyle ComboButtonStyle;//[Offset: 0x8 , Size: 1120]
SlateSound PressedSlateSound;//[Offset: 0x468 , Size: 24]
SlateSound SelectionChangeSlateSound;//[Offset: 0x480 , Size: 24]
--------------------------------
Class: ComboButtonStyle.SlateWidgetStyle
ButtonStyle ButtonStyle;//[Offset: 0x8 , Size: 760]
SlateBrush DownArrowImage;//[Offset: 0x300 , Size: 168]
SlateBrush MenuBorderBrush;//[Offset: 0x3a8 , Size: 168]
Margin MenuBorderPadding;//[Offset: 0x450 , Size: 16]
--------------------------------
Class: TableRowStyle.SlateWidgetStyle
SlateBrush SelectorFocusedBrush;//[Offset: 0x8 , Size: 168]
SlateBrush ActiveHoveredBrush;//[Offset: 0xb0 , Size: 168]
SlateBrush ActiveBrush;//[Offset: 0x158 , Size: 168]
SlateBrush InactiveHoveredBrush;//[Offset: 0x200 , Size: 168]
SlateBrush InactiveBrush;//[Offset: 0x2a8 , Size: 168]
SlateBrush EvenRowBackgroundHoveredBrush;//[Offset: 0x350 , Size: 168]
SlateBrush EvenRowBackgroundBrush;//[Offset: 0x3f8 , Size: 168]
SlateBrush OddRowBackgroundHoveredBrush;//[Offset: 0x4a0 , Size: 168]
SlateBrush OddRowBackgroundBrush;//[Offset: 0x548 , Size: 168]
SlateColor TextColor;//[Offset: 0x5f0 , Size: 40]
SlateColor SelectedTextColor;//[Offset: 0x618 , Size: 40]
SlateBrush DropIndicator_Above;//[Offset: 0x640 , Size: 168]
SlateBrush DropIndicator_Onto;//[Offset: 0x6e8 , Size: 168]
SlateBrush DropIndicator_Below;//[Offset: 0x790 , Size: 168]
--------------------------------
Class: CustomComboBox.ComboBoxString.Widget.Visual.Object
class Widget* itemType;//[Offset: 0xf30 , Size: 8]
class Widget* ContentType;//[Offset: 0xf38 , Size: 8]
delegate OnRefreshItem;//[Offset: 0xf40 , Size: 16]
delegate OnSelectItem;//[Offset: 0xf50 , Size: 16]
Widget* ContentWidget;//[Offset: 0xf60 , Size: 8]
Widget* RequireOneWidget(FString Item);// 0x2c5f2bc
void RefreshOptions();// 0x2c5f2a8
void OnRefreshItem__DelegateSignature(Widget* Item, FString Option);//
0x37db6c4
--------------------------------
Class: CustomCondition_AND.CustomCondition.Object
CustomCondition*[] CndList;//[Offset: 0x30 , Size: 16]
--------------------------------
Class: CustomCondition_CharacterHP.CustomCondition.Object
enum CheckType;//[Offset: 0x30 , Size: 1]
float Health;//[Offset: 0x34 , Size: 4]
--------------------------------
Class:
UAEBaseSkillCondition.UTSkillCondition.UTSkillBaseWidget.ActorComponent.Object
Pawn* OwnerPawnForBuff;//[Offset: 0x150 , Size: 8]
--------------------------------
Class:
UAESkillCondition.UAEBaseSkillCondition.UTSkillCondition.UTSkillBaseWidget.ActorCom
ponent.Object
--------------------------------
Class:
CustomCondition_HoldingWeapon.UAESkillCondition.UAEBaseSkillCondition.UTSkillCondit
ion.UTSkillBaseWidget.ActorComponent.Object
byte CheckSlot;//[Offset: 0x158 , Size: 1]
--------------------------------
Class: CustomCondition_OR.CustomCondition.Object
CustomCondition*[] CndList;//[Offset: 0x30 , Size: 16]
--------------------------------
Class: CustomDecalComponent.ActorComponent.Object
MaterialInstance* DecalMaterial;//[Offset: 0x110 , Size: 8]
float AutoDisappearTime;//[Offset: 0x118 , Size: 4]
Vector LocationOffset;//[Offset: 0x11c , Size: 12]
Rotator RotationOffset;//[Offset: 0x128 , Size: 12]
Vector Scale;//[Offset: 0x134 , Size: 12]
bool IgnoreCauserActorRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x140 , Size: 1]
byte TraceAxis;//[Offset: 0x141 , Size: 1]
bool bTraceNegative;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x142 , Size: 1]
bool bIgnoreTransForEndPosition;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x143 , Size: 1]
MaterialInstanceDynamic* CacheDealMaterialInstance;//[Offset: 0x158 , Size:
8]
void RemoveDecal();// 0x2c6002c
void AddDecal(Actor* CauserActor);// 0x2c5ffb0
--------------------------------
Class: CustomScrollBox.PanelWidget.Widget.Visual.Object
ScrollBoxStyle WidgetStyle;//[Offset: 0x118 , Size: 680]
ScrollBarStyle WidgetBarStyle;//[Offset: 0x3c0 , Size: 1520]
SlateWidgetStyleAsset* Style;//[Offset: 0x9b0 , Size: 8]
SlateWidgetStyleAsset* BarStyle;//[Offset: 0x9b8 , Size: 8]
byte Orientation;//[Offset: 0x9c0 , Size: 1]
enum ScrollBarVisibility;//[Offset: 0x9c1 , Size: 1]
enum ConsumeMouseWheel;//[Offset: 0x9c2 , Size: 1]
Vector2D ScrollbarThickness;//[Offset: 0x9c4 , Size: 8]
bool AlwaysShowScrollbar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x9cc , Size: 1]
bool AllowOverscroll;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x9cd , Size: 1]
enum NavigationDestination;//[Offset: 0x9ce , Size: 1]
float NavigationScrollPadding;//[Offset: 0x9d0 , Size: 4]
delegate OnUserScrolled;//[Offset: 0x9d8 , Size: 16]
delegate OnMoveOut;//[Offset: 0x9e8 , Size: 16]
void SwitchChildToIndex(Widget* Content, int Index);// 0x2c60f10
void SetScrollOffset(float NewScrollOffset);// 0x2c60e94
void SetScrollBarVisibility(enum NewScrollBarVisibility);// 0x2c60e18
void SetScrollbarThickness(out const Vector2D NewScrollbarThickness);//
0x2c60d90
void SetOrientation(byte NewOrientation);// 0x2c60d14
void SetAlwaysShowScrollbar(bool NewAlwaysShowScrollbar);// 0x2c60c90
void SetAllowOverscroll(bool NewAllowOverscroll);// 0x2c60c0c
void ScrollWidgetIntoView(Widget* WidgetToFind, bool AnimateScroll, enum
ScrollDesintion);// 0x2c60b08
void ScrollToStart();// 0x2c60af4
void ScrollToEnd();// 0x2c60ae0
void ScrollStop();// 0x2c60acc
float GetScrollOffset();// 0x2c60a98
float GetMaxScrollOffset();// 0x2c60a64
--------------------------------
Class: CustomScrollBoxSlot.PanelSlot.Visual.Object
Margin Padding;//[Offset: 0x38 , Size: 16]
byte HorizontalAlignment;//[Offset: 0x48 , Size: 1]
void SetPadding(Margin InPadding);// 0x2c61620
void SetHorizontalAlignment(byte InHorizontalAlignment);// 0x2c615a4
--------------------------------
Class: CustomSocketObject.Object
void OnLoadFinished(UAEPlayerController* PC);// 0x2c61b88
UAEUserWidget* GetActivedSocket();// 0x2c61b54
void ActivateSocket(UAEPlayerController* PC, delegate DelegateToCall);//
0x2c61a7c
--------------------------------
Class: CustomSocketPanel.CanvasPanel.PanelWidget.Widget.Visual.Object
ChildPendingActiveWidget ChildPendingWidget;//[Offset: 0x130 , Size: 128]
bool SeeIt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b0 ,
Size: 1]
delegate CompleteDelegate;//[Offset: 0x1c8 , Size: 16]
void OnLoadFinished();// 0x2c621d8
UAEUserWidget* GetActivedSocket(bool forceCreate);// 0x2c62144
void ActivateSocketASync(delegate DelegateToCall);// 0x2c620a8
void ActivateSocket(out const FString[] ModeUIList);// 0x2c61f94
--------------------------------
Class: ChildPendingActiveWidget
class UAEUserWidget* ChildWidgetClass;//[Offset: 0x0 , Size: 40]
FString WidgetTreeNameToAssign;//[Offset: 0x28 , Size: 16]
AnchorData Anchor;//[Offset: 0x38 , Size: 40]
bool bAutoSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x60 ,
Size: 1]
int ZOrder;//[Offset: 0x64 , Size: 4]
FString[] ModeUIList;//[Offset: 0x68 , Size: 16]
bool bDefaultCreate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x78 , Size: 1]
--------------------------------
Class:
CustomSphereCollisionComponent.SphereComponent.ShapeComponent.PrimitiveComponent.Sc
eneComponent.ActorComponent.Object
bool bEnableTracing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x6a0 , Size: 1]
bool bGenerateEventWhileGenerateEventIsOff;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x6a1 , Size: 1]
bool ShouldDoPlanCulling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x6a2 , Size: 1]
OverlapCullingData OverlapCullingData;//[Offset: 0x6a4 , Size: 8]
bool bEnableTickInClient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x6d4 , Size: 1]
--------------------------------
Class: CustomUserWidget.UAEUserWidget.UserWidget.Widget.Visual.Object
bool bEnableGlobalTouch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3d0 , Size: 1]
--------------------------------
Class: CustomVehicleBearerUnit.BaseBearerUnit.Object
void OnVehicleBeforeWheelDestroy(int Index);// 0x2c63234
void OnVehicleAvatarEquiped();// 0x2c63220
void OnUpdateSeatGUI();// 0x2c6320c
void OnAvatarAllMeshLoaded();// 0x2c631f8
--------------------------------
Class: DamageableActor.UAERegionActor.Actor.Object
void SetTargetDamageRateMap(<enum,float> InTargetDamageRateMap);// 0x2c64e10
int GetVehicleDamagedSpeed();// 0x37db6c4
int GetVehicleDamagedCoefficient();// 0x37db6c4
<enum,float> GetTargetDamageRateMap();// 0x2c64cd0
float CPP_PreTakeDamage(float DamageAmount, out const DamageEvent
DamageEvent, Controller* EventInstigator, Actor* DamageCauser);// 0x2c64b6c
bool CPP_JudgeComponentBlockBullet(PrimitiveComponent* Comp);// 0x2c64ad4
bool CPP_GetPickingBoundingBox(out Vector Center, out Vector Extent, out
Rotator Rotation, out float Distance);// 0x2c64940
float CPP_GetDamageRateFromDamageEvent(out const DamageEvent DamageEvent);//
0x2c64894
float CPP_GetDamageRateByTarget(Actor* Target);// 0x2c64800
enum[] CPP_GetDamageableGameObjectType();// 0x2c64754
bool CPP_GetCanBePicked();// 0x2c64714
FName CPP_GetBulletBlockComponentTag();// 0x2c646d8
float CPP_GetAdditionaAbsoluteDamageFromDamageEvent(out const DamageEvent
DamageEvent);// 0x2c6462c
float CPP_CalcFinalMomentum(class DamageType DamageTypeClass, float
BaseMomentun);// 0x2c6455c
float CPP_CalcFinalDamageRate(out const DamageEvent DamageEvent, Actor*
Attacker);// 0x2c6446c
void BroadcastDamageState(int DState);// 0x2c643bc
float BP_PreTakeDamage(float DamageAmount, out const DamageEvent DamageEvent,
Controller* EventInstigator, Actor* DamageCauser);// 0x37db6c4
bool BP_JudgeComponentBlockBullet(PrimitiveComponent* Comp);// 0x37db6c4
bool BP_GetPickingBoundingBox(out Vector Center, out Vector Extent, out
Rotator Rotation, out float Distance);// 0x37db6c4
float BP_GetDamageRateFromDamageEvent(out const DamageEvent DamageEvent);//
0x37db6c4
float BP_GetDamageRateByTarget(Actor* Target);// 0x37db6c4
enum[] BP_GetDamageableGameObjectType();// 0x37db6c4
bool BP_GetCanBePicked();// 0x37db6c4
FName BP_GetBulletBlockComponentTag();// 0x37db6c4
float BP_GetAdditionaAbsoluteDamageFromDamageEvent(out const DamageEvent
DamageEvent);// 0x37db6c4
void BP_DamageStateChange(int DState);// 0x37db6c4
float BP_CalcFinalMomentum(class DamageType DamageTypeClass, float
BaseMomentun);// 0x37db6c4
float BP_CalcFinalDamageRate(out const DamageEvent DamageEvent, Actor*
Attacker);// 0x37db6c4
--------------------------------
Class: DamageableInterface.DamageableInterfaceBase.Interface.Object
bool JudgeComponentBlockBullet(PrimitiveComponent* Comp);// 0x2c67b38
bool GetPickingBoundingBox(out Vector Center, out Vector Extent, out Rotator
Rotation, out float Distance);// 0x2c679a4
float GetDamageRateFromDamageEvent(out const DamageEvent DamageEvent);//
0x2c678f8
float GetDamageRateByTarget(Actor* Target);// 0x2c67864
enum[] GetDamageableGameObjectType();// 0x2c677b8
bool GetCanBePicked();// 0x2c67778
FName GetBulletBlockComponentTag();// 0x2c6773c
float GetAdditionaAbsoluteDamageFromDamageEvent(out const DamageEvent
DamageEvent);// 0x2c67690
float CalcFinalMomentum(class DamageType DamageTypeClass, float
BaseMomentun);// 0x2c675c0
float CalcFinalDamageRate(out const DamageEvent DamageEvent, Actor*
Attacker);// 0x2c674d0
--------------------------------
Class: DamageDrivenMeshChanger.ActorComponent.Object
float HPPercentage;//[Offset: 0x110 , Size: 4]
DDMCData[] Stuffs;//[Offset: 0x118 , Size: 16]
bool AutoBindTakedamageEvent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x128 , Size: 1]
float MaxHealth;//[Offset: 0x12c , Size: 4]
bool bBreadcastDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x130 , Size: 1]
bool bStopsAtZeroHP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x131 , Size: 1]
float BreadcastDamageInterval;//[Offset: 0x134 , Size: 4]
FName OwnerComponentTags;//[Offset: 0x138 , Size: 8]
delegate OnHPChangeCustomEvent;//[Offset: 0x140 , Size: 16]
delegate OnCliendHPChanged;//[Offset: 0x150 , Size: 16]
delegate OnIndex;//[Offset: 0x160 , Size: 16]
delegate OnClientDamage;//[Offset: 0x170 , Size: 16]
ActorComponent*[] CacheTaggedComponents;//[Offset: 0x190 , Size: 16]
void SetHPPercentage(float InHPPercentage);// 0x2c68ab0
void ResetDoneList();// 0x2c68a84
void OnTakeDamage(Actor* DamagedActor, float Damage, const DamageType*
DamageType, Controller* InstigatedBy, Actor* DamageCauser);// 0x2c6891c
void OnRPCDamage(float Damage);// 0x2c6886c
void OnRep_HPPercentage();// 0x2c68858
void OnHPCustomEvent(Object* LoadedObject);// 0x2c687d4
void OnAssetLoaded(Object* softMtg, int Index);// 0x2c68658
void ExecToClient(const int[] Indicies);// 0x2c685a8
bool CanBroadcastDamage();// 0x2c68570
--------------------------------
Class: DDMCData
SoftObjectPath[] Stuffs;//[Offset: 0x0 , Size: 16]
int HPPercentageRangeMin;//[Offset: 0x10 , Size: 4]
int HPPercentageRangeMax;//[Offset: 0x14 , Size: 4]
bool bUseRPC;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18 ,
Size: 1]
--------------------------------
Class: DataSourceBPLibrary.BlueprintFunctionLibrary.Object
static GMDataSource* GetDataSource(enum InDataType);// 0x2c68ff0
--------------------------------
Class: GMDataSource.Object
--------------------------------
Class: DataTableManager.BlueprintFunctionLibrary.Object
DataTable* PickUpGlobalDataTable;//[Offset: 0x28 , Size: 8]
DataTable* PickUpGlobalIDAndWrapperDataTable;//[Offset: 0x30 , Size: 8]
DataTable* WeaponDataTable;//[Offset: 0x38 , Size: 8]
DataTable* PlayerEquipmentDataTable;//[Offset: 0x40 , Size: 8]
DataTable* WeaponComponentDataTable;//[Offset: 0x48 , Size: 8]
DataTable* ConsumeItemDataTable;//[Offset: 0x50 , Size: 8]
DataTable* AkEventDataTable;//[Offset: 0x58 , Size: 8]
DataTable* GetTableByType(byte TableType);// 0x2c69294
static DataTableManager* GetInstance();// 0x2c69260
--------------------------------
Class: DayToNightActor.Actor.Object
float ClientSyncTime;//[Offset: 0x398 , Size: 4]
FireEventConfig[] EventConfigs;//[Offset: 0x3a0 , Size: 16]
LevelSequenceActor* LevelSequenceActor;//[Offset: 0x3b8 , Size: 8]
void TrytoFireEvent(int EventId);// 0x2c69950
void SetNightVisionOpen(bool bOpen);// 0x2c698cc
void FireEvent(int EventId, int EventParam);// 0x2c69810
void BP_ClientOnFireEvent(int EventId, int EventParam);// 0x37db6c4
--------------------------------
Class: FireEventConfig
int EventId;//[Offset: 0x0 , Size: 4]
float RandomOccur;//[Offset: 0x4 , Size: 4]
float RandomTimeRange;//[Offset: 0x8 , Size: 4]
int EventParam;//[Offset: 0xc , Size: 4]
--------------------------------
Class: LevelSequenceActor.Actor.Object
bool bAutoPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a0 ,
Size: 1]
MovieSceneSequencePlaybackSettings PlaybackSettings;//[Offset: 0x3a8 , Size:
40]
LevelSequencePlayer* SequencePlayer;//[Offset: 0x3d0 , Size: 8]
SoftObjectPath LevelSequence;//[Offset: 0x3d8 , Size: 24]
Actor*[] AdditionalEventReceivers;//[Offset: 0x3f0 , Size: 16]
LevelSequenceBurnInOptions* BurnInOptions;//[Offset: 0x400 , Size: 8]
MovieSceneBindingOverrides* BindingOverrides;//[Offset: 0x408 , Size: 8]
LevelSequenceBurnIn* BurnInInstance;//[Offset: 0x410 , Size: 8]
void SetSequence(LevelSequence* InSequence);// 0x46e5848
void SetEventReceivers(Actor*[] AdditionalReceivers);// 0x46e5714
void SetBinding(MovieSceneObjectBindingID Binding, out const Actor*[] Actors,
bool bAllowBindingsFromAsset);// 0x46e55a4
void ResetBindings();// 0x46e5554
void ResetBinding(MovieSceneObjectBindingID Binding);// 0x46e547c
void RemoveBinding(MovieSceneObjectBindingID Binding, Actor* Actor);//
0x46e5368
LevelSequence* GetSequence(bool bLoad, bool bInitializePlayer);// 0x46e5290
void AddBinding(MovieSceneObjectBindingID Binding, Actor* Actor, bool
bAllowBindingsFromAsset);// 0x46e5140
--------------------------------
Class: MovieSceneSequencePlaybackSettings
int LoopCount;//[Offset: 0x0 , Size: 4]
float PlayRate;//[Offset: 0x4 , Size: 4]
bool bRandomStartTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x8 , Size: 1]
float StartTime;//[Offset: 0xc , Size: 4]
bool bRestoreState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x10 , Size: 1]
bool bDisableMovementInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x11 , Size: 1]
bool bDisableLookAtInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x12 , Size: 1]
bool bHidePlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x13 , Size: 1]
bool bHideHud;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14 ,
Size: 1]
interface class * BindingOverrides;//[Offset: 0x18 , Size: 16]
--------------------------------
Class: LevelSequencePlayer.MovieSceneSequencePlayer.Object
delegate OnCameraCut;//[Offset: 0x748 , Size: 16]
delegate OnTrackEvent;//[Offset: 0x758 , Size: 16]
Object*[] AdditionalEventReceivers;//[Offset: 0x798 , Size: 16]
static LevelSequencePlayer* CreateLevelSequencePlayer(Object*
WorldContextObject, LevelSequence* LevelSequence,
MovieSceneSequencePlaybackSettings Settings, out LevelSequenceActor* OutActor);//
0x46e6914
--------------------------------
Class: MovieSceneSequencePlayer.Object
delegate OnPlay;//[Offset: 0x370 , Size: 16]
delegate OnPlayReverse;//[Offset: 0x380 , Size: 16]
delegate OnStop;//[Offset: 0x390 , Size: 16]
delegate OnPreStop;//[Offset: 0x3a0 , Size: 16]
bool FreezeEndFrame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3b0 , Size: 1]
delegate OnPause;//[Offset: 0x3b8 , Size: 16]
delegate OnFinished;//[Offset: 0x3c8 , Size: 16]
byte Status;//[Offset: 0x3d8 , Size: 1]
bool bReversePlayback;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x3d9 , Size: 1]
bool bPendingFirstUpdate;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x3d9 , Size: 1]
MovieSceneSequence* Sequence;//[Offset: 0x3e0 , Size: 8]
float TimeCursorPosition;//[Offset: 0x3e8 , Size: 4]
float StartTime;//[Offset: 0x3ec , Size: 4]
float EndTime;//[Offset: 0x3f0 , Size: 4]
int CurrentNumLoops;//[Offset: 0x3f4 , Size: 4]
MovieSceneSequencePlaybackSettings PlaybackSettings;//[Offset: 0x408 , Size:
40]
void Stop();// 0x4322888
void StartPlayingNextTick();// 0x4322874
void SetPlayRate(float PlayRate);// 0x43227f8
void SetPlaybackRange(const float NewStartTime, const float NewEndTime);//
0x4322744
void SetPlaybackPosition(float NewPlaybackPosition);// 0x43226c8
void Scrub();// 0x43226b4
void PlayReverse();// 0x43226a0
void PlayLooping(int NumLoops);// 0x4322624
void Play();// 0x4322610
void Pause();// 0x43225fc
void JumpToPosition(float NewPlaybackPosition);// 0x4322580
bool IsPlaying();// 0x4322548
bool IsPaused();// 0x4322510
void GoToEndAndStop();// 0x43224fc
float GetPlayRate();// 0x43224c8
float GetPlaybackStart();// 0x43224ac
float GetPlaybackPosition();// 0x4322478
float GetPlaybackEnd();// 0x432245c
float GetLength();// 0x4322428
Object*[] GetBoundObjects(MovieSceneObjectBindingID ObjectBinding);//
0x432230c
void ChangePlaybackDirection();// 0x43222f8
--------------------------------
Class: MovieSceneObjectBindingID
int SequenceID;//[Offset: 0x0 , Size: 4]
enum Space;//[Offset: 0x4 , Size: 1]
Guid Guid;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: LevelSequenceBurnInOptions.Object
bool bUseBurnIn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28 ,
Size: 1]
SoftClassPath BurnInClass;//[Offset: 0x30 , Size: 24]
LevelSequenceBurnInInitSettings* Settings;//[Offset: 0x48 , Size: 8]
--------------------------------
Class: LevelSequenceBurnInInitSettings.Object
--------------------------------
Class: MovieSceneBindingOverrides.Object
MovieSceneBindingOverrideData[] BindingData;//[Offset: 0x30 , Size: 16]
--------------------------------
Class: MovieSceneBindingOverrideData
MovieSceneObjectBindingID ObjectBindingId;//[Offset: 0x0 , Size: 24]
Object* Object;//[Offset: 0x18 , Size: 8]
bool bOverridesDefault;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x20 , Size: 1]
--------------------------------
Class: LevelSequenceBurnIn.UserWidget.Widget.Visual.Object
LevelSequencePlayerSnapshot FrameInformation;//[Offset: 0x218 , Size: 88]
LevelSequenceActor* LevelSequenceActor;//[Offset: 0x270 , Size: 8]
void SetSettings(Object* InSettings);// 0x37db6c4
class LevelSequenceBurnInInitSettings GetSettingsClass();// 0x46e6254
--------------------------------
Class: LevelSequencePlayerSnapshot
FText MasterName;//[Offset: 0x0 , Size: 24]
float MasterTime;//[Offset: 0x18 , Size: 4]
FText CurrentShotName;//[Offset: 0x20 , Size: 24]
float CurrentShotLocalTime;//[Offset: 0x38 , Size: 4]
CameraComponent* CameraComponent;//[Offset: 0x40 , Size: 8]
LevelSequenceSnapshotSettings Settings;//[Offset: 0x48 , Size: 8]
MovieSceneSequenceID ShotID;//[Offset: 0x50 , Size: 4]
--------------------------------
Class: LevelSequenceSnapshotSettings
byte ZeroPadAmount;//[Offset: 0x0 , Size: 1]
float FrameRate;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: DayToNightActorPVE.Actor.Object
float[] WeatherTimeConfigs;//[Offset: 0x398 , Size: 16]
float DelayCountDownWeatherTime;//[Offset: 0x3a8 , Size: 4]
float ClientSyncTime;//[Offset: 0x3ac , Size: 4]
PVEFireEventConfig[] EventConfigs;//[Offset: 0x3b0 , Size: 16]
LevelSequenceActor* LevelSequenceActor;//[Offset: 0x3c8 , Size: 8]
void SetPVENightVisionOpen(bool bOpen);// 0x2c69f64
void PVETrytoFireEvent(int EventId);// 0x2c69ee8
void PVEFireEvent(int EventId, int EventParam);// 0x2c69e2c
float GetWeatherPlayTime();// 0x2c69df8
void BP_PVEOnExitNightEvent();// 0x37db6c4
void BP_PVEOnEnterNightEvent();// 0x37db6c4
void BP_PVEClientOnFireEvent(int EventId, int EventParam);// 0x37db6c4
--------------------------------
Class: PVEFireEventConfig
int EventId;//[Offset: 0x0 , Size: 4]
float RandomOccur;//[Offset: 0x4 , Size: 4]
float RandomTimeRange;//[Offset: 0x8 , Size: 4]
int EventParam;//[Offset: 0xc , Size: 4]
--------------------------------
Class: DeathMatchMapData.MapDataBase.Object
VisualFieldItem*[] VisualItemListC;//[Offset: 0x60 , Size: 16]
void HideAllVisualFieldItemC();// 0x2c6a360
--------------------------------
Class: VisualFieldItem.UAEUserWidget.UserWidget.Widget.Visual.Object
LinearColor SameLayerColor;//[Offset: 0x3d0 , Size: 16]
LinearColor DiffLayerColor;//[Offset: 0x3e0 , Size: 16]
void SetItemData(VisualFieldMetaInfo ItemMetaInfo, int ViewerLayerID);//
0x2f8e6dc
--------------------------------
Class: DeathMatchMedal_SuperGod.DeathMatchMedalBase.Object
--------------------------------
Class: DeathMatchMedal_ContinuouKill.DeathMatchMedalBase.Object
--------------------------------
Class: DeathMatchMedal_SuperGodEnd.DeathMatchMedalBase.Object
--------------------------------
Class: DeathMatchMedal_TopSpotEnd.DeathMatchMedalBase.Object
--------------------------------
Class: DeathMatchMedal_ContinuouKillEnd.DeathMatchMedalBase.Object
--------------------------------
Class: DeathMatchMedal_FirstKill.DeathMatchMedalBase.Object
--------------------------------
Class: DeathMatchMedal_Revenge.DeathMatchMedalBase.Object
--------------------------------
Class: DeathMatchMedal_HeadShot.DeathMatchMedalBase.Object
--------------------------------
Class: DeathMatchMedal_Hunter.DeathMatchMedalBase.Object
--------------------------------
Class: DeathMatchMedal_Rally.DeathMatchMedalBase.Object
--------------------------------
Class: DeathMatchMedal_Cheer.DeathMatchMedalBase.Object
--------------------------------
Class: DeathMatchMedal_Sharpshooter.DeathMatchMedalBase.Object
--------------------------------
Class: DeathMatchMedal_GorgeousExplosion.DeathMatchMedalBase.Object
--------------------------------
Class: DeathMatchMedal_Slaughter.DeathMatchMedalBase.Object
--------------------------------
Class: DeathMatchMedal_AntiKill.DeathMatchMedalBase.Object
--------------------------------
Class: DeathMatchMedal_SunderArmorExperts.DeathMatchMedalBase.Object
--------------------------------
Class: DeathMatchMedal_RPG.DeathMatchMedalBase.Object
--------------------------------
Class: DeathMatchMedal_Guard.DeathMatchMedalBase.Object
--------------------------------
Class: DeathMatchMedal_Raiders.DeathMatchMedalBase.Object
--------------------------------
Class: DeathMatchMedal_Keeper.DeathMatchMedalBase.Object
--------------------------------
Class: DecalBakingActorMgr.DecalBakingActor.Actor.Object
DecalBakingRTCache[] DecalBakingRTCacheList;//[Offset: 0x3e0 , Size: 16]
DecalBakingRTCache[] DecalBakingRTCacheListII;//[Offset: 0x3f0 , Size: 16]
float RTCacheLifeTime;//[Offset: 0x400 , Size: 4]
int MaxRTCacheCount;//[Offset: 0x404 , Size: 4]
float RTCacheLifeTimeII;//[Offset: 0x408 , Size: 4]
int MaxRTCacheCountII;//[Offset: 0x40c , Size: 4]
float TickUpdateCacheInterval;//[Offset: 0x410 , Size: 4]
void ResetDecalBakingRTCacheParam();// 0x2c6e478
static DecalBakingActorMgr* GetWorldInstance(Object* WorldContextObject);//
0x2c6e3fc
Vector GetSpawanDBPActorLocationByDiyData(out const DIYData InDIYData,
SceneComponent* InSceneComponent);// 0x2c6e2ec
DecalParameter[] GetRelativeDecalParameterFromWorld(SceneComponent*
InSceneComponent);// 0x2c6e1f8
static DecalBakingActorMgr* GetInstance();// 0x2c6e1c4
DecalParameter[] GetDecalParameterFromWorld(Actor* InActor);// 0x2c6e0d0
DecalParameter GetDecalParameter(SceneComponent* InSceneComponent,
DecalBakingParameterComponent* InComponent);// 0x2c6dfdc
TextureRenderTarget2D* CreateNewTextureRenderTarget2D(int X, int Y);//
0x2c6df18
DecalParameter ConvertDIYDataToDecalParam(out const DIYData InDIYData);//
0x2c6de18
DIYData ConvertDecalParamToDIYData(SceneComponent* InSceneComponent,
DecalBakingParameterActor* InDBPActor, bool ZProjection);// 0x2c6dd00
void ClearDecalBackingRTCacheII(enum InType, FString PlayerUID);// 0x2c6db8c
void ClearDecalBackingRTCache(enum InType, FString PlayerUID, bool
bCacheII);// 0x2c6d9cc
--------------------------------
Class: DecalBakingRTCache
enum DecalBakingType;//[Offset: 0x0 , Size: 1]
FString PlayerUID;//[Offset: 0x8 , Size: 16]
int WeaponAvatarID;//[Offset: 0x18 , Size: 4]
TextureRenderTarget2D* TextureRenderTarget;//[Offset: 0x20 , Size: 8]
float LastActiveTime;//[Offset: 0x28 , Size: 4]
bool bMainRoleRT;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2c , Size: 1]
--------------------------------
Class: DecoratorDamage.ActorComponent.Object
FString DamageComponentTag;//[Offset: 0x110 , Size: 16]
float DamageValue;//[Offset: 0x120 , Size: 4]
void OnOverlapEnd(PrimitiveComponent* OverlappedComp, Actor* OtherActor,
PrimitiveComponent* OtherComp, int OtherBodyIndex);// 0x2c72564
void OnOverlapBegin(PrimitiveComponent* OverlappedComp, Actor* OtherActor,
PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out const
HitResult SweepResult);// 0x2c7238c
--------------------------------
Class:
DefaultAntiCheatComponent.WeaponAntiCheatComp.WeaponLogicBaseComponent.ActorCompone
nt.Object
--------------------------------
Class:
DelayFlyProjMovementComponent.ProjectileMovementComponent.MovementComponent.ActorCo
mponent.Object
float ThrowLowGravityScale;//[Offset: 0x1b8 , Size: 4]
float ThrowHighGravityScale;//[Offset: 0x1bc , Size: 4]
bool bResumeMoveAfterImpactWithNoLostFlag;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x1c0 , Size: 1]
Vector LastVelocityBeforeStop;//[Offset: 0x1c4 , Size: 12]
SceneComponent* LastUpdateComponentBeforeStop;//[Offset: 0x1d0 , Size: 8]
void StartFly(Vector flyVelocity, bool isThrowHigh);// 0x2c72ac8
void ResumeMoveAfterImpactWithNoLost();// 0x2c72ab4
--------------------------------
Class: DeliveryConditionDistance.DeliveryConditionCheck.Object
class Actor[] CheckActors;//[Offset: 0x30 , Size: 16]
float DistanceThresholdSqr;//[Offset: 0x40 , Size: 4]
bool CheckDelivery(STExtraBaseCharacter* InTargetPawn);// 0x2c7331c
--------------------------------
Class: DesertStorm.Actor.Object
FName CurGameState;//[Offset: 0x398 , Size: 8]
float TickPlayStormSoundInterval;//[Offset: 0x3a0 , Size: 4]
DesertStormMiniMapData StormMiniMapData;//[Offset: 0x3a8 , Size: 104]
float stormFadeOuterRadius;//[Offset: 0x410 , Size: 4]
float stormFadeInnerRadius;//[Offset: 0x414 , Size: 4]
ScreenAppearanceCfg StormScreenAppearanceCfg;//[Offset: 0x418 , Size: 40]
float OuterRadius;//[Offset: 0x440 , Size: 4]
float playerCutRadius;//[Offset: 0x444 , Size: 4]
CurveFloat* stormDensityCurve;//[Offset: 0x448 , Size: 8]
ExponentialHeightFog* HeightFog;//[Offset: 0x450 , Size: 8]
CurveFloat* fogDensityCurve;//[Offset: 0x458 , Size: 8]
CurveFloat* fogStartDistanceCurve;//[Offset: 0x460 , Size: 8]
AkAudioEvent* soundEffect;//[Offset: 0x468 , Size: 8]
AkComponent* SoundComp;//[Offset: 0x470 , Size: 8]
FString soundRTPC;//[Offset: 0x478 , Size: 16]
CurveFloat* soundCurve;//[Offset: 0x488 , Size: 8]
float soundDelay;//[Offset: 0x490 , Size: 4]
bool UseSpawnAirDropBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x494 , Size: 1]
float FoliageViewDistanceScale;//[Offset: 0x498 , Size: 4]
float ScreenSizeCullingFactor;//[Offset: 0x49c , Size: 4]
float StromCenterThrod;//[Offset: 0x4a0 , Size: 4]
float stormRotateSpeed;//[Offset: 0x4a4 , Size: 4]
bool bSpecialModel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4a8 , Size: 1]
void ShowStormMiniMapMark(int IconID);// 0x2c737d8
void OnRep_CurGameStateChanged();// 0x2c737c4
void HideStormMiniMapMark();// 0x2c737a8
void HandleGameModeStateChanged(out const GameModeStateChangedParams
Params);// 0x2c7371c
void AppearanceReset();// 0x2c73708
--------------------------------
Class: DesertStormMiniMapData
int NormalIconID;//[Offset: 0x60 , Size: 4]
int GrayIconID;//[Offset: 0x64 , Size: 4]
--------------------------------
Class: DestructibleSurfaceInterface.Interface.Object
--------------------------------
Class: DestructibleSurfaceManager.Info.Actor.Object
--------------------------------
Class: DragonBreathProjectile.Actor.Object
float InitalLife;//[Offset: 0x398 , Size: 4]
bool bUseCustomSpread;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x39c , Size: 1]
Rotator[] OffsetRotations;//[Offset: 0x3a0 , Size: 16]
int FirstCircleNums;//[Offset: 0x3b0 , Size: 4]
int TotalCircleNums;//[Offset: 0x3b4 , Size: 4]
float ProjectileVelocitySpread;//[Offset: 0x3b8 , Size: 4]
float ProjectileVerticalSpread;//[Offset: 0x3bc , Size: 4]
float ProjectileHorizontalSpread;//[Offset: 0x3c0 , Size: 4]
float MaxTraceDistance;//[Offset: 0x3c4 , Size: 4]
float MaxFlyingDistanceSquared;//[Offset: 0x3c8 , Size: 4]
float DamageValue;//[Offset: 0x3cc , Size: 4]
class DamageType* DamageTypeClass;//[Offset: 0x3d0 , Size: 8]
float MaxValidHitTime;//[Offset: 0x3d8 , Size: 4]
bool bNeedDrawDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3dc , Size: 1]
FName[] BuffNameArray;//[Offset: 0x3e0 , Size: 16]
float BuffApplyRadius;//[Offset: 0x3f0 , Size: 4]
ParticleSystem* HitParticle;//[Offset: 0x3f8 , Size: 8]
AkAudioEvent* HitSound;//[Offset: 0x400 , Size: 8]
float HitSoundInterval;//[Offset: 0x408 , Size: 4]
bool bHitSomething;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x40c , Size: 1]
DragonBreathRepMovement DragonBreathRepMovement;//[Offset: 0x410 , Size: 40]
CapsuleComponent* RootCollision;//[Offset: 0x438 , Size: 8]
EliteProjectileMovementComponent* ProjectileMovement;//[Offset: 0x440 , Size:
8]
ParticleSystemComponent* ParticleSystemComponent;//[Offset: 0x448 , Size: 8]
void OnRep_ReplicatedMovement();// 0x2c741ac
void OnRep_HitSomething();// 0x2c74198
void HandleProjectileStop(out const HitResult ImpactResult);// 0x2c740f0
void HandleProjectilePassedThroughSomething(out const HitResult Hit, out
const Vector MoveDelta);// 0x2c73ff4
--------------------------------
Class: DragonBreathRepMovement
Vector LinearVelocity;//[Offset: 0x0 , Size: 12]
Vector Location;//[Offset: 0xc , Size: 12]
Rotator Rotation;//[Offset: 0x18 , Size: 12]
enum LocationQuantizationLevel;//[Offset: 0x24 , Size: 1]
enum VelocityQuantizationLevel;//[Offset: 0x25 , Size: 1]
enum RotationQuantizationLevel;//[Offset: 0x26 , Size: 1]
--------------------------------
Class: DrivingChallengeLevelRules.ChallengeLevelRules.Object
TriggerItem_DrivingCheckPoint*[] DrivingCheckPointsArray;//[Offset: 0x30 ,
Size: 16]
int CurrentUnpassIndex;//[Offset: 0x40 , Size: 4]
int TotalPassNum;//[Offset: 0x44 , Size: 4]
bool ValidNewCheckPoint();// 0x2c74948
void SignCheckPointPassed(FString Msg);// 0x2c74814
void SignAndSetDrivingCheckPoint(FString Msg);// 0x2c746e0
void OnReceiveTriggerMsg(TriggerAction* TriggerAction, FString Msg);//
0x2c7455c
void InitLevel();// 0x2c74540
--------------------------------
Class: TriggerItem_DrivingCheckPoint.TriggerBox.TriggerBase.Actor.Object
FString ExtraMsgInfo;//[Offset: 0x3a0 , Size: 16]
byte CheckPointState;//[Offset: 0x3b0 , Size: 1]
bool bIsActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b1 ,
Size: 1]
void OnTriggerExit(Actor* OverlappedActor, Actor* Other);// 0x2f1a234
void OnTriggerEnter(Actor* OverlappedActor, Actor* Other);// 0x2f1a180
void OnRep_ChangeShow();// 0x2f1a16c
bool IsActive();// 0x2f1a150
void Deactivate();// 0x2f1a13c
void Activate();// 0x2f1a128
--------------------------------
Class: DSCommand.Object
FString DeviceType;//[Offset: 0x28 , Size: 16]
FString BaseName;//[Offset: 0x38 , Size: 16]
Object* Parent;//[Offset: 0x48 , Size: 8]
FString[] CVars;//[Offset: 0x68 , Size: 16]
--------------------------------
Class: DSCommandManager.Object
Object*[] DSCommands;//[Offset: 0x28 , Size: 16]
GrayPushCommand* GrayPushCommands;//[Offset: 0x38 , Size: 8]
--------------------------------
Class: GrayPushCommand.Object
FString ModeOpenID;//[Offset: 0x28 , Size: 16]
GPProfileMatch[] MatchProfile;//[Offset: 0x38 , Size: 16]
bool InitConfigFile();// 0x2ce3600
bool GetPushCommands(FString MapShortName, FString GameModeName, FString
ProfileName, out const DeviceInfo DeviceInfo, out FString[] PushComands);//
0x2ce333c
--------------------------------
Class: GPProfileMatch
FString Profile;//[Offset: 0x0 , Size: 16]
GPProfileMatchItem[] Match;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: GPProfileMatchItem
byte SourceType;//[Offset: 0x0 , Size: 1]
byte CompareType;//[Offset: 0x1 , Size: 1]
FString MatchString;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: DuckShooterLED.DecoratorActor.Actor.Object
int[] BestAwards;//[Offset: 0x3e8 , Size: 16]
float ComboTime;//[Offset: 0x3f8 , Size: 4]
enum CurrentState;//[Offset: 0x3fc , Size: 1]
int Score;//[Offset: 0x400 , Size: 4]
int FinalAwardResId;//[Offset: 0x404 , Size: 4]
int FinishTime;//[Offset: 0x408 , Size: 4]
delegate ScoreChangeDelegate;//[Offset: 0x410 , Size: 16]
delegate CurrentStateChangeDelegate;//[Offset: 0x420 , Size: 16]
delegate StartFightDelegate;//[Offset: 0x430 , Size: 16]
delegate FinalAwardChangeDelegate;//[Offset: 0x440 , Size: 16]
delegate FinishTimeChangeDelegate;//[Offset: 0x450 , Size: 16]
delegate ComboDelegate;//[Offset: 0x460 , Size: 16]
void SetScore(int nScore);// 0x2c7563c
void RPC_BroadcastShowCombo(int ComboNum, int AddScore);// 0x2c75580
void RemoteShowCombo(int ComboNum, int AddScore);// 0x2c754cc
void OnRep_FinishTime();// 0x2c754b8
void OnRep_FinalAward();// 0x2c754a4
void OnRep_CurScore();// 0x2c75490
void OnRep_CurrentState();// 0x2c7547c
void EnterReady();// 0x2c75468
void EnterFinish(int nScore, int AwardResId);// 0x2c753b4
void EnterFight(int Seconds);// 0x2c75338
void BroadcastStartFight(enum CState, int fTime);// 0x2c75278
--------------------------------
Class: DynamicAirWallActor.Actor.Object
bool bOpenCollisionAndVisible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x398 , Size: 1]
void OnRep_OpenCollisionAndVisible();// 0x2c75cc0
void BP_RefreshCollisionAndVisible();// 0x37db6c4
--------------------------------
Class: DynamicCreateUIComponent.ActorComponent.Object
UIWidgetConfig UIConfig;//[Offset: 0x110 , Size: 136]
FString ResetUIMsg;//[Offset: 0x198 , Size: 16]
FString CloseUIMsg;//[Offset: 0x1a8 , Size: 16]
bool bRemoveUIAfterDisabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1b8 , Size: 1]
UAEUserWidget* UIWidget;//[Offset: 0x1c0 , Size: 8]
CanvasPanel* CachedParentCanvas;//[Offset: 0x1c8 , Size: 8]
STExtraBaseCharacter* CurDCOwnerPawn;//[Offset: 0x1d0 , Size: 8]
bool ShowUI();// 0x2c761b4
void SetOwnerPawn(STExtraBaseCharacter* Pawn);// 0x2c76130
void OnUIAssetLoadFinish(STExtraPlayerController* OwnerController);//
0x2c760b4
void HideUI();// 0x2c760a0
STExtraBaseCharacter* GetOwnerPawn();// 0x2c76084
--------------------------------
Class: UIWidgetConfig
class UAEUserWidget* WidgetClassPath;//[Offset: 0x0 , Size: 40]
int ZOrder;//[Offset: 0x28 , Size: 4]
Margin MarginData;//[Offset: 0x2c , Size: 16]
Anchors AnchorsData;//[Offset: 0x3c , Size: 16]
Vector2D Position;//[Offset: 0x4c , Size: 8]
FString MountName;//[Offset: 0x58 , Size: 16]
FString MountOuterName;//[Offset: 0x68 , Size: 16]
bool bMountUIRoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x78
, Size: 1]
class Object* UIWidgetClass;//[Offset: 0x80 , Size: 8]
--------------------------------
Class: DynamicEmptyWeatherController.DynamicWeatherController.ActorComponent.Object
bool bDisaleTickLerp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3a0 , Size: 1]
--------------------------------
Class: DynamicFogController.DynamicWeatherController.ActorComponent.Object
--------------------------------
Class: DynamicLevelGenerator.Actor.Object
int CreateLevelNum;//[Offset: 0x398 , Size: 4]
LevelCopyInfo LevelCopyInfo;//[Offset: 0x3a0 , Size: 192]
<LevelStreaming*,int> LevelToLocIdx;//[Offset: 0x460 , Size: 80]
bool bInitialize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4b0
, Size: 1]
void OnLevelStreamStatusChanged(LevelStreaming* LevelStream);// 0x2c76a78
void InitializeLevelInfo();// 0x2c76a64
Vector GetLandscapeOffset(Vector ActorLocation);// 0x2c769d4
int GetLandscapeLandId(Vector ActorLocation);// 0x2c76948
--------------------------------
Class: LevelCopyInfo
<FString> PackageNames;//[Offset: 0x0 , Size: 80]
class LevelStreaming* LevelStreamingClass;//[Offset: 0x50 , Size: 8]
Vector2D LayoutGridSize;//[Offset: 0x58 , Size: 8]
int LayoutRowNum;//[Offset: 0x60 , Size: 4]
Vector StartLocOfLevel;//[Offset: 0x64 , Size: 12]
Vector StartLocOfStreamVolume;//[Offset: 0x70 , Size: 12]
Vector StartLocOfPlayerStart;//[Offset: 0x7c , Size: 12]
Vector StartLocOfMinMapPoint;//[Offset: 0x88 , Size: 12]
FString StreamVolumeName;//[Offset: 0x98 , Size: 16]
FString PlayerStartName;//[Offset: 0xa8 , Size: 16]
Actor* MiniMapStandardPoint;//[Offset: 0xb8 , Size: 8]
--------------------------------
Class: DynamicMovementBaseInterface.Interface.Object
--------------------------------
Class: DynamicRainController.DynamicWeatherController.ActorComponent.Object
delegate OnThunder;//[Offset: 0x3a0 , Size: 16]
bool bWetEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3b0 , Size: 1]
CurveFloat* WetCurve;//[Offset: 0x3b8 , Size: 8]
float MaxRainParticle;//[Offset: 0x3c0 , Size: 4]
float MaxRainParticleLow;//[Offset: 0x3c4 , Size: 4]
float MaxRainParticleDummy;//[Offset: 0x3c8 , Size: 4]
CurveFloat* RainBlendInCurve;//[Offset: 0x3d0 , Size: 8]
CurveFloat* RainBlendOutCurve;//[Offset: 0x3d8 , Size: 8]
bool bThunderEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3e0 , Size: 1]
float ThunderIntervalMin;//[Offset: 0x3e4 , Size: 4]
float ThunderIntervalMax;//[Offset: 0x3e8 , Size: 4]
float ThunderDistanceMin;//[Offset: 0x3ec , Size: 4]
float ThunderDistanceMax;//[Offset: 0x3f0 , Size: 4]
float ThunderAngleMax;//[Offset: 0x3f4 , Size: 4]
STExtraPlayerCharacter* MainPawn;//[Offset: 0x400 , Size: 8]
void OnUserQualitySettingChanged(int renderlevel);// 0x2c77328
STExtraPlayerCharacter* GetMainPawn();// 0x2c772f4
void CreateThunderOnServer();// 0x2c772e0
void CreateThunderOnClient(float Angle, float Distance);// 0x2c77224
--------------------------------
Class: DynamicSpawnController.DynamicWeatherController.ActorComponent.Object
bool bSpawnLevel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a0
, Size: 1]
FName DynamicLevelName;//[Offset: 0x3a8 , Size: 8]
bool bAutoUnloadLevel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3b0 , Size: 1]
bool bUseLocalPlayerLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3b1 , Size: 1]
Transform PlayerLocationOffset;//[Offset: 0x3c0 , Size: 48]
bool bUseWorldLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3f0 , Size: 1]
Transform WorldLocationOffset;//[Offset: 0x400 , Size: 48]
bool bSpawnActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x430
, Size: 1]
class Actor* ActorTemplate;//[Offset: 0x438 , Size: 8]
bool bAutoUnloadActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x440 , Size: 1]
bool bUseLocalPlayerLocation_Actor;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x441 , Size: 1]
Transform PlayerLocationOffset_Actor;//[Offset: 0x450 , Size: 48]
bool bUseWorldLocation_Actor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x480 , Size: 1]
Transform WorldLocationOffset_Actor;//[Offset: 0x490 , Size: 48]
Actor* SpawnedActor;//[Offset: 0x4c0 , Size: 8]
void OnUnloadLevelFinish(int Linkage);// 0x2c77794
void OnLoadLevelFinish(int Linkage);// 0x2c77718
--------------------------------
Class: DynamicSunnyController.DynamicWeatherController.ActorComponent.Object
--------------------------------
Class: EditableHUDWidget.HUDWidgetBase.Object
--------------------------------
Class: EffectParamAdjustActor.Actor.Object
float TickIntervalOverride;//[Offset: 0x398 , Size: 4]
MaterialInstanceDynamic* DynamicMat;//[Offset: 0x3a0 , Size: 8]
enum EffectAdjustType;//[Offset: 0x3a8 , Size: 1]
float MinShowDistance;//[Offset: 0x3ac , Size: 4]
float MaxShowDistance;//[Offset: 0x3b0 , Size: 4]
float StartAdjustDistance;//[Offset: 0x3b4 , Size: 4]
float ScaleDefaultStart;//[Offset: 0x3b8 , Size: 4]
float ScaleDefaultEnd;//[Offset: 0x3bc , Size: 4]
FName ParamName;//[Offset: 0x3c0 , Size: 8]
--------------------------------
Class: EffectSettingMgr.Object
FString SingleLayerColorTable;//[Offset: 0x28 , Size: 16]
FString MultiLayerColorTable;//[Offset: 0x38 , Size: 16]
void UpdateSingleLayerColor(LinearColor Color);// 0x2c7dff4
void UpdateMultiLayerColcor(FString Key, LinearColor Color);// 0x2c7de84
void SetParticleSystemColorSingleLayer(ParticleSystemComponent*
ParticleSystem);// 0x2c7de08
void SetParticleSystemColorMultiLayer(ParticleSystemComponent*
ParticleSystem);// 0x2c7dd8c
--------------------------------
Class: EgyptPharaohActor.Actor.Object
int C_StartTime;//[Offset: 0x398 , Size: 4]
void GMHideDetails(bool bHideOrShow, int HideType);// 0x37db6c4
int GetStartTime();// 0x2c7e4b0
--------------------------------
Class: EliteProjectile_MeleeBase.EliteProjectile.Actor.Object
class DamageType* MeleeDamageTypeClass;//[Offset: 0x518 , Size: 8]
byte MeleeDamageSubType;//[Offset: 0x520 , Size: 1]
EliteProjectile_MeleeHurtEffect HurtEffect;//[Offset: 0x528 , Size: 56]
int itemType;//[Offset: 0x560 , Size: 4]
int SpecificItemID;//[Offset: 0x564 , Size: 4]
CurveFloat* HeadDamageCurve;//[Offset: 0x568 , Size: 8]
CurveFloat* BodyDamageCurve;//[Offset: 0x570 , Size: 8]
class PickUpWrapperActor* MeleePickUp;//[Offset: 0x578 , Size: 8]
bool bHasFirstBounce;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x580 , Size: 1]
PickUpWrapperActor* PickUpWrapperActor;//[Offset: 0x588 , Size: 8]
Pawn* CachedOwnerPawn;//[Offset: 0x5a0 , Size: 8]
PlayerController* CachedOwnerController;//[Offset: 0x5a8 , Size: 8]
float TakeMeleeGrenadeHitDamage(HitResult HitResult, Vector HitDirection);//
0x2c80904
void PlayHitHurtAppearance(HitResult HitResult);// 0x2c8083c
void OnHurtAppearanceParticleSystemFinished(ParticleSystemComponent* PSC);//
0x2c807c0
--------------------------------
Class: EliteProjectile_MeleeHurtEffect
ParticleSystem* Template_Effect;//[Offset: 0x0 , Size: 8]
FName SocketName;//[Offset: 0x8 , Size: 8]
FName HurtRotationSocketName;//[Offset: 0x10 , Size: 8]
float Scale;//[Offset: 0x18 , Size: 4]
Vector LocationOffset;//[Offset: 0x1c , Size: 12]
Rotator RotationOffset;//[Offset: 0x28 , Size: 12]
--------------------------------
Class: SpikeTrapActor.Actor.Object
InstancedStaticMeshComponent* InstancedMesh;//[Offset: 0x398 , Size: 8]
RuntimeMeshComponent* ChainMesh;//[Offset: 0x3a0 , Size: 8]
SplineComponent* MySpline;//[Offset: 0x3a8 , Size: 8]
SkeletalMeshComponent* RigidBodyMesh;//[Offset: 0x3b0 , Size: 8]
float CheckRadius;//[Offset: 0x3b8 , Size: 4]
float CheckLenght;//[Offset: 0x3bc , Size: 4]
AkComponent* AkComp;//[Offset: 0x3c0 , Size: 8]
TslSimpleCollisionReceiver* MineSimpleCollision;//[Offset: 0x3c8 , Size: 8]
AkAudioEvent* DestructionSound;//[Offset: 0x3d0 , Size: 8]
AkAudioEvent* DeploySound;//[Offset: 0x3d8 , Size: 8]
CurveFloat* TimingCurve;//[Offset: 0x3e0 , Size: 8]
enum DeploymentState;//[Offset: 0x3f8 , Size: 1]
Vector OgVelocity;//[Offset: 0x400 , Size: 12]
SplineMeshComponent*[] SplineMeshes;//[Offset: 0x410 , Size: 16]
SegmentPoint[] PointSegments;//[Offset: 0x440 , Size: 16]
int SegmentCount;//[Offset: 0x450 , Size: 4]
float PhysicsDelay;//[Offset: 0x454 , Size: 4]
Vector SpikeMeshScale;//[Offset: 0x458 , Size: 12]
float MaxDeployHeightDifferential;//[Offset: 0x464 , Size: 4]
float DeploymentSpeed;//[Offset: 0x468 , Size: 4]
float SegmentCurve_MaxEndHeight;//[Offset: 0x46c , Size: 4]
float SegmentCurve_Power;//[Offset: 0x470 , Size: 4]
float SegmentCurve_HeightCap;//[Offset: 0x474 , Size: 4]
float OriginOffset_VerticalTimeMultiplier;//[Offset: 0x478 , Size: 4]
float OriginOffset_VerticalPower;//[Offset: 0x47c , Size: 4]
float OriginOffset_HorizontalTimeMultiplier;//[Offset: 0x480 , Size: 4]
float OriginOffset_HorizontalPower;//[Offset: 0x484 , Size: 4]
CurveVector* OriginOffsetCurve;//[Offset: 0x488 , Size: 8]
CurveFloat* SegmentCurve_Start;//[Offset: 0x490 , Size: 8]
CurveFloat* SegmentCurve_End;//[Offset: 0x498 , Size: 8]
CurveFloat* SegmentCurve_Interpolation;//[Offset: 0x4a0 , Size: 8]
bool bPopped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4a8 ,
Size: 1]
void OnRep_Segments();// 0x2c81310
void OnRep_DeployState();// 0x2c812fc
void OnPopped(Vector LaunchDirection);// 0x37db6c4
void OnCollision(out const SimpleCollisionEvent Event);// 0x2c81274
void MulticastPop(Vector LaunchDirection, Vector PopLocation);// 0x2c811b4
bool IsFullLenght();// 0x2c8117c
void Disable();// 0x2c81168
void BPUpdateMeshFromRagdoll();// 0x37db6c4
SplineMeshComponent* BPCreateSplineMesh(out const Transform MeshTransform);//
0x37db6c4
RuntimeMeshComponent* BPCreateRuntimeMesh();// 0x37db6c4
void BPCopySegmentsToAnimation(out const Vector[] Locations, out const
Rotator[] Rotations);// 0x37db6c4
void AddHandle(Transform Transform);// 0x37db6c4
--------------------------------
Class: SegmentPoint
Vector Location;//[Offset: 0x0 , Size: 12]
Vector Normal;//[Offset: 0xc , Size: 12]
--------------------------------
Class: SimpleCollisionEvent
Object* Target;//[Offset: 0x0 , Size: 8]
--------------------------------
Class: AkSettings.Object
byte MaxSimultaneousReverbVolumes;//[Offset: 0x28 , Size: 1]
FilePath WwiseProjectPath;//[Offset: 0x30 , Size: 16]
DirectoryPath WwiseWindowsInstallationPath;//[Offset: 0x40 , Size: 16]
FilePath WwiseMacInstallationPath;//[Offset: 0x50 , Size: 16]
bool SuppressWwiseProjectPathWarnings;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x60 , Size: 1]
bool UseAlternateObstructionOcclusionFeature;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x61 , Size: 1]
--------------------------------
Class: EliteProjectile_SpikeTrap.EliteProjectile.Actor.Object
class SpikeTrapActor* SpikeTrapActor;//[Offset: 0x518 , Size: 8]
bool ShouldSpawnSpikeTrap(out const HitResult Impact);// 0x2c81944
--------------------------------
Class: EliteGameplayStatics.BlueprintFunctionLibrary.Object
static void Shutdown(out BuffApplierFunction BuffApplier);// 0x2c85c24
static void PlayCameraShake(out ExplosionCameraShakeFunction
CameraShakeFunction, const Object* WorldContextObject, out const Vector Origin);//
0x2c85aec
static void MakeVoiceCheck(out ProjectileVoiceCheckEvent VoiceCheck, Actor*
ExplodedObject);// 0x2c85a24
static void MakeExplosionNoise(out ProjectileExplosionNoise ExplosionNoise,
Actor* ExplodedObject, float Multiplier);// 0x2c858d0
static void DrawDebugDamage(out RadialDamageApplyFunction
RadialDamageFunction, Object* WorldContextObject, Vector Origin);// 0x2c857b8
static void DestroyActorLocationMarker(out ActorLocationMarker Marker);//
0x2c85710
static ActorPositionWidget* CreateActorLocationMarker(out ActorLocationMarker
Marker, Actor* Actor);// 0x2c85618
static bool ApplyRadialDamage(out RadialDamageApplyFunction
RadialDamageFunction, out const HitResult[] Hits, out const Vector Origin, Actor*
DamageCauser, Controller* InstigatedByController);// 0x2c85414
static float ApplyPointDamage(out PointDamageApplyFunction
PointDamageFunction, Actor* DamagedActor, out const HitResult HitInfo, Controller*
Instigator, Actor* DamageCauser);// 0x2c85254
static bool ApplyHorizontalVerticalRadialDamage(out
HorizontalVerticalRadialDamageFunction RadialDamageFunction, out const HitResult[]
Hits, out const Vector Origin, Actor* DamageCauser, Controller*
InstigatedByController);// 0x2c8504c
static void Apply(out BuffApplierFunction BuffApplier, Actor*[] NewTargets,
Vector[] NewLocations, Actor* Causer, Controller* Instigator, float
ExpireTimeOverride);// 0x2c84d0c
--------------------------------
Class: BuffApplierFunction
FName BuffName;//[Offset: 0x0 , Size: 8]
CurveFloat* DurationCurve;//[Offset: 0x8 , Size: 8]
bool bRemoveBuffFromExpiredTargets;//(ByteOffset: 0, ByteMask: 1, FieldMask:
1)[Offset: 0x10 , Size: 1]
bool bRefreshBuff;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x10 ,
Size: 1]
bool bClearBuffsOnDisabled;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x10 , Size: 1]
Actor*[] LastTimeTargets;//[Offset: 0x18 , Size: 16]
Actor* Causer;//[Offset: 0x28 , Size: 8]
Controller* Instigator;//[Offset: 0x30 , Size: 8]
--------------------------------
Class: ExplosionCameraShakeFunction
class CameraShake* FrontShake;//[Offset: 0x0 , Size: 8]
class CameraShake* BackShake;//[Offset: 0x8 , Size: 8]
class CameraShake* RightShake;//[Offset: 0x10 , Size: 8]
class CameraShake* LeftShake;//[Offset: 0x18 , Size: 8]
CurveFloat* ShakeIntensityCurve;//[Offset: 0x20 , Size: 8]
byte CameraAnimPlaySpace;//[Offset: 0x28 , Size: 1]
--------------------------------
Class: ProjectileVoiceCheckEvent
float VoiceCheckRadius;//[Offset: 0x0 , Size: 4]
float DisplayDuration;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: ProjectileExplosionNoise
float NoiseRadius;//[Offset: 0x0 , Size: 4]
AkAudioEvent* AkEvent;//[Offset: 0x8 , Size: 8]
FString RTPC_ExplosionDistance;//[Offset: 0x10 , Size: 16]
FString RTPC_ExplosionDistance;//[Offset: 0x20 , Size: 16]
float RTPCValue;//[Offset: 0x30 , Size: 4]
--------------------------------
Class: RadialDamageApplyFunction.DamageApplyFunction
CurveFloat* DamageCurve;//[Offset: 0x18 , Size: 8]
float BaseMomentum;//[Offset: 0x20 , Size: 4]
--------------------------------
Class: DamageApplyFunction
class DamageType* DamageTypeClass;//[Offset: 0x8 , Size: 8]
int ItemID;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: ActorLocationMarker
class ActorPositionWidget* LocationMarkerClass;//[Offset: 0x0 , Size: 8]
Texture2D* MarkerTex;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: PointDamageApplyFunction.DamageApplyFunction
float Damage;//[Offset: 0x14 , Size: 4]
--------------------------------
Class:
HorizontalVerticalRadialDamageFunction.RadialDamageApplyFunction.DamageApplyFunctio
n
CurveFloat* DistanceCurveVertical;//[Offset: 0x28 , Size: 8]
--------------------------------
Class: EmoteAction_ActorAnim.EmoteActionBase.Object
Actor* RealShowActor;//[Offset: 0x58 , Size: 8]
class Actor* PropActorClass;//[Offset: 0x60 , Size: 40]
FName SocketName;//[Offset: 0x88 , Size: 8]
bool bKeepRelative;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x90 , Size: 1]
void Destroy();// 0x2c86170
--------------------------------
Class: EmoteAction_AvatarSlot.EmoteActionBase.Object
enum SlotType;//[Offset: 0x55 , Size: 1]
AnimationAsset* PropAnim;//[Offset: 0x58 , Size: 40]
float PlayRate;//[Offset: 0x80 , Size: 4]
float StartingPosition;//[Offset: 0x84 , Size: 4]
FName StartingSection;//[Offset: 0x88 , Size: 8]
--------------------------------
Class: EmoteAction_LobbyBase.EmoteActionBase.Object
bool CanRotateMainCharacter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x55 , Size: 1]
--------------------------------
Class: EmoteAction_BlendMesh.EmoteAction_LobbyBase.EmoteActionBase.Object
class EmoteActionCharacter* MeshCharacterAsset;//[Offset: 0x58 , Size: 40]
--------------------------------
Class: EmoteActionCharacter.Character.Pawn.Actor.Object
Character* OwnerCharacter;//[Offset: 0x7d0 , Size: 8]
bool OnStartEmote();// 0x37db6c4
bool OnEndEmote();// 0x37db6c4
--------------------------------
Class: EmoteAction_Blueprint.EmoteActionBase.Object
Actor* SpawnActor(Object* InOuter, class Object InClass, out const Transform
InTransform);// 0x2c8731c
bool IsSelf(Character* InCharacter);// 0x2c8728c
bool IsSameTeam(Character* InCharacter);// 0x2c871fc
World* GetWorldInBlueprint(Object* InOuter);// 0x2c87170
GameStateBase* GetGameStateInBlueprint(Object* InOuter);// 0x2c870e4
void Destroy();// 0x2c870c8
void DelayShow();// 0x2c870ac
bool BPStop(Object* InOuter, BackpackEmoteHandle* InHandle);// 0x2c86fdc
bool BPPrepare(Object* InOuter, BackpackEmoteHandle* InHandle);// 0x2c86f0c
bool BPGetNeedLoadSoftPath(out SoftObjectPath[] OutSoftPathList, Object*
InOuter);// 0x2c86d9c
bool BPExecute(Object* InOuter, BackpackEmoteHandle* InHandle);// 0x2c86ccc
bool BPEnd(Object* InOuter, BackpackEmoteHandle* InHandle);// 0x2c86bfc
bool BPDestory();// 0x2c86bbc
bool BPDelayShow();// 0x2c86b7c
--------------------------------
Class: EmoteAction_CameraSequence.EmoteAction_LobbyBase.EmoteActionBase.Object
LevelSequence* SequenceAsset;//[Offset: 0x58 , Size: 40]
--------------------------------
Class: EmoteAction_CharacterMontage.EmoteAction_LobbyBase.EmoteActionBase.Object
AnimationAsset* AnimAsset;//[Offset: 0x58 , Size: 40]
bool RotateBackToZero;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x80 , Size: 1]
bool bNeedSkMeshAnimCorrect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x81 , Size: 1]
--------------------------------
Class: EmoteAction_CPCharacterMontage.EmoteAction_LobbyBase.EmoteActionBase.Object
AnimationAsset* MainCharAnimAsset;//[Offset: 0x58 , Size: 40]
bool RotateBackToZero;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x80 , Size: 1]
Vector MainCharLoacationOffset;//[Offset: 0x84 , Size: 12]
AnimationAsset* CoupleCharAnimAsset;//[Offset: 0x90 , Size: 40]
Vector CoupleCharLocationOffset;//[Offset: 0xb8 , Size: 12]
int[] BoyDefaultEquipment;//[Offset: 0xc8 , Size: 16]
int[] GirlDefaultEquipment;//[Offset: 0xd8 , Size: 16]
Character* OwnerCharacter;//[Offset: 0xe8 , Size: 8]
Character* CoupleCharacter;//[Offset: 0xf0 , Size: 8]
FString EquipmentInfo;//[Offset: 0x100 , Size: 16]
void OnCoupleAvatarEquipped();// 0x2c87bf0
--------------------------------
Class: EmoteAction_MeshAnim.EmoteActionBase.Object
SkeletalMeshComponent* SkeletalMeshComponent;//[Offset: 0x58 , Size: 8]
FName SocketName;//[Offset: 0x60 , Size: 8]
SkeletalMesh* PropMesh;//[Offset: 0x68 , Size: 40]
bool bKeepRelative;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x90 , Size: 1]
AnimationAsset* PropAnim;//[Offset: 0x98 , Size: 40]
bool bAnimLoop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc0 ,
Size: 1]
void Destroy();// 0x2c87ee0
void DelayShow();// 0x2c87ec4
--------------------------------
Class: EmoteAction_MeshAnimMontage.EmoteAction_MeshAnim.EmoteActionBase.Object
class AnimInstance* animBPClass;//[Offset: 0xc8 , Size: 40]
float PlayRate;//[Offset: 0xf0 , Size: 4]
float StartingPosition;//[Offset: 0xf4 , Size: 4]
FName StartingSection;//[Offset: 0xf8 , Size: 8]
--------------------------------
Class: EmoteOptimizationActor.Actor.Object
void OnRespawned();// 0x2c88e58
void OnRecycled();// 0x2c88e3c
bool OnBPRespawned();// 0x37db6c4
bool OnBPRecycled();// 0x37db6c4
--------------------------------
Class: EmoteMatBlendActor.EmoteOptimizationActor.Actor.Object
MatScalarBlendEffect MatBlendEffect;//[Offset: 0x3b8 , Size: 176]
MatScalarBlendEffect GetMatScaleBlendEffect();// 0x2c88a90
--------------------------------
Class: MatScalarBlendEffect
RuntimeFloatCurve BlendCurve;//[Offset: 0x0 , Size: 120]
FName ParamName;//[Offset: 0x78 , Size: 8]
MeshComponent* BlendMeshComponent;//[Offset: 0x80 , Size: 8]
MaterialInterface* OriMatInstance;//[Offset: 0x88 , Size: 8]
MaterialInstanceDynamic* MatDynamic;//[Offset: 0x90 , Size: 8]
--------------------------------
Class: TeammatePositionWidget.UAEUserWidget.UserWidget.Widget.Visual.Object
CanvasPanelSlot* CanvasPanel;//[Offset: 0x3d0 , Size: 8]
Image* ArrowImage;//[Offset: 0x3d8 , Size: 8]
CanvasPanel* TeammateDistPanel;//[Offset: 0x3e0 , Size: 8]
TextBlock* TeammateDistText;//[Offset: 0x3e8 , Size: 8]
CanvasPanel* TeammateNamePanel;//[Offset: 0x3f0 , Size: 8]
TextBlock* TeammateNameText;//[Offset: 0x3f8 , Size: 8]
GridPanel* TeammateGridPanel;//[Offset: 0x400 , Size: 8]
bool InAir;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x408 ,
Size: 1]
STExtraPlayerState* SavedPlayerState;//[Offset: 0x410 , Size: 8]
STExtraBaseCharacter* SavePlayerCharacter;//[Offset: 0x418 , Size: 8]
Vector4 Limit;//[Offset: 0x420 , Size: 16]
int heightPlus;//[Offset: 0x430 , Size: 4]
int rightPlus;//[Offset: 0x434 , Size: 4]
Vector2D UIOffset;//[Offset: 0x438 , Size: 8]
Vector LocOffset;//[Offset: 0x440 , Size: 12]
Vector DeadLocOffset;//[Offset: 0x44c , Size: 12]
Vector2D OnPlaneUIOffset;//[Offset: 0x458 , Size: 8]
float DeadAlpha;//[Offset: 0x460 , Size: 4]
float DeadMournSec;//[Offset: 0x464 , Size: 4]
float AlphaBegin;//[Offset: 0x468 , Size: 4]
float AlphaEnd;//[Offset: 0x46c , Size: 4]
float AlphaStep;//[Offset: 0x470 , Size: 4]
float AlphaBeginDistance;//[Offset: 0x474 , Size: 4]
float AlphaEndDistance;//[Offset: 0x478 , Size: 4]
float ScaleBegin;//[Offset: 0x47c , Size: 4]
float ScaleEnd;//[Offset: 0x480 , Size: 4]
float ScaleStep;//[Offset: 0x484 , Size: 4]
float ScaleBeginDistance;//[Offset: 0x488 , Size: 4]
float ScaleEndDistance;//[Offset: 0x48c , Size: 4]
float MaxShowDistance;//[Offset: 0x490 , Size: 4]
int TargetDistance;//[Offset: 0x494 , Size: 4]
STExtraPlayerController* STExtraPlayerController;//[Offset: 0x4b8 , Size: 8]
void UpdatePlayerRevivalTime(int RemainingRevivalTime, int MaxRevivalTime);//
0x37db6c4
void UpdatePlayerRevivalState(bool InRevivalState, bool IsIDCapPick);//
0x37db6c4
void SetSavedPlayerState(STExtraPlayerState* SPS);// 0x2efd724
void SetCurrentWidgetVisible(bool Visible);// 0x37db6c4
void OnPlayerRevivalTimeChanged(int RemainingRevivalTime, int
MaxRevivalTime);// 0x2efd670
void OnPlayerRevivalStateChanged(bool InRevivalState, bool IsIDCapPick, bool
PlayAniAndSound);// 0x2efd55c
bool IsPlayerInRevival();// 0x2efd524
bool GetWorldToUIShowLocationRect(out const Vector WorldLocation, out const
Vector4 UILimit, out const Vector2D LocalUIOffset, out Vector2D OutPosition, out
float Angle);// 0x2efd338
--------------------------------
Class:
EnemyPositionWidget.TeammatePositionWidget.UAEUserWidget.UserWidget.Widget.Visual.O
bject
CanvasPanel* NearImages;//[Offset: 0x4d8 , Size: 8]
CanvasPanel* FarImages;//[Offset: 0x4e0 , Size: 8]
void SetEnemyLocation(Vector Location);// 0x2c89100
--------------------------------
Class: EnhanceSpotComponent.ActorComponent.Object
EnhancerSpot*[] SpotList;//[Offset: 0x110 , Size: 16]
EnhancerSpot*[] DeactiveSpotList;//[Offset: 0x120 , Size: 16]
NeedActiveEnhanceSpotSruct[] TempNeedActiveEnhances;//[Offset: 0x130 , Size:
16]
int EnhancePreActiveTipsId;//[Offset: 0x140 , Size: 4]
int EnhanceActiveTipsId;//[Offset: 0x144 , Size: 4]
void ShowWarnTips(int TipsID);// 0x2c8a450
void ResetAllEnhanceSpot();// 0x2c8a434
void RandomSpawnEnhanceSpot(int Number, int TimeSeconds, int percent);//
0x2c8a33c
void InitTotalSpotList();// 0x2c8a328
void AddDeactiveSpotList(EnhancerSpot* DSpot);// 0x2c8a2ac
void ActiveLineReadyEnhanceSpots();// 0x2c8a298
--------------------------------
Class: NeedActiveEnhanceSpotSruct
EnhancerSpot*[] TempNeedActiveSpotList;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: EntireMapUI.MapUIBase.Object
delegate OnUpdateMarkerDistanceC;//[Offset: 0x3d8 , Size: 16]
float CorrectLevelToMapScaleC;//[Offset: 0x3e8 , Size: 4]
void UpdatePlayersLocAndRotC(STExtraPlayerController* STEPC,
STExtraPlayerState* STEPS, STExtraGameStateBase* STEGS);// 0x2c8d180
void UpdateMarkerDistanceC();// 0x2c8d164
void TickWidget(out const Geometry MyGeometry, float InDeltaTime);//
0x2c8d084
void InitMap(MapDataBase* InMapData, UserWidget* InUserWidget);// 0x2c8cfc8
float GetLevelToMapScale();// 0x2c8cf8c
--------------------------------
Class: EnvControlActor.Actor.Object
CapsuleComponent* Capsule;//[Offset: 0x398 , Size: 8]
UEnvParamData[] EnvDataLst;//[Offset: 0x3a0 , Size: 16]
LightControlActor*[] LightControllers;//[Offset: 0x3b0 , Size: 16]
SkyLightComponent* SkyLightComp;//[Offset: 0x3c0 , Size: 8]
DirectionalLightComponent* DirectionalLightComp;//[Offset: 0x3c8 , Size: 8]
ExponentialHeightFogComponent* HeightFogComp;//[Offset: 0x3d0 , Size: 8]
TplanLevelPerformanceTrigger* LevelTrigger;//[Offset: 0x3d8 , Size: 8]
float TickIntervalSeconds;//[Offset: 0x3e0 , Size: 4]
bool InitOriginDataByLevel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3e4 , Size: 1]
int OriginParamIndex;//[Offset: 0x3e8 , Size: 4]
int UnderGroundParamIndex;//[Offset: 0x3ec , Size: 4]
float UnderGroundViewDistScale;//[Offset: 0x3f0 , Size: 4]
bool NeedModifyViewDistScale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3f4 , Size: 1]
bool NeedModifyDirectionalLight;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x3f5 , Size: 1]
bool NeedModifySkyLight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3f6 , Size: 1]
bool NeedModifyHeightFog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3f7 , Size: 1]
bool NeedModifyDirectionalLightCastShadow;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x3f8 , Size: 1]
bool NeedTriggerLevelStreaming;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3f9 , Size: 1]
void OnEnterUpGround();// 0x37db6c4
void OnEnterUnderGround();// 0x37db6c4
void OnEnterTunel();// 0x37db6c4
void MarkAllActorsRenderStateDirty();// 0x2c8de4c
void ApplyLightMode(bool High);// 0x2c8ddc8
void AdjustStreamingDistanceScale(float streamingDistanceScale, int Type);//
0x2c8dd10
--------------------------------
Class: UEnvParamData
FString Desc;//[Offset: 0x0 , Size: 16]
SkyLightData SkyLight;//[Offset: 0x10 , Size: 20]
DirectionalLightData DirectionalLight;//[Offset: 0x24 , Size: 20]
HeightFogData HeightFog;//[Offset: 0x38 , Size: 36]
--------------------------------
Class: SkyLightData
float Intensity;//[Offset: 0x0 , Size: 4]
LinearColor LightColor;//[Offset: 0x4 , Size: 16]
--------------------------------
Class: DirectionalLightData
float Intensity;//[Offset: 0x0 , Size: 4]
LinearColor LightColor;//[Offset: 0x4 , Size: 16]
--------------------------------
Class: HeightFogData
float FogDensity;//[Offset: 0x0 , Size: 4]
LinearColor FogInscatteringColor;//[Offset: 0x4 , Size: 16]
float FogHeightFalloff;//[Offset: 0x14 , Size: 4]
float FogMaxOpacity;//[Offset: 0x18 , Size: 4]
float StartDistance;//[Offset: 0x1c , Size: 4]
float FogCutoffDistance;//[Offset: 0x20 , Size: 4]
--------------------------------
Class: LightControlActor.Actor.Object
BoxComponent* BlendLightArea;//[Offset: 0x398 , Size: 8]
BoxComponent* ShutdownLightArea;//[Offset: 0x3a0 , Size: 8]
BoxComponent* OpenLightArea;//[Offset: 0x3a8 , Size: 8]
ArrowComponent* ArrowStartBlend;//[Offset: 0x3b0 , Size: 8]
ArrowComponent* ArrowEndBlend;//[Offset: 0x3b8 , Size: 8]
int UpGroundEnvID;//[Offset: 0x3c0 , Size: 4]
int UnderGroundEnvID;//[Offset: 0x3c4 , Size: 4]
--------------------------------
Class: TplanLevelPerformanceTrigger.Actor.Object
FString[] TplanOnGroundLevels;//[Offset: 0x398 , Size: 16]
FString[] TplanLandScapeLevels;//[Offset: 0x3a8 , Size: 16]
FString[] TplanUnderGroundLevels;//[Offset: 0x3b8 , Size: 16]
void TriggerOnGround();// 0x2f04f34
void TriggerInTrunl();// 0x2f04f20
static void TriggerChangeArea(TplanLevelPerformanceTrigger* levelTriger, bool
enterUnderGround, float ViewDistScale);// 0x2f04e2c
void TriggerArriveUnderGround();// 0x2f04e18
--------------------------------
Class: EventDataCollectionKeys.Object
static FString GetTimestamp();// 0x2c8e470
static FString GetTeammatePositions();// 0x2c8e3ec
static FString GetSelfPosition();// 0x2c8e368
--------------------------------
Class: EventDataCollectionValues.Object
static FString GetTeammatePositionsFromContext(Actor* ActorContext);//
0x2c8e868
static FString GetTeammatePositions(STExtraPlayerState*
STExtraPlayerState);// 0x2c8e784
--------------------------------
Class: EventDataCollectionKeys_RankingScore.EventDataCollectionKeys.Object
static FString GetSurvivalTime();// 0x2c8f4f4
static FString GetRescueTimes();// 0x2c8f470
static FString GetRank();// 0x2c8f3ec
static FString GetPlayerName();// 0x2c8f368
static FString GetMaxKillDistance();// 0x2c8f2e4
static FString GetMarchDistance();// 0x2c8f260
static FString GetKnockouts();// 0x2c8f1dc
static FString GetKillNumInVehicle();// 0x2c8f158
static FString GetKillNumByGrenade();// 0x2c8f0d4
static FString GetKillNum();// 0x2c8f050
static FString GetInDamage();// 0x2c8efcc
static FString GetHeal();// 0x2c8ef48
static FString GetHeadShotNum();// 0x2c8eec4
static FString GetGotAirDropNum();// 0x2c8ee40
static FString GetDriveDistance();// 0x2c8edbc
static FString GetDamage();// 0x2c8ed38
static FString GetAssists();// 0x2c8ecb4
static FString GetAliveTeamNum();// 0x2c8ec30
static FString GetAlivePlayerNum();// 0x2c8ebac
--------------------------------
Class: EventDataCollectionKeys_GameStatus.EventDataCollectionKeys.Object
static FString GetWorldLocation();// 0x2c900bc
static FString GetWeather();// 0x2c90038
static FString GetTotalPlayerCount();// 0x2c8ffb4
static FString GetToPlaneCarryLeftTime();// 0x2c8ff30
static FString GetTeamId();// 0x2c8feac
static FString GetPlaneRouteStop();// 0x2c8fe28
static FString GetPlaneRouteStart();// 0x2c8fda4
static FString GetOpenId();// 0x2c8fd20
static FString GetGameStatus();// 0x2c8fc9c
static FString GetAlivePlayerCount();// 0x2c8fc18
--------------------------------
Class:
EventDataCollectionValues_GameStatus_GameStatus.EventDataCollectionValues.Object
static FString GetWin();// 0x2c90ac8
static FString GetWaitingOnLobby();// 0x2c90a44
static FString GetQualityPlaza();// 0x2c909c0
static FString GetPlaneCarrying();// 0x2c9093c
static FString GetParachuteOpen();// 0x2c908b8
static FString GetParachuteJumping();// 0x2c90834
static FString GetMatching();// 0x2c907b0
static FString GetLanding();// 0x2c9072c
static FString GetFireWorking();// 0x2c906a8
static FString GetFighting();// 0x2c90624
static FString GetCake();// 0x2c905a0
--------------------------------
Class: EventDataCollectionKeys_StartMatching.EventDataCollectionKeys.Object
static FString GetViewType();// 0x2c911fc
static FString GetTeamCount();// 0x2c91178
static FString GetMapId();// 0x2c910f4
static FString GetGameMode();// 0x2c91070
static FString GetFullTeamCount();// 0x2c90fec
--------------------------------
Class: EventDataCollectionKeys_PlaneCarrying.EventDataCollectionKeys.Object
static FString GetStartPosition();// 0x2c91624
static FString GetEndPosition();// 0x2c915a0
--------------------------------
Class:
EventDataCollectionKeys_PuttingDownCakeFireWorks.EventDataCollectionKeys.Object
static FString GetFireWorksOpenId();// 0x2c9198c
static FString GetCakeOpenId();// 0x2c91908
--------------------------------
Class: EventDataCollectionKeys_TakeDropItem.EventDataCollectionKeys.Object
static FString GetType();// 0x2c92114
static FString GetReason();// 0x2c92090
static FString GetPlayerName();// 0x2c9200c
static FString GetOpenId();// 0x2c91f88
static FString GetItemInstanceId();// 0x2c91f04
static FString GetItemID();// 0x2c91e80
static FString GetItemCount();// 0x2c91dfc
static FString GetHoldingCount();// 0x2c91d78
static FString GetBulletCount();// 0x2c91cf4
static FString GetBackpackAvatarItemDurability();// 0x2c91c70
--------------------------------
Class: EventDataCollectionValues_TakeDropItem_Type.EventDataCollectionValues.Object
static FString GetTaking();// 0x2c9267c
static FString GetDropping();// 0x2c925f8
--------------------------------
Class: EventDataCollectionKeys_UsingItem.EventDataCollectionKeys.Object
static FString GetStatus();// 0x2c92b70
static FString GetPlayerName();// 0x2c92aec
static FString GetOpenId();// 0x2c92a68
static FString GetItemLeftCount();// 0x2c929e4
static FString GetItemID();// 0x2c92960
--------------------------------
Class: EventDataCollectionValues_UsingItem_Status.EventDataCollectionValues.Object
static FString GetLeading();// 0x2c9301c
static FString GetInteruption();// 0x2c92f98
static FString GetCompletion();// 0x2c92f14
--------------------------------
Class: EventDataCollectionKeys_Climbing.EventDataCollectionKeys.Object
--------------------------------
Class: EventDataCollectionKeys_Falling.EventDataCollectionKeys.Object
static FString GetType();// 0x2c934f4
static FString GetStatus();// 0x2c93470
--------------------------------
Class: EventDataCollectionValues_Falling_Type.EventDataCollectionValues.Object
static FString GetStart();// 0x2c9385c
static FString GetEnd();// 0x2c937d8
--------------------------------
Class: EventDataCollectionValues_Falling_Status.EventDataCollectionValues.Object
static FString GetNonDriving();// 0x2c93bc4
static FString GetDriving();// 0x2c93b40
--------------------------------
Class: EventDataCollectionKeys_InFieldOfView.EventDataCollectionKeys.Object
static FString GetUniqueIdentifier();// 0x2c94244
static FString GetTargetWorldLocation();// 0x2c941c0
static FString GetOldFieldOfViewNotificationStatus();// 0x2c9413c
static FString GetMyWorldLocation();// 0x2c940b8
static FString GetMinimalScreenLocation();// 0x2c94034
static FString GetMaximumScreenLocation();// 0x2c93fb0
static FString GetFieldOfViewTargetCategory();// 0x2c93f2c
static FString GetCurrentFieldOfViewNotificationStatus();// 0x2c93ea8
--------------------------------
Class:
EventDataCollectionValues_InFieldOfView_FieldOfView.EventDataCollectionValues.Objec
t
static FString GetTombBox();// 0x2c94b4c
static FString GetTeammateVehicle();// 0x2c94ac8
static FString GetTeammate();// 0x2c94a44
static FString GetSmog();// 0x2c949c0
static FString GetFireWorks();// 0x2c9493c
static FString GetEnemyVehicle();// 0x2c948b8
static FString GetEnemy();// 0x2c94834
static FString GetCake();// 0x2c947b0
static FString GetBombing();// 0x2c9472c
static FString GetAirDroping();// 0x2c946a8
--------------------------------
Class: EventDataCollectionKeys_UnderEnermyAttack.EventDataCollectionKeys.Object
static FString GetValue();// 0x2c96134
static FString GetTargetPart();// 0x2c960b0
static FString GetResult();// 0x2c9602c
static FString GetHurtUniqueIdentifier();// 0x2c95fa8
static FString GetHurtPosture();// 0x2c95f24
static FString GetHurtPosition();// 0x2c95ea0
static FString GetHurtPlayerUid();// 0x2c95e1c
static FString GetHurtPlayerName();// 0x2c95d98
static FString GetHurtOpenId();// 0x2c95d14
static FString GetHurtHealth();// 0x2c95c90
static FString GetHurtEquipId();// 0x2c95c0c
static FString GetHurtDirection();// 0x2c95b88
static FString GetHurtBulletCountInClip();// 0x2c95b04
static FString GetHurtAim();// 0x2c95a80
static FString GetDph();// 0x2c959fc
static FString GetDistance();// 0x2c95978
static FString GetCarValue();// 0x2c958f4
static FString GetCarHealth();// 0x2c95870
static FString GetBeHurtUniqueIdentifier();// 0x2c957ec
static FString GetBeHurtPosture();// 0x2c95768
static FString GetBeHurtPosition();// 0x2c956e4
static FString GetBeHurtPlayerUid();// 0x2c95660
static FString GetBeHurtPlayerName();// 0x2c955dc
static FString GetBeHurtOpenId();// 0x2c95558
static FString GetBeHurtJacketDurabilityReduction();// 0x2c954d4
static FString GetBeHurtJacketDurability();// 0x2c95450
static FString GetBeHurtJacket();// 0x2c953cc
static FString GetBeHurtHelmetDurabilityReduction();// 0x2c95348
static FString GetBeHurtHelmetDurability();// 0x2c952c4
static FString GetBeHurtHelmet();// 0x2c95240
static FString GetBeHurtHealth();// 0x2c951bc
static FString GetBeHurtEquipId();// 0x2c95138
static FString GetBeHurtDirection();// 0x2c950b4
static FString GetAce();// 0x2c95030
--------------------------------
Class:
EventDataCollectionValues_UnderEnermyAttack_Result.EventDataCollectionValues.Object
static FString GetWeedingOut();// 0x2c96da4
static FString GetReducingHealth();// 0x2c96d20
static FString GetKnockingOutReducingHealth();// 0x2c96c9c
static FString GetKnockingOut();// 0x2c96c18
--------------------------------
Class:
EventDataCollectionValues_UnderEnermyAttack_BeHurtPosture.EventDataCollectionValues
.Object
static FString GetWalking();// 0x2c97734
static FString GetTurningHead();// 0x2c976b0
static FString GetStanding();// 0x2c9762c
static FString GetRunning();// 0x2c975a8
static FString GetProning();// 0x2c97524
static FString GetJumping();// 0x2c974a0
static FString GetDying();// 0x2c9741c
static FString GetDriving();// 0x2c97398
static FString GetCrouching();// 0x2c97314
static FString GetCarriging();// 0x2c97290
static FString FromPawnStates(int64 PawnStates);// 0x2c971cc
static FString FromPawnState(enum PawnState);// 0x2c97108
--------------------------------
Class:
EventDataCollectionValues_UnderEnermyAttack_HurtPosture.EventDataCollectionValues_U
nderEnermyAttack_BeHurtPosture.EventDataCollectionValues.Object
--------------------------------
Class:
EventDataCollectionValues_UnderEnermyAttack_HurtAim.EventDataCollectionValues.Objec
t
static FString Get(STExtraBaseCharacter* AttackerSTExtraBaseCharacter, Actor*
DamageCauser);// 0x2c97dc8
--------------------------------
Class: EventDataCollectionKeys_TakingDamage.EventDataCollectionKeys.Object
static FString GetResult();// 0x2c98314
static FString GetReason();// 0x2c98290
static FString GetPlayerName();// 0x2c9820c
static FString GetOpenId();// 0x2c98188
static FString GetLeftHealth();// 0x2c98104
--------------------------------
Class:
EventDataCollectionValues_TakingDamage_Reason.EventDataCollectionValues.Object
static FString GetVehiclecolliding();// 0x2c98b30
static FString GetVehicleBombing();// 0x2c98aac
static FString GetPoison();// 0x2c98a28
static FString GetLastBreathWithoutRescue();// 0x2c989a4
static FString GetFalling();// 0x2c98920
static FString GetDrowning();// 0x2c9889c
static FString GetBombing();// 0x2c98818
static FString GetAirAttacking();// 0x2c98794
static FString FromDamageEvent(out const DamageEvent DamageEvent);//
0x2c986b8
--------------------------------
Class:
EventDataCollectionValues_TakingDamage_Result.EventDataCollectionValues_UnderEnermy
Attack_Result.EventDataCollectionValues.Object
--------------------------------
Class: EventDataCollectionKeys_ReducingSignalValue.EventDataCollectionKeys.Object
static FString GetPlayerName();// 0x2c99290
static FString GetOpenId();// 0x2c9920c
static FString GetLeftValue();// 0x2c99188
static FString GetDistance();// 0x2c99104
--------------------------------
Class: EventDataCollectionKeys_CircleReducing.EventDataCollectionKeys.Object
static FString GetOpenId();// 0x2c995f4
--------------------------------
Class: EventDataCollectionKeys_CircleChange.EventDataCollectionKeys.Object
static FString GetWorldLocation();// 0x2c99aa8
static FString GetOldCircleRadius();// 0x2c99a24
static FString GetOldCircleCenter();// 0x2c999a0
static FString GetNewCircleRadius();// 0x2c9991c
static FString GetNewCircleCenter();// 0x2c99898
--------------------------------
Class: EventDataCollectionKeys_Rescue.EventDataCollectionKeys.Object
static FString GetStatus();// 0x2c9a05c
static FString GetRescuePlayerName();// 0x2c99fd8
static FString GetRescueOpenId();// 0x2c99f54
static FString GetBeRescuePlayerName();// 0x2c99ed0
static FString GetBeRescueOpenId();// 0x2c99e4c
--------------------------------
Class:
EventDataCollectionValues_Rescue_Status.EventDataCollectionValues_UsingItem_Status.
EventDataCollectionValues.Object
--------------------------------
Class: EventDataCollectionKeys_DrivingVehicle.EventDataCollectionKeys.Object
static FString GetVehicleId();// 0x2c9a8cc
static FString GetTire();// 0x2c9a848
static FString GetStatus();// 0x2c9a7c4
static FString GetSpeed();// 0x2c9a740
static FString GetOil();// 0x2c9a6bc
static FString GetDrivingType();// 0x2c9a638
static FString GetDriverPlayerName();// 0x2c9a5b4
static FString GetDriverOpenId();// 0x2c9a530
--------------------------------
Class:
EventDataCollectionValues_DrivingVehicle_DrivingType.EventDataCollectionValues.Obje
ct
static FString GetPassanger();// 0x2c9adb4
static FString GetDriver();// 0x2c9ad30
--------------------------------
Class:
EventDataCollectionValues_DrivingVehicle_Status.EventDataCollectionValues.Object
static FString GetOn();// 0x2c9b11c
static FString GetOff();// 0x2c9b098
--------------------------------
Class: EventDataCollectionKeys_ReloadingBullet.EventDataCollectionKeys.Object
static FString GetMaxBulletCountInClip();// 0x2c9b508
static FString GetBulletCountInClip();// 0x2c9b484
static FString GetBulletCountInBarrel();// 0x2c9b400
--------------------------------
Class: EventDataCollectionKeys_AirDrop.EventDataCollectionKeys.Object
static FString GetType();// 0x2c9b8b0
static FString GetPosition();// 0x2c9b82c
--------------------------------
Class: EventDataCollectionValues_AirDrop_Type.EventDataCollectionValues.Object
static FString GetSuper();// 0x2c9bc18
static FString GetNormal();// 0x2c9bb94
--------------------------------
Class: EventDataCollectionKeys_ItemAttach.EventDataCollectionKeys.Object
static FString GetState();// 0x2c9c088
static FString GetOpenId();// 0x2c9c004
static FString GetItemID();// 0x2c9bf80
static FString GetAttachmentId();// 0x2c9befc
--------------------------------
Class: EventDataCollectionValues_ItemAttach_State.EventDataCollectionValues.Object
static FString GetDetaching();// 0x2c9c470
static FString GetAttaching();// 0x2c9c3ec
--------------------------------
Class: EventDataCollectionKeys_PlayerInfo.EventDataCollectionKeys.Object
static FString GetSex();// 0x2c9c85c
static FString GetPlayerName();// 0x2c9c7d8
static FString GetAvatars();// 0x2c9c754
--------------------------------
Class: EventDataCollectionValues_PlayerInfo_Sex.EventDataCollectionValues.Object
static FString GetMale();// 0x2c9cc04
static FString GetFemale();// 0x2c9cb80
--------------------------------
Class: EventDataCollectionKeys_MiniMapShowInfo.EventDataCollectionKeys.Object
static FString GetVoiceCheck();// 0x2c9cf6c
static FString GetPosition();// 0x2c9cee8
--------------------------------
Class:
EventDataCollectionValues_MiniMapShowInfo_VoiceCheck.EventDataCollectionValues.Obje
ct
static FString GetWeapon();// 0x2c9d460
static FString GetTyre();// 0x2c9d3dc
static FString GetSilentWeapon();// 0x2c9d358
static FString GetGlass();// 0x2c9d2d4
static FString GetFootPrint();// 0x2c9d250
--------------------------------
Class: EventDataCollectionKeys_Following.EventDataCollectionKeys.Object
static FString GetFollowType();// 0x2c9d90c
static FString GetFollowerOpenId();// 0x2c9d888
static FString GetFolloweeOpenId();// 0x2c9d804
--------------------------------
Class:
EventDataCollectionValues_Following_FollowType.EventDataCollectionValues.Object
static FString GetRefuse();// 0x2c9de40
static FString GetInvitation();// 0x2c9ddbc
static FString GetFollowing();// 0x2c9dd38
static FString GetCancellation();// 0x2c9dcb4
static FString GetAcception();// 0x2c9dc30
--------------------------------
Class: EventDataCollectionKeys_MiniMapPinning.EventDataCollectionKeys.Object
static FString GetType();// 0x2c9e2ec
static FString GetPinPosition();// 0x2c9e268
static FString GetOpenId();// 0x2c9e1e4
--------------------------------
Class:
EventDataCollectionValues_MiniMapPinning_Type.EventDataCollectionValues.Object
static FString GetPinning();// 0x2c9e694
static FString GetNonPinning();// 0x2c9e610
--------------------------------
Class: EventDataCollectionKeys_Blocking.EventDataCollectionKeys.Object
static FString GetType();// 0x2c9eb88
static FString GetBlockerOpenId();// 0x2c9eb04
static FString GetBlockerIndex();// 0x2c9ea80
static FString GetBlockeeOpenId();// 0x2c9e9fc
static FString GetBlockeeIndex();// 0x2c9e978
--------------------------------
Class: EventDataCollectionValues_Blocking_Type.EventDataCollectionValues.Object
static FString GetNonBlocking();// 0x2c9efb0
static FString GetBlocking();// 0x2c9ef2c
--------------------------------
Class: EventDataCollectionKeys_Dancing.EventDataCollectionKeys.Object
static FString GetDancerOpenId();// 0x2c9f318
static FString GetDanceId();// 0x2c9f294
--------------------------------
Class: EventDataCollectionKeys_PickingupTombBox.EventDataCollectionKeys.Object
static FString GetOpenId();// 0x2c9f890
static FString GetItemIDs();// 0x2c9f80c
static FString GetItemID();// 0x2c9f788
static FString GetItemCounts();// 0x2c9f704
static FString GetItemCount();// 0x2c9f680
static FString GetBoxName();// 0x2c9f5fc
--------------------------------
Class: EventDataCollectionKeys_AirAttacking.EventDataCollectionKeys.Object
static FString GetWorldLocation();// 0x2c9fcf8
static FString GetCenter();// 0x2c9fc74
--------------------------------
Class: EventDataCollectionKeys_CurrentWeapon.EventDataCollectionKeys.Object
static FString GetMaxBulletCountInClip();// 0x2ca0168
static FString GetItemID();// 0x2ca00e4
static FString GetBulletCountInClip();// 0x2ca0060
static FString GetBulletCountInBarrel();// 0x2c9ffdc
--------------------------------
Class: EventDataCollectionKeys_SceneInfo.EventDataCollectionKeys.Object
static FString GetIsInHouse();// 0x2ca04cc
--------------------------------
Class:
EventDataCollectionValues_SceneInfo_IsInHouse.EventDataCollectionValues.Object
static FString GetYes();// 0x2ca07f4
static FString GetNo();// 0x2ca0770
--------------------------------
Class: EventDataCollectionKeys_TeamInfo.EventDataCollectionKeys.Object
static FString GetTeammateOpenIds();// 0x2ca0b5c
static FString GetTeamId();// 0x2ca0ad8
--------------------------------
Class: EventDataCollectionKeys_EnteringLeavingTeam.EventDataCollectionKeys.Object
static FString GetTeamId();// 0x2ca0f48
static FString GetOpenId();// 0x2ca0ec4
static FString GetAction();// 0x2ca0e40
--------------------------------
Class:
EventDataCollectionValues_EnteringLeavingTeam_Action.EventDataCollectionValues.Obje
ct
static FString GetLeaving();// 0x2ca12f0
static FString GetEntering();// 0x2ca126c
--------------------------------
Class: EventDataCollectionKeys_OnOffline.EventDataCollectionKeys.Object
static FString GetType();// 0x2ca1658
static FString GetOpenId();// 0x2ca15d4
--------------------------------
Class: EventDataCollectionValues_OnOffline_Type.EventDataCollectionValues.Object
static FString GetOnline();// 0x2ca19c0
static FString GetOffline();// 0x2ca193c
--------------------------------
Class: EventDataCollectionKeys_RankList.EventDataCollectionKeys.Object
static FString GetType();// 0x2ca1dac
static FString GetState();// 0x2ca1d28
static FString GetOpenId();// 0x2ca1ca4
--------------------------------
Class: EventDataCollectionValues_RankList_State.EventDataCollectionValues.Object
static FString GetOn();// 0x2ca2154
static FString GetOff();// 0x2ca20d0
--------------------------------
Class: EventDataCollectionKeys_TextMessage.EventDataCollectionKeys.Object
static FString GetText();// 0x2ca25c4
static FString GetOpenId();// 0x2ca2540
static FString GetItemPosition();// 0x2ca24bc
static FString GetItemID();// 0x2ca2438
--------------------------------
Class: EventDataCollectionKeys_PawnState.EventDataCollectionKeys.Object
static FString GetType();// 0x2ca2ab4
static FString GetStates();// 0x2ca2a30
static FString GetOpenId();// 0x2ca29ac
static FString GetChangedState();// 0x2ca2928
--------------------------------
Class: EventDataCollectionValues_PawnState_State.EventDataCollectionValues.Object
static FString GetLeaving();// 0x2ca2e9c
static FString GetEntering();// 0x2ca2e18
--------------------------------
Class: EventDataCollectionKeys_OpenCloseDoor.EventDataCollectionKeys.Object
static FString GetRightState();// 0x2ca3288
static FString GetOpenId();// 0x2ca3204
static FString GetLeftState();// 0x2ca3180
--------------------------------
Class:
EventDataCollectionValues_OpenCloseDoor_RightState.EventDataCollectionValues.Object
static FString GetOpen();// 0x2ca36b4
static FString GetClose();// 0x2ca3630
static FString GetBroken();// 0x2ca35ac
--------------------------------
Class:
EventDataCollectionValues_OpenCloseDoor_LeftState.EventDataCollectionValues_OpenClo
seDoor_RightState.EventDataCollectionValues.Object
--------------------------------
Class: EventDataCollectionKeys_MicSpeakerState.EventDataCollectionKeys.Object
static FString GetSpeaker();// 0x2ca3c10
static FString GetOpenId();// 0x2ca3b8c
static FString GetMic();// 0x2ca3b08
--------------------------------
Class: EventDataCollectionKeys_VehicleState.EventDataCollectionKeys.Object
float LowerboundTickReportIntervalSeconds;//[Offset: 0x28 , Size: 4]
float UpperboundTickReportIntervalSeconds;//[Offset: 0x2c , Size: 4]
static FString GetWheelStates();// 0x2ca4044
static FString GetFuel();// 0x2ca3fc0
static FString GetForwardSpeed();// 0x2ca3f3c
--------------------------------
Class: ExplosionFinderShape.Object
--------------------------------
Class: ExplosionFinderShape_Sphere.ExplosionFinderShape.Object
float Radius;//[Offset: 0x28 , Size: 4]
--------------------------------
Class: ExplosionFinderShape_Box.ExplosionFinderShape.Object
Vector Extent;//[Offset: 0x28 , Size: 12]
--------------------------------
Class: ExplosionFinderShape_Capsule.ExplosionFinderShape.Object
float HalfHeight;//[Offset: 0x28 , Size: 4]
float Radius;//[Offset: 0x2c , Size: 4]
--------------------------------
Class: ActorFilter.Object
--------------------------------
Class: ActorFilter_BlueprintBase.ActorFilter.Object
void BlueprintFilter(out const ActorFilterParams ActorFilterParam, out const
FinderResult InResult, out FinderResult OutResult);// 0x37db6c4
--------------------------------
Class: ActorFilterParams
Actor* Causer;//[Offset: 0x0 , Size: 8]
Controller* Instigator;//[Offset: 0x8 , Size: 8]
Vector Origin;//[Offset: 0x10 , Size: 12]
--------------------------------
Class: FinderResult
HitResult Hit;//[Offset: 0x0 , Size: 136]
bool bMarkForRemoving;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x88 , Size: 1]
bool bMarkForKeeping;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x88 , Size: 1]
--------------------------------
Class: ActorFilter_ActorClass.ActorFilter.Object
bool bExplicitClass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x28
, Size: 1]
class Actor[] IncludedActorClasses;//[Offset: 0x30 , Size: 16]
--------------------------------
Class: ActorFilter_CanBeDamaged.ActorFilter.Object
--------------------------------
Class: ActorFilter_InSight.ActorFilter.Object
float InSightAngle;//[Offset: 0x28 , Size: 4]
--------------------------------
Class: ActorFilter_InnerRange.ActorFilter.Object
float InnerRangeDistance;//[Offset: 0x28 , Size: 4]
--------------------------------
Class: ActorFilter_Visibility.ActorFilter.Object
class Actor[] IgnoreActorClasses;//[Offset: 0x28 , Size: 16]
bool bTraceChannel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x38 , Size: 1]
byte BlockChannel;//[Offset: 0x39 , Size: 1]
byte[] BlockObjectTypes;//[Offset: 0x40 , Size: 16]
IntPoint MultiTestGrid;//[Offset: 0x50 , Size: 8]
bool IsTargetBlock(out const ActorFilterParams FilterParams, Actor*
InHitActor, Actor* InTarget);// 0x2ca9580
--------------------------------
Class: FinderParamProvider.Object
bool bReturnPhysMaterial;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x28 , Size: 1]
byte MaskFilter;//[Offset: 0x29 , Size: 1]
--------------------------------
Class: FinderParamProvider_Channel.FinderParamProvider.Object
byte CollisionChannel;//[Offset: 0x2a , Size: 1]
--------------------------------
Class: FinderParamProvider_ObjectType.FinderParamProvider.Object
byte[] ObjectTypes;//[Offset: 0x30 , Size: 16]
--------------------------------
Class: ExplosionFinder.Object
ExplosionFinderShape* ShapeCreater;//[Offset: 0x28 , Size: 8]
FinderParamProvider* FinderParams;//[Offset: 0x30 , Size: 8]
ActorFilter*[] ActorFilters;//[Offset: 0x38 , Size: 16]
enum FinderShape;//[Offset: 0x48 , Size: 1]
Vector Origin;//[Offset: 0x4c , Size: 12]
Vector Direction;//[Offset: 0x58 , Size: 12]
Actor* Causer;//[Offset: 0x68 , Size: 8]
Controller* Instigator;//[Offset: 0x70 , Size: 8]
FinderResult[] FinderResults;//[Offset: 0x128 , Size: 16]
void SetTraceObjectType(byte ObjectType, bool bWantsToTrace);// 0x2caa5e4
void SetTraceChannel(byte NewTraceChannel);// 0x2caa568
void SetSphere(float Radius);// 0x2caa4ec
void SetReturnPhysicalMaterial(bool bWantsToReturn);// 0x2caa468
void SetMaskFilter(byte MaskFilter);// 0x2caa3ec
void SetLocationAndDirection(Vector NewLocation, Vector NewDirection);//
0x2caa334
void SetInstigator(Controller* NewInstigator);// 0x2caa2b8
void SetCollisionResponseToChannel(byte Channel, byte NewResponse);//
0x2caa200
void SetCollisionResponseToAllChannels(byte NewResponse);// 0x2caa184
void SetCauser(Actor* NewActor);// 0x2caa108
void SetCapsule(float HalfHeight, float Radius);// 0x2caa054
void SetBox(Vector Extent);// 0x2ca9fd8
void K2_GetFoundTargets(out FinderResult[] OutFoundTargets);// 0x2ca9e78
void IgnoreComponent(PrimitiveComponent* PrimitiveComponent);// 0x2ca9dfc
void IgnoreActor(Actor* Actor);// 0x2ca9d80
bool Find();// 0x2ca9d48
--------------------------------
Class: ExplosionUtils.BlueprintFunctionLibrary.Object
--------------------------------
Class: ExtendedLoopScrollBox.ScrollBox.PanelWidget.Widget.Visual.Object
delegate OnRefreshItem;//[Offset: 0xa58 , Size: 16]
delegate OnItemCreated;//[Offset: 0xa68 , Size: 16]
delegate OnRefreshSubItem;//[Offset: 0xa78 , Size: 16]
delegate OnSubItemCreated;//[Offset: 0xa88 , Size: 16]
delegate OnViewScrolled;//[Offset: 0xa98 , Size: 16]
class Widget* itemType;//[Offset: 0xaa8 , Size: 8]
float ItemSize;//[Offset: 0xab0 , Size: 4]
float Padding;//[Offset: 0xab4 , Size: 4]
class Widget* SubItemType;//[Offset: 0xab8 , Size: 8]
Vector2D SubItemSize;//[Offset: 0xac0 , Size: 8]
Vector2D SubPadding;//[Offset: 0xac8 , Size: 8]
Vector2D HorizontalPadding;//[Offset: 0xad0 , Size: 8]
Vector2D VerticalPadding;//[Offset: 0xad8 , Size: 8]
bool FrameCreation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xae0 , Size: 1]
CanvasPanel* CanvasPanel;//[Offset: 0xae8 , Size: 8]
<int,Widget*> CurrentItemsMap;//[Offset: 0xb40 , Size: 80]
int[] NeedCreatedItemsArray;//[Offset: 0xb90 , Size: 16]
Widget*[] UnusedItemsArray;//[Offset: 0xba0 , Size: 16]
<int,Widget*> CurrentSubItemsMap;//[Offset: 0xbb0 , Size: 80]
int[] NeedCreatedSubItemsArray;//[Offset: 0xc00 , Size: 16]
Widget*[] UnusedSubItemsArray;//[Offset: 0xc10 , Size: 16]
void UserScrolled(float Offset);// 0x2cabc28
bool SetSubItemCount(int Index, int subCount);// 0x2cabb60
bool SetItemCount(int Count);// 0x2cabad0
void ScrollToSubItemByIndex(int Index);// 0x2caba54
void ScrollToItemByIndex(int Index);// 0x2cab9d8
void ScrollItemToFirstPositionByIndex(int Index);// 0x2cab95c
void RefreshSubItem(int Index);// 0x2cab8e0
void RefreshItem(int Index);// 0x2cab864
void RefreshAllSubItems();// 0x2cab850
void RefreshAllItems();// 0x2cab83c
void OnViewScrolled__DelegateSignature(float Position);// 0x37db6c4
void OnRefreshItem__DelegateSignature(Widget* Item, int Index);// 0x37db6c4
void OnItemCreated__DelegateSignature(Widget* Item, int Index);// 0x37db6c4
bool ClearAllSubItems(bool includeUnused);// 0x2cab7a4
bool ClearAllItems(bool includeUnused);// 0x2cab70c
--------------------------------
Class: ExtendedLoopScrollGrid.ScrollBox.PanelWidget.Widget.Visual.Object
delegate OnRefreshItem;//[Offset: 0xa58 , Size: 16]
delegate OnItemCreated;//[Offset: 0xa68 , Size: 16]
delegate OnRefreshSubItem;//[Offset: 0xa78 , Size: 16]
delegate OnSubItemCreated;//[Offset: 0xa88 , Size: 16]
delegate OnViewScrolled;//[Offset: 0xa98 , Size: 16]
class Widget* itemType;//[Offset: 0xaa8 , Size: 8]
float ItemSize;//[Offset: 0xab0 , Size: 4]
float Padding;//[Offset: 0xab4 , Size: 4]
class Widget* SubItemType;//[Offset: 0xab8 , Size: 8]
Vector2D SubItemSize;//[Offset: 0xac0 , Size: 8]
Vector2D SubPadding;//[Offset: 0xac8 , Size: 8]
Vector2D HorizontalPadding;//[Offset: 0xad0 , Size: 8]
Vector2D VerticalPadding;//[Offset: 0xad8 , Size: 8]
bool FrameCreation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xae0 , Size: 1]
CanvasPanel* CanvasPanel;//[Offset: 0xaf0 , Size: 8]
<int,Widget*> CurrentItemsMap;//[Offset: 0xb70 , Size: 80]
int[] NeedCreatedItemsArray;//[Offset: 0xbc0 , Size: 16]
Widget*[] UnusedItemsArray;//[Offset: 0xbd0 , Size: 16]
<int,Widget*> CurrentSubItemsMap;//[Offset: 0xbe0 , Size: 80]
int[] NeedCreatedSubItemsArray;//[Offset: 0xc30 , Size: 16]
Widget*[] UnusedSubItemsArray;//[Offset: 0xc40 , Size: 16]
void UserScrolled(float Offset);// 0x2cac7fc
bool SetSubItemCount(int Index, int subCount);// 0x2cac734
bool SetItemCount(int Count);// 0x2cac6a4
void ScrollToSubItemByIndex(int Index, int subIndex);// 0x2cac5f0
void ScrollToItemByIndex(int Index);// 0x2cac574
void RefreshSubItem(int Index, int subIndex);// 0x2cac4c0
void RefreshItem(int Index);// 0x2cac444
void RefreshAllSubItems();// 0x2cac430
void RefreshAllItems();// 0x2cac41c
void OnViewScrolled__DelegateSignature(float Position);// 0x37db6c4
void OnSubItemCreated__DelegateSignature(Widget* Item, int Index, int
subIndex);// 0x37db6c4
void OnRefreshSubItem__DelegateSignature(Widget* Item, int Index, int
subIndex);// 0x37db6c4
void OnRefreshItem__DelegateSignature(Widget* Item, int Index);// 0x37db6c4
void OnItemCreated__DelegateSignature(Widget* Item, int Index);// 0x37db6c4
bool ClearAllSubItems(bool includeUnused);// 0x2cac384
bool ClearAllItems(bool includeUnused);// 0x2cac2ec
--------------------------------
Class: UnitSpeciesGenerator.Object
FString LuaFilePath;//[Offset: 0x30 , Size: 16]
bool bSuccess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40 ,
Size: 1]
void PostConfig(Actor* Actor);// 0x2f61254
SpawnerBase* GetSpawner();// 0x2f61220
--------------------------------
Class: SpawnerBase.Actor.Object
UnitTransformGenerator* TransformGenerator;//[Offset: 0x3a0 , Size: 8]
UnitSpeciesGenerator* SpeciesGenerator;//[Offset: 0x3a8 , Size: 8]
FString LuaFilePath;//[Offset: 0x3b0 , Size: 16]
void Stop();// 0x2dd2248
Actor* SpawnUnit();// 0x2dd220c
void Run();// 0x2dd21f0
GameLevelManagerComponent* GetGameLevelManager();// 0x2dd21bc
--------------------------------
Class: UnitTransformGenerator.Object
FString LuaFilePath;//[Offset: 0x30 , Size: 16]
bool bSuccess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40 ,
Size: 1]
SpawnerBase* GetSpawner();// 0x2f61734
Transform Generate();// 0x2f616d8
--------------------------------
Class: GameLevelManagerComponent.ActorComponent.Object
delegate OnAppendEliteGroup;//[Offset: 0x110 , Size: 16]
delegate OnRemoveEliteGroup;//[Offset: 0x120 , Size: 16]
int EliteWarningItemIconID;//[Offset: 0x130 , Size: 4]
<int,int> EliteWarningItemInstanceIDMap;//[Offset: 0x138 , Size: 80]
GameLevelDesc[] CurActiveGameLevelList;//[Offset: 0x188 , Size: 16]
LevelData[] CurActiveGameLevelDataList;//[Offset: 0x198 , Size: 16]
int TotalAliveMonsterNum;//[Offset: 0x1a8 , Size: 4]
int BornLevelMonsterNum;//[Offset: 0x1ac , Size: 4]
int BornShitMonsterNum;//[Offset: 0x1b0 , Size: 4]
<FString,SingleLevelObjArray> LevelObjs;//[Offset: 0x1b8 , Size: 80]
AliveMonsterNum[] AliveMonsterNumList;//[Offset: 0x208 , Size: 16]
GameLevelDesc CurCompletedGameLevel;//[Offset: 0x218 , Size: 24]
float LevelBeginTime;//[Offset: 0x230 , Size: 4]
float LevelEndTime;//[Offset: 0x234 , Size: 4]
int GM_Diffcult;//[Offset: 0x238 , Size: 4]
bool GM_UnLoadLevelData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x23c , Size: 1]
bool GM_UnLoadDynamicLevel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x23d , Size: 1]
float NavTickInterval;//[Offset: 0x240 , Size: 4]
LevelData[] LevelDataList;//[Offset: 0x248 , Size: 16]
LevelRelifePointInfo[] LevelRelifePointList;//[Offset: 0x260 , Size: 16]
FString MonsterTableName;//[Offset: 0x270 , Size: 16]
FString MonsterBPTableName;//[Offset: 0x280 , Size: 16]
FString MonsterSpecialStateTableName;//[Offset: 0x290 , Size: 16]
FString DecoratorTableName;//[Offset: 0x2a0 , Size: 16]
FString MonsterDropTableName;//[Offset: 0x2b0 , Size: 16]
int RelifePosOffsetZ;//[Offset: 0x2c0 , Size: 4]
Actor* SpawnPickup(int ID, out const Transform Transform, const int
ContentNum);// 0x2cbaa34
Actor* SpawnMonster(int ID, out const Transform Transform, out const
MonsterParams Params);// 0x2cba880
void RemoveRelifePoint(out GameLevelDesc LevelDesc);// 0x2cba7bc
void RegisterGameEvent();// 0x2cba7a8
void OnRep_CurGameLevelChanged();// 0x2cba794
void OnMonsterWaveEnd(out GameLevelDesc LevelDesc, int WaveID);// 0x2cba688
void OnGameStart();// 0x2cba674
void OnGameEnd();// 0x2cba660
void OnBotDied(Actor* Actor, Actor* Killer);// 0x2cba5ac
void OnBotBorn(Actor* Actor);// 0x2cba530
void OnActorUniqueIdRemove(uint32 SId);// 0x2cba4b4
void OnActorUniqueIdAdd(Actor* Actor, uint32 SId);// 0x2cba3fc
void OnActorSpawn(Actor* Actor);// 0x2cba380
void OnActorDespawn(Actor* Actor);// 0x2cba304
bool KillUnitBySingleId(int SingleId, bool ForbidenReborn);// 0x2cba230
bool KillUnitBySelf(Actor* TActor);// 0x2cba1a0
bool KillUnit(byte BotCat, int BotType, bool ForbidenReborn);// 0x2cba090
bool KillCategoryUnit(byte BotCat, bool ForbidenReborn);// 0x2cb9fbc
void InitUnit(Actor* TActor, byte Category);// 0x2cb9f04
void InitRelifePoint(out GameLevelDesc LevelDesc, RelifePoint[]
PVERelifePoints);// 0x2cb9d24
void InitLuaLevelActors();// 0x2cb9d10
void InitLevelAddObjs(out LevelData LevelData);// 0x2cb9c34
void Init();// 0x2cb9c20
void HandleGameLevelEnd(out GameLevelDesc LevelDesc);// 0x2cb9b5c
void HandleEnterLevel(out GameLevelDesc InLevelDesc, Actor* OffsetActor);//
0x2cb9a50
Actor* GetUnit(byte Category, int TypeID);// 0x2cb9988
bool GetRelifeTrans(out const Vector NearVector, out Transform
RelifeTrans);// 0x2cb9884
LevelData[] GetNearPosLevelList(int GetNum, int RandomNum, int ChapterType,
Vector NearPos);// 0x2cb9674
bool GetNearPosLevel(Vector NearPos, int ChapterType, LevelData[]
AvoidLevelList, out LevelData OutLevelData);// 0x2cb9354
LevelData GetLoadedLevelData(out GameLevelDesc LevelDesc);// 0x2cb9260
int GetAliveMonsterNum(byte SourceType);// 0x2cb91d4
LevelData GetActiveLevelDataByLevelDesc(out GameLevelDesc LevelDesc);//
0x2cb90e0
void EndLevelAddObjs(out LevelData LevelData);// 0x2cb9004
void ChangeAliveMonsterNumList(byte SourceType, int Addition);// 0x2cb8f4c
void BroadRemoveEliteGroup(int LevelId, Vector pos);// 0x2cb8e8c
void BroadAppendEliteGroup(int LevelId, Vector pos);// 0x2cb8dcc
void AdjustPosByOffsetActor(out LevelData LevelData, Transform
OffsetTrans);// 0x2cb8c80
void ActiveRelifePoint(out GameLevelDesc LevelDesc, int ID, bool
ActivePoint);// 0x2cb8b30
--------------------------------
Class: GameLevelDesc
int ChapterID;//[Offset: 0x0 , Size: 4]
int LevelId;//[Offset: 0x4 , Size: 4]
FString Desc;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: LevelData
GameLevelDesc LevelDesc;//[Offset: 0x0 , Size: 24]
FString[] TargetClassPaths;//[Offset: 0x18 , Size: 16]
FString LeveDirectorFilePath;//[Offset: 0x28 , Size: 16]
byte EndCondType;//[Offset: 0x38 , Size: 1]
FString EndCondPar;//[Offset: 0x40 , Size: 16]
bool IsLastLevel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x50 , Size: 1]
int DiffcultPerc;//[Offset: 0x54 , Size: 4]
Vector[] TaskPointLocations;//[Offset: 0x58 , Size: 16]
RelifePoint[] PVERelifePointsInfo;//[Offset: 0x68 , Size: 16]
PVECircle[] PVECircleInfo;//[Offset: 0x78 , Size: 16]
MonsterWave[] MonsterWaveCfg;//[Offset: 0x88 , Size: 16]
Vector pos;//[Offset: 0x98 , Size: 12]
LevelObjets[] LevelAddObjs;//[Offset: 0xa8 , Size: 16]
--------------------------------
Class: RelifePoint
int ID;//[Offset: 0x0 , Size: 4]
bool IsActivePoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4
, Size: 1]
Transform Trans;//[Offset: 0x10 , Size: 48]
--------------------------------
Class: PVECircle
int CircleID;//[Offset: 0x0 , Size: 4]
Vector2D targetPos;//[Offset: 0x4 , Size: 8]
float Radius;//[Offset: 0xc , Size: 4]
float MoveTime;//[Offset: 0x10 , Size: 4]
float Pain;//[Offset: 0x14 , Size: 4]
--------------------------------
Class: MonsterWave
float WaveDelayTime;//[Offset: 0x0 , Size: 4]
MonsterGroup[] MonsterGroupList;//[Offset: 0x8 , Size: 16]
FString Desc;//[Offset: 0x18 , Size: 16]
byte EndCondType;//[Offset: 0x28 , Size: 1]
int EndCondPar;//[Offset: 0x2c , Size: 4]
int ID;//[Offset: 0x30 , Size: 4]
--------------------------------
Class: MonsterGroup
FString Desc;//[Offset: 0x0 , Size: 16]
byte ChooseGroupSpotType;//[Offset: 0x10 , Size: 1]
int NearPlayTeamIdx;//[Offset: 0x14 , Size: 4]
ZMonsterSpotGroup*[] SpotGroupChooseList;//[Offset: 0x18 , Size: 16]
MonsterSpotGroup[] MonsterSpotGroupChooseList;//[Offset: 0x28 , Size: 16]
MonsterGeneratePlan[] PlanList;//[Offset: 0x38 , Size: 16]
int ID;//[Offset: 0x48 , Size: 4]
--------------------------------
Class: ZMonsterSpotGroup.SceneComponent.ActorComponent.Object
FString Desc;//[Offset: 0x2d0 , Size: 16]
ZMonsterSpot*[] SpotList;//[Offset: 0x2e0 , Size: 16]
--------------------------------
Class: ZMonsterSpot.ZSpotSceneComponent.SceneComponent.ActorComponent.Object
FString Desc;//[Offset: 0x2d0 , Size: 16]
byte MonsterSpotType;//[Offset: 0x2e0 , Size: 1]
ZMonsterRoadPoint*[] RoadPointList;//[Offset: 0x2e8 , Size: 16]
byte SpotRadius;//[Offset: 0x2f8 , Size: 1]
--------------------------------
Class: ZSpotSceneComponent.SceneComponent.ActorComponent.Object
--------------------------------
Class: ZMonsterRoadPoint.ZSpotSceneComponent.SceneComponent.ActorComponent.Object
int ID;//[Offset: 0x2cc , Size: 4]
int Radius;//[Offset: 0x2d0 , Size: 4]
--------------------------------
Class: MonsterSpotGroup
FString Desc;//[Offset: 0x0 , Size: 16]
Vector pos;//[Offset: 0x10 , Size: 12]
MonsterSpot[] SpotList;//[Offset: 0x20 , Size: 16]
--------------------------------
Class: MonsterSpot
FString Desc;//[Offset: 0x0 , Size: 16]
byte MonsterSpotType;//[Offset: 0x10 , Size: 1]
Vector pos;//[Offset: 0x14 , Size: 12]
RoadPointInfo[] RoadPointList;//[Offset: 0x20 , Size: 16]
byte SpotRadius;//[Offset: 0x30 , Size: 1]
--------------------------------
Class: MonsterGeneratePlan
FString Desc;//[Offset: 0x0 , Size: 16]
int PlanWeight;//[Offset: 0x10 , Size: 4]
MonsterGenerateCfg[] PlanDetail;//[Offset: 0x18 , Size: 16]
int ID;//[Offset: 0x28 , Size: 4]
--------------------------------
Class: MonsterGenerateCfg
int MonsterID;//[Offset: 0x0 , Size: 4]
FString Desc;//[Offset: 0x8 , Size: 16]
byte SpotType;//[Offset: 0x18 , Size: 1]
int MonsterNum;//[Offset: 0x1c , Size: 4]
float RandomGenerateDelayTime;//[Offset: 0x20 , Size: 4]
int ReBornTimes;//[Offset: 0x24 , Size: 4]
int ReBornDelay;//[Offset: 0x28 , Size: 4]
float GenerateDelayTime;//[Offset: 0x2c , Size: 4]
int ID;//[Offset: 0x30 , Size: 4]
--------------------------------
Class: LevelObjets
class Object* Objects;//[Offset: 0x0 , Size: 8]
Transform Trans;//[Offset: 0x10 , Size: 48]
--------------------------------
Class: SingleLevelObjArray
Actor*[] LevelObjs;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: AliveMonsterNum
int Num;//[Offset: 0x0 , Size: 4]
byte SourceType;//[Offset: 0x4 , Size: 1]
--------------------------------
Class: LevelRelifePointInfo
GameLevelDesc LevelDesc;//[Offset: 0x0 , Size: 24]
RelifePointInfo[] RelifePointList;//[Offset: 0x18 , Size: 16]
--------------------------------
Class: RelifePointInfo
int ID;//[Offset: 0x0 , Size: 4]
Transform RelifeTrans;//[Offset: 0x10 , Size: 48]
bool IsActivePoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x40 , Size: 1]
--------------------------------
Class: MonsterParams
--------------------------------
Class: FakePlayerSpeciesGenerator.UnitSpeciesGenerator.Object
FakePlayerParams Params;//[Offset: 0x44 , Size: 16]
FakePlayerSpeciesParams GenerateCustom();// 0x2cad884
--------------------------------
Class: FakePlayerParams
int TeamID;//[Offset: 0x0 , Size: 4]
int ParamsID;//[Offset: 0x4 , Size: 4]
int CampID;//[Offset: 0x8 , Size: 4]
bool bUsePool;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc ,
Size: 1]
--------------------------------
Class: FakePlayerSpeciesParams
int ID;//[Offset: 0x0 , Size: 4]
int TeamID;//[Offset: 0x4 , Size: 4]
int SingleId;//[Offset: 0x8 , Size: 4]
int ParamsID;//[Offset: 0xc , Size: 4]
int CampID;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: FerrisBoxRecord.ActorComponent.Object
FerrisWheel* mp_OwnerFerris;//[Offset: 0x110 , Size: 8]
--------------------------------
Class: FerrisWheel.SimulateSyncSmoothActor.Actor.Object
Vector BoxExtentMin;//[Offset: 0x3a0 , Size: 12]
Vector BoxExtentMax;//[Offset: 0x3ac , Size: 12]
Box OutBoundBox;//[Offset: 0x3b8 , Size: 28]
Box InBoundBox;//[Offset: 0x3d4 , Size: 28]
Vector DefaultInPosition;//[Offset: 0x3f0 , Size: 12]
float mf_PassDoorAngel;//[Offset: 0x3fc , Size: 4]
float RotateSpeedCpp;//[Offset: 0x400 , Size: 4]
FerrisBoxRecord* mp_BoxRecorder;//[Offset: 0x458 , Size: 8]
void UnRegSingleBox(StaticMeshComponent* InStatic);// 0x2caee9c
void StandBox();// 0x2caee88
void RegNewBox(SkeletalMeshComponent* InSkel);// 0x2caee0c
void PullBoxStand(SceneComponent* InComp);// 0x2caed88
bool PassThroughDoor(StaticMeshComponent* InComp, out const Vector InStart,
out const Vector InEnd);// 0x2caec64
void OnBoxHitted(PrimitiveComponent* HitComponent, Actor* OtherActor,
PrimitiveComponent* OtherComp, Vector NormalImpulse, out const HitResult Hit);//
0x2caead8
bool IsInFerrisDoor(StaticMeshComponent* InComp, out const Vector InPos, bool
InShouldLog);// 0x2cae9b8
bool IsInFerrisBox(StaticMeshComponent* InComp, out const Vector InPos, bool
InShouldLog);// 0x2cae898
void Init_Refs();// 0x37db6c4
Vector GetGoodOutPos(StaticMeshComponent* InComp, out const Vector InPos,
bool ForceForward);// 0x2cae778
void CheckPosition(out const Vector InPos, StaticMeshComponent*
InHitedBox);// 0x2cae6a8
void BroadcastEnableTick(bool bEnabled);// 0x2cae5e4
--------------------------------
Class: SimulateSyncSmoothActor.Actor.Object
SimulateSyncSmoothComponent* SimulateSyncSmooth;//[Offset: 0x398 , Size: 8]
void SetVelocity(out const Vector Velocity);// 0x2db546c
void SetAngularVelocity(float PitchSpeed, float YawSpeed, float RollSpeed);//
0x2db537c
--------------------------------
Class: FieldOfViewTargetCategoryGetterInterface.Interface.Object
FString GetFieldOfViewTargetCategory(Object* Context);// 0x2cb23b0
--------------------------------
Class:
FillGasWeaponState.WeaponStateBase.WeaponLogicBaseComponent.ActorComponent.Object
STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x1a8 , Size: 8]
Pawn* WeaponOwner;//[Offset: 0x1b0 , Size: 8]
--------------------------------
Class:
FiremanGameState.STExtraGameStateBase.UAEGameState.GameState.GameStateBase.Info.Act
or.Object
int FiremanPhase;//[Offset: 0xd9c , Size: 4]
int FiremanSwitchIndex;//[Offset: 0xda0 , Size: 4]
--------------------------------
Class:
FiremanPlayerState.STExtraPlayerState.UAEPlayerState.PlayerState.Info.Actor.Object
float LastCaculateAreaTime;//[Offset: 0x12dc , Size: 4]
int CurrentAreaID;//[Offset: 0x12e0 , Size: 4]
int[] PassedAreaID;//[Offset: 0x12e8 , Size: 16]
DeliveryFood[] DeliveryFoodCfg;//[Offset: 0x12f8 , Size: 16]
<int,DeliveryFood> AreaToDeliveryFoodMap;//[Offset: 0x1308 , Size: 80]
void UpdateFoodDeliveryTask();// 0x2cb3084
void RPC_Client_DeliveryFoodShowTips(const int InItemSpecialID, const int
InItemCount);// 0x2cb2f94
bool GetSupplyRelationFromTable();// 0x37db6c4
void DeliveryFoodShowTips(out const int InItemSpecialID, out const int
InItemCount);// 0x37db6c4
--------------------------------
Class: DeliveryFood
int AreaID;//[Offset: 0x0 , Size: 4]
int[] DeliveryFoodIDList;//[Offset: 0x8 , Size: 16]
--------------------------------
Class:
FireWeaponState.WeaponStateBase.WeaponLogicBaseComponent.ActorComponent.Object
STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x1a8 , Size: 8]
Pawn* WeaponOwner;//[Offset: 0x1c8 , Size: 8]
bool OpenPressBtnStay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1d0 , Size: 1]
--------------------------------
Class:
FlareGunCrossHairComponent.CrossHairComponent.WeaponLogicBaseComponent.ActorCompone
nt.Object
Texture2D* DisableTexture;//[Offset: 0x230 , Size: 8]
float fadeInSpeed;//[Offset: 0x240 , Size: 4]
float fadeOutSpeed;//[Offset: 0x244 , Size: 4]
float fadeScaleMin;//[Offset: 0x248 , Size: 4]
float fadeScaleMax;//[Offset: 0x24c , Size: 4]
float fadeColorAlphaMin;//[Offset: 0x250 , Size: 4]
float fadeColorAlphaMax;//[Offset: 0x254 , Size: 4]
--------------------------------
Class: FloatingPlatformMgrComponent.ActorComponent.Object
class FloatingTempleActor* FloatingTempleActorTemplate;//[Offset: 0x110 ,
Size: 8]
TempleSpawnConfig[] TempleSpawnConfigs;//[Offset: 0x118 , Size: 16]
int TempleCount;//[Offset: 0x128 , Size: 4]
float TempleMaxHeight;//[Offset: 0x12c , Size: 4]
float TempleAddHeight;//[Offset: 0x130 , Size: 4]
FloatingTempleActor*[] FloatingTemples;//[Offset: 0x138 , Size: 16]
<FloatingTempleActor*,float> NotAssignMaxHeightTemples;//[Offset: 0x148 ,
Size: 80]
void StopMoving();// 0x2cb37fc
void StartMoving();// 0x2cb37e8
void SpawnFloatingTemple();// 0x2cb37d4
void Disappear();// 0x2cb37c0
--------------------------------
Class: FloatingTempleActor.STExtraHouseActor.UAEHouseActor.UAENetActor.Actor.Object
SceneComponent* RootSceneComponent;//[Offset: 0x4f0 , Size: 8]
PlatformSceneComponent* BaseMesh;//[Offset: 0x4f8 , Size: 8]
PlatformMovementComponent* PlatformMovementComp;//[Offset: 0x500 , Size: 8]
int MaxPlayerCountOnTemple;//[Offset: 0x508 , Size: 4]
float MovingUpSpeed;//[Offset: 0x50c , Size: 4]
float MaxRelativeHeight;//[Offset: 0x510 , Size: 4]
float MaxHeight;//[Offset: 0x514 , Size: 4]
float MaxUnderMaxHeight;//[Offset: 0x518 , Size: 4]
float FlyingSpeed;//[Offset: 0x51c , Size: 4]
float WhiteCircleRadiusScale;//[Offset: 0x520 , Size: 4]
Vector FakeWhiteCircle;//[Offset: 0x524 , Size: 12]
float ReplicatedServerLastTransformUpdateTimeStamp;//[Offset: 0x530 , Size:
4]
Vector CurVelocity;//[Offset: 0x534 , Size: 12]
bool bShouldDisappear;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x540 , Size: 1]
bool bIsMoving;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x541 ,
Size: 1]
float DurationSinceMovingStarted;//[Offset: 0x544 , Size: 4]
SceneComponent*[] TeleportPoints;//[Offset: 0x548 , Size: 16]
SceneComponent*[] OutCollisionTeleportPoints;//[Offset: 0x558 , Size: 16]
CircleMgrComponent* CircleMgr;//[Offset: 0x580 , Size: 8]
bool TeleportToTemple(Pawn* InPawn, bool bOutCollisionTeleportPoint);//
0x2cb4274
void StopMoving();// 0x2cb4260
void StartMoving();// 0x2cb424c
Pawn* SpawnMonster(int InTeamID, int resID, Vector InRelativePosition,
Rotator InRelativeRotation);// 0x2cb410c
void SetMaxHeight(float InMaxHeight);// 0x2cb4090
void RPC_ClientStartMoving();// 0x2cb4030
void OnVelocityChangeNotify(Vector NewVelocity);// 0x2cb3fac
void OnRep_ShouldDisappear();// 0x2cb3f98
void OnRep_ServerLastTransformUpdateTimeStamp();// 0x2cb3f84
void OnLeaveTemple(Pawn* InPawn);// 0x2cb3f08
void OnEnterTemple(Pawn* InPawn);// 0x2cb3e8c
bool IsFull();// 0x2cb3e54
StaticMeshComponent*[] GetMovableMeshArray();// 0x37db6c4
CircleMgrComponent* GetCircleMgr();// 0x2cb3e20
void Disappear();// 0x2cb3e0c
void BPTempleStartMoving();// 0x37db6c4
void BPTempleSpawnBoss();// 0x37db6c4
void BPTempleHideParticle();// 0x37db6c4
void BPOnRepCurVelocity();// 0x37db6c4
void BPMoveTempleToSelf(Pawn* InPawn);// 0x37db6c4
void BPDisappear();// 0x37db6c4
--------------------------------
Class: STExtraHouseActor.UAEHouseActor.UAENetActor.Actor.Object
Vector[] itemSpotPosList;//[Offset: 0x4a0 , Size: 16]
BuildingSearchPath[] searchPathList;//[Offset: 0x4b0 , Size: 16]
Vector[] cornerPointList;//[Offset: 0x4c0 , Size: 16]
Vector centerPoint;//[Offset: 0x4d0 , Size: 12]
bool isAddInAIList;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4e0 , Size: 1]
void SetShareBoundsEnable_New(SceneComponent* Root, bool Val);// 0x2e64ee0
void SetGStreaingDistanceScale(float Scale);// 0x2e64e64
--------------------------------
Class: BuildingSearchPath
BuildingSearchPathLink[] itemPosLinkList;//[Offset: 0x0 , Size: 16]
int8 buildingPartIndext;//[Offset: 0x10 , Size: 1]
--------------------------------
Class: BuildingSearchPathLink
Vector[] WayPointList;//[Offset: 0x0 , Size: 16]
int targetSpotIndex;//[Offset: 0x10 , Size: 4]
--------------------------------
Class:
PlatformSceneComponent.StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneCo
mponent.ActorComponent.Object
--------------------------------
Class: PlatformMovementComponent.ActorComponent.Object
SyncPlatformMovement SyncMovement;//[Offset: 0x118 , Size: 12]
SceneComponent* UpdateComponent;//[Offset: 0x130 , Size: 8]
StaticMeshComponent*[] UpdateBaseComponentArray;//[Offset: 0x138 , Size: 16]
Actor* PlatformOwner;//[Offset: 0x148 , Size: 8]
<PrimitiveComponent*,TempleItemCollisionData>
ComponentToCollisionMap;//[Offset: 0x158 , Size: 80]
STExtraBaseCharacter*[] Passengers;//[Offset: 0x1a8 , Size: 16]
bool bEnableCollisionOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1c4 , Size: 1]
float EnableCollisionInternalSeconds;//[Offset: 0x1c8 , Size: 4]
float EnableCollisionInternalSecondsOut;//[Offset: 0x1cc , Size: 4]
float EnableCollisionDistance;//[Offset: 0x1d0 , Size: 4]
bool bInBossRoom;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e0
, Size: 1]
bool bEnableRelativeLandMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1e1 , Size: 1]
float PlatformWidth;//[Offset: 0x1e4 , Size: 4]
float PlatformForwardTraceDistance;//[Offset: 0x1e8 , Size: 4]
StaticMeshComponent*[] DynamicOccluder;//[Offset: 0x220 , Size: 16]
float PlatformSimulateSmoothRate;//[Offset: 0x258 , Size: 4]
float PlatformSimulateSmoothMaxDistanceSquare;//[Offset: 0x25c , Size: 4]
float PlatformSimulateSmoothMinDistanceSquare;//[Offset: 0x260 , Size: 4]
void StartMovingOnDS();// 0x2d629a4
void RegisterUpdateComponent(SceneComponent* InUpdateComp);// 0x2d62928
void OnRep_SyncMovement();// 0x2d62914
void InitAllWithCollisionSceneComponent();// 0x2d62900
void EnableDynmaicOccluder();// 0x2d628ec
void DisableDynmaicOccluder();// 0x2d628d8
void AddDynamicOccluder(StaticMeshComponent* MeshComponent);// 0x2d6285c
--------------------------------
Class: SyncPlatformMovement
Vector Velocity;//[Offset: 0x0 , Size: 12]
--------------------------------
Class: TempleItemCollisionData
byte CollisionType;//[Offset: 0x0 , Size: 1]
bool bEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1 ,
Size: 1]
bool bSpecialItemToClose;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2 , Size: 1]
--------------------------------
Class: TempleSpawnConfig
Vector SpawnLocation;//[Offset: 0x0 , Size: 12]
Rotator SpawnRotation;//[Offset: 0xc , Size: 12]
--------------------------------
Class: FloatLogic.Object
STExtraAdavancedFloatingMovementComp* FloatingVehicleMovement;//[Offset: 0x28
, Size: 8]
--------------------------------
Class:
STExtraAdavancedFloatingMovementComp.STExtraFloatingVehicleMovementComponent.PawnMo
vementComponent.NavMovementComponent.MovementComponent.ActorComponent.Object
float RotationYawAngleRate;//[Offset: 0x1ec , Size: 4]
float RotationMinRateForceAcc;//[Offset: 0x1f0 , Size: 4]
float RotationMinSpeed;//[Offset: 0x1f4 , Size: 4]
bool DrawDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f8 ,
Size: 1]
float[] PointDensityOverrideLeft;//[Offset: 0x200 , Size: 16]
float[] PointDensityOverrideRight;//[Offset: 0x210 , Size: 16]
--------------------------------
Class:
STExtraFloatingVehicleMovementComponent.PawnMovementComponent.NavMovementComponent.
MovementComponent.ActorComponent.Object
float MaxAcceleration;//[Offset: 0x190 , Size: 4]
float StartAccelerationRate;//[Offset: 0x194 , Size: 4]
float StopAccelerationRate;//[Offset: 0x198 , Size: 4]
float MaxRotationYawAngle;//[Offset: 0x19c , Size: 4]
float RotationYawRate;//[Offset: 0x1a0 , Size: 4]
float BackwardForceScale;//[Offset: 0x1a4 , Size: 4]
float Acceleration;//[Offset: 0x1a8 , Size: 4]
float RotationYawAngle;//[Offset: 0x1ac , Size: 4]
FName ApplyForceSocketName;//[Offset: 0x1b0 , Size: 8]
CurveFloat* SlideCompensationCurve;//[Offset: 0x1b8 , Size: 8]
bool bClientSideCameraUpdates;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1c0 , Size: 1]
float STThrottleInput;//[Offset: 0x1cc , Size: 4]
float STSteeringInput;//[Offset: 0x1d0 , Size: 4]
BuoyancyForceComponent* buoyancyForce;//[Offset: 0x1d8 , Size: 8]
bool DisableWhenTurnOver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1e4 , Size: 1]
float MinTurnOverDegree;//[Offset: 0x1e8 , Size: 4]
void ServerUpdateInput(float InSteeringInput, float InThrottleInput);//
0x2e4f924
float GetThrottleInput();// 0x2e4f908
float GetSteeringInput();// 0x2e4f8ec
--------------------------------
Class: FootprintActor.Actor.Object
SceneComponent* RootSceneComp;//[Offset: 0x398 , Size: 8]
StaticMesh* FootprintMesh;//[Offset: 0x3a0 , Size: 8]
StaticMeshComponent*[] FootprintList;//[Offset: 0x3b0 , Size: 16]
--------------------------------
Class:
FourInOneGameMode.BattleRoyaleGameMode.BattleRoyaleGameModeBase.UAEGameMode.GameMod
e.GameModeBase.Info.Actor.Object
int MaxPlayerStartGroupNumPerFiled;//[Offset: 0x1bdc , Size: 4]
FourInOneGameState* MyGamoState;//[Offset: 0x1be0 , Size: 8]
<int,PlayerStartGroup> PlayerStartGroup;//[Offset: 0x1be8 , Size: 80]
<int,int> TeamIdToGroup;//[Offset: 0x1c38 , Size: 80]
STExtraPlayerStart* GetPlayerStart(STExtraPlayerController*
PlayerController);// 0x2cb5e80
--------------------------------
Class:
FourInOneGameState.STExtraGameStateBase.UAEGameState.GameState.GameStateBase.Info.A
ctor.Object
PolygonSoftBoundaryActor* PolygonSoftBoundary;//[Offset: 0xda0 , Size: 8]
BattleRoyaleGameMode* MyGamoMode;//[Offset: 0xda8 , Size: 8]
<int64> LastTimeReportEuipmentFlow;//[Offset: 0xdb0 , Size: 80]
<int64> FirstTimeReportEuipmentFlow;//[Offset: 0xe00 , Size: 80]
float ConfigTickReportTimer;//[Offset: 0xe50 , Size: 4]
float TickReportTimer;//[Offset: 0xe54 , Size: 4]
bool bIsOpenEnemyMarkAbility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xe58 , Size: 1]
void OnReportPlayerEquipmentFlow(STExtraPlayerController* Controller, int
EventType);// 0x2cb66cc
void OnReportEquipmentFlow();// 0x2cb66b8
float ModifyDamage(float Damage, out const DamageEvent DamageEvent,
Controller* EventInstigator, Controller* VictimController, Actor* DamageCauser);//
0x2cb6518
bool IsInsideSoftBound(out const Vector Loc);// 0x2cb647c
--------------------------------
Class: PolygonSoftBoundaryActor.Actor.Object
float TickIntervalOverride;//[Offset: 0x398 , Size: 4]
Vector2D PointInsidePolygon;//[Offset: 0x39c , Size: 8]
StaticMeshComponent*[] PolygonEdgeMesh;//[Offset: 0x3a8 , Size: 16]
float StartShowBoundDistance;//[Offset: 0x3b8 , Size: 4]
Vector2D[] PolygonPointArray;//[Offset: 0x3c0 , Size: 16]
bool IsInsideSoftBound(out const Vector Loc);// 0x2d7ce1c
--------------------------------
Class: PlayerStartGroup
int GroupID;//[Offset: 0x0 , Size: 4]
STExtraPlayerStart*[] PlayerStarts;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: GameModeStateActive_FourInOne.GameModeStateActive.GameModeState.Object
--------------------------------
Class: GameModeStateReady_FourInOne.GameModeStateReady.GameModeState.Object
--------------------------------
Class:
GameModeStateFighting_FourInOne.GameModeStateFightingTeam.GameModeStateFighting.Gam
eModeState.Object
--------------------------------
Class:
GameModeStateFinished_FourInOne.GameModeStateFinishedTeam.GameModeStateFinished.Gam
eModeState.Object
--------------------------------
Class:
FourInOneGameModeTeam.BattleRoyaleGameModeTeam.BattleRoyaleGameMode.BattleRoyaleGam
eModeBase.UAEGameMode.GameMode.GameModeBase.Info.Actor.Object
int MaxPlayerStartGroupNumPerFiled;//[Offset: 0x1d0c , Size: 4]
FourInOneGameState* MyGamoState;//[Offset: 0x1d10 , Size: 8]
<int,PlayerStartGroup> PlayerStartGroup;//[Offset: 0x1d18 , Size: 80]
<int,int> TeamIdToGroup;//[Offset: 0x1d68 , Size: 80]
STExtraPlayerStart* GetPlayerStart(STExtraPlayerController*
PlayerController);// 0x2cb61f4
--------------------------------
Class:
FourInOnePlayerState.STExtraPlayerState.UAEPlayerState.PlayerState.Info.Actor.Objec
t
HitEnemyData HitedEnemyData;//[Offset: 0x12dc , Size: 20]
void OnRep_bHitted();// 0x2cb6c38
--------------------------------
Class: HitEnemyData
Vector HitLocation;//[Offset: 0x0 , Size: 12]
bool bNearDeath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc ,
Size: 1]
uint32 HittedPlayerID;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: FourInOneSoftBoundCheckComponent.ActorComponent.Object
PolygonSoftBoundaryActor* PolygonSoftBoundary;//[Offset: 0x110 , Size: 8]
float TickIntervalOverride;//[Offset: 0x118 , Size: 4]
float DamagePerGap;//[Offset: 0x11c , Size: 4]
float DamageGap;//[Offset: 0x120 , Size: 4]
bool bIsInsideSoftBound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x128 , Size: 1]
STExtraPlayerController* OwnerPlayer;//[Offset: 0x130 , Size: 8]
void OnInsideSoftBoundStatusChanged(bool bIsInside);// 0x2cb6f34
--------------------------------
Class:
FPPSpringArmComponent.STExtraSpringArmComponent.SpringArmComponent.SceneComponent.A
ctorComponent.Object
CameraOffsetData InVehicleCameraData;//[Offset: 0x418 , Size: 28]
Transform InVehicleCameraTrans;//[Offset: 0x440 , Size: 48]
CameraOffsetData ShovelingCameraData;//[Offset: 0x470 , Size: 28]
void SetFPPCameraDataEnable(byte CameraDataType, bool IsEnable);// 0x2cb7248
--------------------------------
Class: GameEventListener.ActorComponent.Object
delegate OnGameEventListener;//[Offset: 0x110 , Size: 16]
float HeightCheck_High;//[Offset: 0x120 , Size: 4]
float HeightCheck_Mid;//[Offset: 0x124 , Size: 4]
float HeightCheck_Low;//[Offset: 0x128 , Size: 4]
float FlyingScreenSizeCullingFactor;//[Offset: 0x130 , Size: 4]
float FlyingDistanceCullingFactor;//[Offset: 0x134 , Size: 4]
float HighMidFightingScreenSizeCullingFactor;//[Offset: 0x138 , Size: 4]
float HighMidFightingDistanceCullingFactor;//[Offset: 0x13c , Size: 4]
float LowFightingScreenSizeCullingFactor;//[Offset: 0x140 , Size: 4]
float LowFightingDistanceCullingFactor;//[Offset: 0x144 , Size: 4]
float HighFastSpeedMoveScreenFactor;//[Offset: 0x148 , Size: 4]
float HighFastSpeedMoveCullFactor;//[Offset: 0x14c , Size: 4]
float MidLowFastSpeedScreenFactor;//[Offset: 0x150 , Size: 4]
float MidLowFastSpeedMoveCullFactor;//[Offset: 0x154 , Size: 4]
float DelaySecondsForExitNgiht;//[Offset: 0x15c , Size: 4]
float[] LODDistanceScaleAtNight;//[Offset: 0x160 , Size: 16]
float[] ViewDistanceScaleAtNight;//[Offset: 0x178 , Size: 16]
float[] FoliageViewDistanceScaleAtNight;//[Offset: 0x190 , Size: 16]
float[] ScreenSizeCullingFactorAtNight;//[Offset: 0x1a8 , Size: 16]
bool bUsetoControlNearClip;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1bc , Size: 1]
bool bNearClipInPlane;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1bd , Size: 1]
int NearClipLanded;//[Offset: 0x1c0 , Size: 4]
int NearClipFlying;//[Offset: 0x1c4 , Size: 4]
void StarCalcJump();// 0x2cb7c78
void SetClearPlaneFast(int Val);// 0x2cb7bfc
void ScaleScreenSizeCulling(byte pawnevent);// 0x2cb7b80
void ScaleCullingFastMode(byte pawnevent);// 0x2cb7b04
bool ScaleCullingFast(float ScreenSize, float Distance);// 0x2cb7a3c
void OnChangeViewTarget();// 0x2cb7a28
bool IsPlayerLandFromTheAir();// 0x2cb79f0
bool IsPlayerLanded();// 0x2cb79b8
bool IsPlayerFlying();// 0x2cb7980
void HeightCheck();// 0x2cb796c
void GameEventReBirth();// 0x2cb7958
void GameEventPlane_KeepNearClipNotChanged();// 0x2cb7944
void GameEventPlane();// 0x2cb7930
void GameEventParachute();// 0x2cb791c
void GameEventLanded();// 0x2cb7908
void GameEventJump();// 0x2cb78f4
void GameEventFinished();// 0x2cb78e0
void GameEventFighting();// 0x2cb78cc
void GameEventExitNight();// 0x2cb78b8
void GameEventEnterNight();// 0x2cb78a4
void GameEventDie(float currentHP, float ratioHP);// 0x2cb77f0
void GameEventBirth();// 0x2cb77dc
void ChangeViewtargetToPlane();// 0x2cb77c8
--------------------------------
Class: GameLevelData.Actor.Object
GameLevelDesc LevelDesc;//[Offset: 0x398 , Size: 24]
FString[] TargetClassPaths;//[Offset: 0x3b0 , Size: 16]
class UAELevelDirector* LevelDirectorClass;//[Offset: 0x3c0 , Size: 8]
FString LeveDirectorFilePath;//[Offset: 0x3c8 , Size: 16]
MonsterWave[] MonsterWaveCfg;//[Offset: 0x3d8 , Size: 16]
PVECircleDeploymentConfig[] PVECircleConfigs;//[Offset: 0x3e8 , Size: 16]
byte EndCondType;//[Offset: 0x3f8 , Size: 1]
int EndCondPar;//[Offset: 0x3fc , Size: 4]
bool IsLastLevel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x400
, Size: 1]
Actor* RelifePointGroupActor;//[Offset: 0x408 , Size: 8]
Vector[] TaskPointLocations;//[Offset: 0x410 , Size: 16]
--------------------------------
Class: PVECircleDeploymentConfig
int CircleID;//[Offset: 0x0 , Size: 4]
Actor* Location;//[Offset: 0x8 , Size: 8]
float Radius;//[Offset: 0x10 , Size: 4]
float MoveTime;//[Offset: 0x14 , Size: 4]
float Pain;//[Offset: 0x18 , Size: 4]
--------------------------------
Class: GameModeBaseComponent.ActorComponent.Object
BattleRoyaleGameModeTeam* OwnerGameMode;//[Offset: 0x110 , Size: 8]
bool bHasInitialized;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x118 , Size: 1]
void Update(float DeltaTime);// 0x2cc6c6c
void UnInit();// 0x2cc6c50
void Init();// 0x2cc6c34
--------------------------------
Class: GameModeService_Original.GameModeServiceBase.Object
--------------------------------
Class: GameModeState_Challenge.GameModeState.Object
--------------------------------
Class: GameModeState_Training.GameModeState.Object
float AboutToOverTime;//[Offset: 0x50 , Size: 4]
int AboutToOverMsgID;//[Offset: 0x58 , Size: 4]
float PostLoginMsgDelay;//[Offset: 0x60 , Size: 4]
int PostLoginMsgID;//[Offset: 0x64 , Size: 4]
void BroadcastAboutToOver();// 0x2cc9e9c
--------------------------------
Class: GameModeStateActive_PVEInfection.GameModeStateActive.GameModeState.Object
--------------------------------
Class: GameModeStateActive_SocialIsland.GameModeStateActive.GameModeState.Object
--------------------------------
Class: GameModeStateActive_VehicleWar.GameModeStateActive.GameModeState.Object
--------------------------------
Class: GameModeStateEmpty.GameModeState.Object
--------------------------------
Class:
GameModeStateFighting_PVEInfection.GameModeStateFightingTeam.GameModeStateFighting.
GameModeState.Object
--------------------------------
Class:
GameModeStateFighting_SocialIsland.GameModeStateFighting.GameModeState.Object
--------------------------------
Class:
GameModeStateFighting_VehicleWar.GameModeStateFightingTeam.GameModeStateFighting.Ga
meModeState.Object
--------------------------------
Class:
GameModeStateFightingWar.GameModeStateFightingTeam.GameModeStateFighting.GameModeSt
ate.Object
float RespawnTime;//[Offset: 0x60 , Size: 4]
--------------------------------
Class:
GameModeStateFinished_PVEInfection.GameModeStateFinishedTeam.GameModeStateFinished.
GameModeState.Object
--------------------------------
Class:
GameModeStateFinished_SocialIsland.GameModeStateFinished.GameModeState.Object
--------------------------------
Class:
GameModeStateFinished_VehicleWar.GameModeStateFinishedTeam.GameModeStateFinished.Ga
meModeState.Object
--------------------------------
Class:
GameModeStateFinishedWar.GameModeStateFinishedTeam.GameModeStateFinished.GameModeSt
ate.Object
--------------------------------
Class: GameModeStateReady_PVEInfection.GameModeStateReady.GameModeState.Object
--------------------------------
Class: GameModeStateReady_VehicleWar.GameModeStateReady.GameModeState.Object
--------------------------------
Class: GameModeStateReadyCorpsWar.GameModeStateReady.GameModeState.Object
--------------------------------
Class: GlobalLevelLogicActor.Actor.Object
bool bEnableGroundWaterFogSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x398 , Size: 1]
FName GroundFogTag;//[Offset: 0x3a0 , Size: 8]
FName WaterFogTag;//[Offset: 0x3a8 , Size: 8]
float SeaLvel;//[Offset: 0x3b0 , Size: 4]
ExponentialHeightFog* GroundFog;//[Offset: 0x3b8 , Size: 8]
ExponentialHeightFog* WaterFog;//[Offset: 0x3c0 , Size: 8]
--------------------------------
Class: CamoyoHelper.Object
static void MakeRectTu(int InTuType, delegate OnCamoyoRetDelegate, bool
isShowUI);// 0x2cceac8
--------------------------------
Class: CoronaObject.Object
byte[] WPOrignalEffect;//[Offset: 0x28 , Size: 16]
byte[] WPOverrideEffect;//[Offset: 0x38 , Size: 16]
--------------------------------
Class: GMCheatManager.CheatManager.Object
Actor* PVETestMonster;//[Offset: 0x80 , Size: 8]
void WatchReport();// 0x2cd8e44
void VehicleTowardTo(float X, float Y, float Z);// 0x2cd8d54
void VehicleSpotLog();// 0x2cd8d40
void VehicleMoveTo(float X, float Y, float Z);// 0x2cd8c50
void VehicleMoveAndTowardTo(float X, float Y, float Z, float x1, float y1,
float Z1);// 0x2cd8ab0
void UseLocalWeaponDIYData(bool bFlag);// 0x2cd8a2c
void UseLocalVehicleAvatar();// 0x2cd8a18
void UpdateTrainingRank(int TrainingType, int Level, int Top1wScore, int
Score);// 0x2cd88f0
void TriggerSkillWithID(int SkillID);// 0x2cd8874
void ToggleSpringMode();// 0x2cd8860
void ToggleSpringDebug();// 0x2cd884c
void ToggleShootVertify();// 0x2cd8838
void TogglePawnInfo();// 0x2cd8824
void TestWeaponAttachment(bool bEquip);// 0x2cd87a0
void TestTireEmptyException();// 0x2cd878c
void TestRadarAbility(bool bStart);// 0x2cd8708
void TestPlayerBattleResult();// 0x2cd86f4
void TestLineTrace(float X, float Y, float Z);// 0x2cd8604
void TestKillInfoPanel(int WeaponId, int Relationship, int WeaponAvatarID,
int ClothID);// 0x2cd84dc
void TestGameplayDataRecord(int UId, int RecordType);// 0x2cd8428
void TempleHideParticle();// 0x2cd8414
void TeleportToPVEMonster(int ChapterID, int LevelId, int WaveID);//
0x2cd8324
void TeleportTo(float X, float Y, float Z);// 0x2cd8234
void SwitchSocialIsland(int LandId, float Delay);// 0x2cd817c
void SwitchShowUI();// 0x2cd8168
void SuperGMKillDS();// 0x2cd8154
void StopAnimalDeliver(bool bStop);// 0x2cd80d0
void StopAnimal(bool bStop);// 0x2cd804c
void StatVehicle();// 0x2cd8038
void StartSkill(int SkillID);// 0x2cd7fbc
void StartMainTriggerClock();// 0x2cd7fa8
void StartMainSkill();// 0x2cd7f94
void SpawnWalkingDeadAI();// 0x2cd7f80
void SpawnTrainingAIAroundMe(int Num, int Range);// 0x2cd7ecc
void SpawnLevelDirector();// 0x2cd7eb8
void SpawnItemBySpotDefaultTag(FString DefaultTag);// 0x2cd7d84
void SpawnFakePlayer(int Num, bool bWithPet, bool bStopAI);// 0x2cd7c78
void SpawnDecal();// 0x2cd7c64
void SpawnBotForTest(int Num);// 0x2cd7be8
void SpawnAIAroundMe(int Num, float Range, bool HasWeapon, bool HasAvator,
bool HasBackpack);// 0x2cd7a5c
void SpawmUCAV(FString VehiclePath, float XOffset, float ZOffset);//
0x2cd793c
void SingleCampNotWin();// 0x2cd7928
void ShowScrollMsg(uint32 MsgID, FString param1, FString param2);// 0x2cd76d8
void ShowPet(bool Enable);// 0x2cd7654
void ShowBulletInfo();// 0x2cd7640
void ShowAllPlayersMarkIncludeAI(float VisDistance);// 0x2cd75c4
void ShowAKComponentPosition(bool _IsShow);// 0x2cd7540
void SetWeatherPlaySpeed(float FSpeed);// 0x2cd74c4
void SetWeaponPendantShow(bool bShow);// 0x2cd7440
void SetViewFPP(bool IsFPP);// 0x2cd73bc
void SetVehicleAvatar(int VehicleShapeType, int VehicleSkin);// 0x2cd7308
void SetTouchMoveLog(bool Enable);// 0x2cd7284
void SetTouchMoveDelay(int DelayFrame);// 0x2cd7208
void SetTemperature(float InTemperature);// 0x2cd718c
void SetSpringArm(byte armFlag);// 0x2cd7110
void SetSkillDup(int Count);// 0x2cd7094
void SetShootPveVertify(bool IsVertify);// 0x2cd7010
void SetShootPveDebug(bool DebugShootPve);// 0x2cd6f8c
void SetRateScore(float RankScore);// 0x2cd6f10
void SetPlayerSignalHP(float NewSignalHP);// 0x2cd6e94
void SetNeckUp(float UpAngle);// 0x2cd6e18
void SetNeckSpeed(float Speed);// 0x2cd6d9c
void SetNeckRight(float RightAngle);// 0x2cd6d20
void SetNeckMax(float MaxAngle);// 0x2cd6ca4
void SetNeckLeft(float LeftAngle);// 0x2cd6c28
void SetMonsterNumMultiple(int ChapterID, int LevelId, int DiffcultPerc);//
0x2cd6b38
void SetMonsterNB(bool MonsterNB);// 0x2cd6ab4
void SetMonsterHatred(float Hatred);// 0x2cd6a38
void SetIsRender(bool IsRender);// 0x2cd69b4
void SetInactiveClearEnable(bool bNewActive);// 0x2cd6930
void SetGVMemberID(int memberID);// 0x2cd68b4
void SetGrenadeAvatar(int SubType, int EquipmentSkin);// 0x2cd6800
void SetFestivalAirDrop(bool bFestival);// 0x2cd677c
void SetFestivaGrenade(bool bFestival);// 0x2cd66f8
void SetEquipmentAvatar(int EquipmentAvatarType, int EquipmentSkin);//
0x2cd6644
void SetDynamicWeather(int WeatherType, int EventType);// 0x2cd6590
void SetDsSwitch(int InKey, FString InValue);// 0x2cd641c
void SetDownloadInBattle(bool bEnable);// 0x2cd6398
void SetDeliver();// 0x2cd6384
void SetClearIslandEnable(bool bNewActive);// 0x2cd6300
void SetCameraLagEnable(bool Enable);// 0x2cd627c
void SetCacheInputNum(int CacheNum);// 0x2cd6200
void SetAvatarDownloadInBattle(bool bEnableDownload);// 0x2cd617c
void SetAnimEnable(bool Enable);// 0x2cd60f8
void SetAnimDebugInfo(bool debugAnimInfo);// 0x2cd6074
void SetAnimDebugGroup(bool debugAnimGroup);// 0x2cd5ff0
void SetAllMonsterHp(int HP);// 0x2cd5f74
void SetAIGenerateArmsRaceWeapon(float Distance, int Level);// 0x2cd5ebc
void ResumeAllLevelSequenceActors();// 0x2cd5ea8
void RemoveVehicleBuffBySkill(int SkillID);// 0x2cd5e2c
void RemoveVehicleBuff(int BuffID);// 0x2cd5db0
void RemoveBuffBySkill(int SkillID, int IsPlayer);// 0x2cd5cfc
void RemoveBuff(int BuffID, int IsPlayer);// 0x2cd5c48
void ReloadPVETable();// 0x2cd5c34
void RefreshReconnectUI();// 0x2cd5c20
void PVESpawnMonsterByPos(int MonsterID, int Num, float Radius, float PosX,
float PosY, float PosZ);// 0x2cd5a80
void PVESpawnMonsterByDistance(int MonsterID, int Num, float Radius, float
FrontDist);// 0x2cd5958
void PVESpawnMonster(int MonsterID, bool StopAI);// 0x2cd5898
void PVESetTestMonster(Actor* InMonster);// 0x2cd581c
void PVEResetMonsterTable();// 0x2cd5808
void PVEPrintAllAnim();// 0x2cd57f4
void PVEPlayerTriggerSkill(int SkillID, int EventType);// 0x2cd5740
void PVEPlayerStopSkill(int SkillID, int StopReason);// 0x2cd568c
void PVEMonsterTriggerSkill(int SkillID, int EventType);// 0x2cd55d8
void PVEMonsterStopSkill(int SkillID, int StopReason);// 0x2cd5524
void PVEMonsterRemoveBuffByID(int BuffID, int LayerCount, int CauserSkillID,
bool CauseByPlayer);// 0x2cd53f0
void PVEMonsterAddBuffByID(int BuffID, int LayerCount, int CauserSkillID,
bool CauseByPlayer);// 0x2cd52bc
void PVECloseMonsterLimit(bool bCloseMonsterLimit);// 0x2cd5238
void PrintWeaponAllState();// 0x2cd5224
void PrintPool();// 0x2cd5210
void PrintMainCharAllAvatar();// 0x2cd51fc
void PrintHP();// 0x2cd51e8
void PrintAllAnim();// 0x2cd51d4
void PreLoadSynchronouslyAssets();// 0x2cd51c0
void PauseAnim(bool bPause);// 0x2cd513c
void PauseAllLevelSequenceActors();// 0x2cd5128
void PacketSimulationLag(int nLag);// 0x2cd50ac
void OpenHitTest();// 0x2cd5098
void NotifyTireFrictionUpdated();// 0x2cd5084
void NotifyGameModeParamsChanged(int NewDuration);// 0x2cd5008
void NativeSimulateAction(int SimActionType);// 0x2cd4f8c
void MoveSnake(bool bEnable, float moveInternal, float forwardRate, float
rightRate);// 0x2cd4e50
void ModifyVehicleSyncServerData(float MinCorrectionInterval, float
AllowMaxDiatanceSqAtServer);// 0x2cd4d9c
void ModifyVehicleSyncClientData();// 0x2cd4d88
void LogNetWorkParams();// 0x2cd4d74
void LogAllBuffInfo();// 0x2cd4d60
void LogAllActors();// 0x2cd4d4c
void LocalConnectToLobbySrv(FString URL);// 0x2cd4c18
void KillAllPVEBot();// 0x2cd4c04
void KillAllPlayers();// 0x2cd4bf0
void ItemSpotLog();// 0x2cd4bdc
void InGameAndroidBack();// 0x2cd4bc8
void GrenadeToggleSkill();// 0x2cd4bb4
void GotoSpectatingDirectly();// 0x2cd4ba0
void GotoSpectating();// 0x2cd4b8c
void GotoSpecificWeather(int WeatherIdx);// 0x2cd4b10
void GMUseGunCollision(bool bIsUse);// 0x2cd4a8c
void GMSwitchWeaponSpeedScale(float SwitchScale);// 0x2cd4a10
void GMSuicideCurVehicle();// 0x2cd49fc
void GMSuicide();// 0x2cd49e8
void GMStopAI(bool bStop, uint32 InPlayerKey);// 0x2cd4920
void GMSpeedUp();// 0x2cd490c
void GMSpawnSociallandSubVehicle01();// 0x2cd48f8
void GMSpawnSocialLandPlayerAIAroundPoint(uint32 DataOffset, uint32 AINum,
float X, float Y, float Z, float fRadius, bool bActiveAI, bool IsAIInvincible, bool
bWithPet, bool bWithEqui);// 0x2cd463c
void GMSpawnSocialLandPlayerAIAroundMe(uint32 AINum, float fRadius, bool
bActiveAI, bool IsAIInvincible, bool bWithPet, bool bWithEqui);// 0x2cd4464
void GMSpawnSmartBearerTestPlane();// 0x2cd4450
void GMSpawnPlayerAIAroundPointDownloadable(uint32 iNum, float X, float Y,
float Z, float fRadius, bool bActiveAI, bool IsAIInvincible, bool bWithPet);//
0x2cd4218
void GMSpawnPlayerAIAroundPoint(uint32 iNum, float X, float Y, float Z, float
fRadius, bool bActiveAI, bool IsAIInvincible, bool bWithPet);// 0x2cd3fe0
void GMSpawnPlayerAIAroundMeDownloadable(uint32 iNum, float fRadius, bool
bActiveAI, bool IsAIInvincible, bool bWithPet);// 0x2cd3e54
void GMSpawnPlayerAIAroundMe(uint32 iNum, float fRadius, bool bActiveAI, bool
IsAIInvincible, bool bWithPet);// 0x2cd3cc8
void GMSpawnAIOnAIPoint3();// 0x2cd3cb4
void GMSpawnAIOnAIPoint2();// 0x2cd3ca0
void GMSpawnAIOnAIPoint1();// 0x2cd3c8c
void GMSociallandPlayerMoveToTestPoint();// 0x2cd3c78
void GMSociallandPlayerMoveToAISpawnPoint1();// 0x2cd3c64
void GMShowHitFeedback(bool bCombatHitFeedbackEnable);// 0x2cd3be0
void GMShowAIInfoPanel(bool bShow, uint32 InPlayerKey);// 0x2cd3b18
void GMSetSpeed(float WalkSpeed);// 0x2cd3a9c
void GMSetServerLevelLoadingMode(bool bNewLoadAll);// 0x2cd3a18
void GMSetPawnNull(bool bIsNull);// 0x2cd3994
void GMSetJoystickEightDirection(bool IsNeedEightDirection);// 0x2cd3910
void GMSetJoystickActivatedRange(bool IsNeedActivatedRange, float
ActivatedRange);// 0x2cd3848
void GMSetHealth(float Val);// 0x2cd37cc
void GMSetCullDistance(bool bCullDistance);// 0x2cd3748
void GMSetCircleTime(float cdTime, float LastTime);// 0x2cd3694
void GMRevivePlayer();// 0x2cd3680
void GMRainCount(float Count);// 0x2cd3604
void GMIOSFrameRateLock(int FrameRateLock);// 0x2cd3588
void GMInvincible(bool IsInvincible);// 0x2cd3504
void GMGatherAllPlayerAIAroundMe(float fRadius, bool bActiveAI, bool
IsAIInvincible, bool bWithPet);// 0x2cd33b4
void GMFollow(FString TargetName);// 0x2cd3280
void GMDrawDebugSphere2(float X, float Y, float Z, float Radius, int
Segments, float LifeTime);// 0x2cd30dc
void GMDrawDebugSphere(float Radius, int Segments, float LifeTime);//
0x2cd2fe8
void GMDecreaseHealth();// 0x2cd2fd4
void GMChangeAIAype(int Type, uint32 InPlayerKey);// 0x2cd2f20
void GMAIFire();// 0x2cd2f0c
void GMAddItemForAI(int ItemID, int Count, uint32 InPlayerKey);// 0x2cd2e1c
void GMActiveRenderDynamicStyle(bool bSet, int Type);// 0x2cd2d54
void GetGVMemberID(int memberID);// 0x2cd2cd8
void GetGold();// 0x2cd2cc4
void GenerateMonsterWave(int ChapterID, int LevelId, int WaveID);// 0x2cd2bd4
void ForceStopDynamicWeatherChange();// 0x2cd2bc0
void ForceStartNextDynamicWeatherChange();// 0x2cd2bac
void ForceKickoutAllPlayers(int LandId);// 0x2cd2b30
void ForceGC();// 0x2cd2b1c
void ForceEndInputForAppWillDeactivate();// 0x2cd2b08
void FireSpawnAirplane();// 0x2cd2af4
void FireReviveTeammate(int RespawnStartID, bool bJump);// 0x2cd2a34
void FallKill(int Type);// 0x2cd29b8
void EnterPVELevel(int ChapterID, int LevelId);// 0x2cd2904
void EnterPawnState(enum InState, bool IsEnter);// 0x2cd2844
void EnablePool(bool bEnable);// 0x2cd27c0
void EnableHunterLifeRadar(int Enable);// 0x2cd2744
void EnableHitBox(bool bEnable);// 0x2cd26c0
void EnableFuzzyInformation();// 0x2cd26ac
void EnableCurrentWeaponInfiniteBullets(bool bEnable);// 0x2cd2628
void DumpWeaponsToFile(FString Filename);// 0x2cd24f4
void DumpVehicleToFile(FString Filename);// 0x2cd23c0
void DumpVehicleAnimInstanceToFile(FString Filename);// 0x2cd228c
void DumpVehicleAnimInstance();// 0x2cd2278
void DumpVehicle();// 0x2cd2264
void DumpSmartBearerManager();// 0x2cd2250
void DumpSkills();// 0x2cd223c
void DumpSimulatedCharacterAnimInstanceToFile(FString Filename);// 0x2cd2108
void DumpSimulatedCharacterAnimInstance();// 0x2cd20f4
void DumpPlayerInfoToFile(FString Filename);// 0x2cd1fc0
void DumpPlayerControllerToFile(FString Filename);// 0x2cd1e8c
void DumpPlayerController();// 0x2cd1e78
void DumpPlayerCameraManagerToFile(FString Filename);// 0x2cd1d44
void DumpObservingCharacterToFile(FString Filename);// 0x2cd1c10
void DumpObservingCharacter();// 0x2cd1bfc
void DumpObjectProperties(FString ObjectName);// 0x2cd1b54
void DumpMoveLog(bool bDump);// 0x2cd1ad0
void DumpLevels();// 0x2cd1abc
void DumpDSNetConsiderList();// 0x2cd1aa8
void DumpCharacterToFile(FString Filename);// 0x2cd1974
void DumpCharacterAnimInstanceToFile(FString Filename);// 0x2cd1840
void DumpCharacterAnimInstance();// 0x2cd182c
void DumpCharacter();// 0x2cd1818
void DumpAnimLayer();// 0x2cd1804
void DumpAllCharactersToFile(FString Filename);// 0x2cd16d0
void DSReconnectEvent();// 0x2cd16bc
void DSConnectLostEvent();// 0x2cd16a8
void DismissIsland();// 0x2cd1694
void DeleverAnimalCountPerWave(enum AnimalType, int Num);// 0x2cd15dc
void DeleteVehicleAdvanceAvatar_Style(int VehicleSkin, int VehicleStyle);//
0x2cd1528
void DeleteVehicleAdvanceAvatar(int VehicleSkin, int ModelID);// 0x2cd1474
void DebugStopEMote(int Index);// 0x2cd13f8
void DebugStopCapture();// 0x2cd13e4
void DebugStartEMote(int Index);// 0x2cd1368
void DebugSpringArm(bool bDebug);// 0x2cd12e4
void DebugSpeed();// 0x2cd12d0
void DebugSetChangeWearCoolDownTime(float Time);// 0x2cd1254
void DebugRoomCustomParams(int FirstCircleDelayTime, int
FirstCircleAppearTime, int FirstWhiteCircleRadiusMultiplicator, int
BlueCircleDamageMultiplicator);// 0x2cd112c
void DebugPoseState(bool bEnable);// 0x2cd10a8
void DebugOBNearPlayerList();// 0x2cd1094
void DebugMove();// 0x2cd1080
void DebugLocation();// 0x2cd106c
void DebugFPPAnim();// 0x2cd1058
void DebugFixedParams();// 0x2cd1044
void DebugChangeWearIndex(int Index);// 0x2cd0fc8
void DebugCamera();// 0x2cd0fb4
void DebugAttach();// 0x2cd0fa0
void ClientSetSpeed(float Times);// 0x2cd0f24
void ClearNoDriverVehicle();// 0x2cd0f10
void ClearItemDownloadlist();// 0x2cd0efc
void ClearBuffPrivateData();// 0x2cd0ee8
void ClearAnimLayer(int AnimLayer);// 0x2cd0e6c
void ClearAllTlog();// 0x2cd0e58
void ChatTest(out FString Content);// 0x2cd0da0
void ChangeWeaponFunction(int NewWeaponFunction);// 0x2cd0d24
void ChangeViewTarget();// 0x2cd0d10
void ChangeToWD();// 0x2cd0cfc
void ChangeToInfec(byte SubPawnType);// 0x2cd0c80
void ChangeSignalSystem(bool bEnable);// 0x2cd0bfc
void ChangeMonsterWalkMode(int Mode);// 0x2cd0b80
void ChangeBattleAvatar(int HeadAvatarID, int HairAvatarID, int InGender, int
PutOffAvatar);// 0x2cd0a58
void ChangeArmsRaceWeaponGroup(int WeaponGroupID);// 0x2cd09dc
void ChangeAllTimeDuration(int NewEndStateTime, int NewStartShowLifeTime, int
NewMinimumAliveTime, int NewMinimumPlayerNum, int NewSpecialLifeTime);// 0x2cd0878
void ChangeAIDamageRate(float InRate);// 0x2cd07fc
void CastUIMsg(FString Msg, FString module);// 0x2cd06ec
void CallOnReconnect();// 0x2cd06d8
void CallLuaTableFunction(FString tableName, FString FunctionName);//
0x2cd05c8
void CallGMLua(FString FunctionName);// 0x2cd0494
void CallGameModeLuaOverrideFunction(out FString FunctionName);// 0x2cd03dc
void CallGameModeLuaFunction(out FString FunctionName);// 0x2cd0324
void BuildingCollide(bool InCollide);// 0x2cd02a0
void AutoShoveling(bool bEnable, float AutoShvelingSeconds);// 0x2cd01d8
void AutoSetPlayerLocation(bool bEnable);// 0x2cd0154
void AnimDebugUseSkipMapForDistanceFactor(bool bFlag);// 0x2cd00d0
void AnimDebugUseLodMap(bool bUseLodMap);// 0x2cd004c
void AnimDebugUpdateFlag(int Type);// 0x2ccffd0
void AnimDebugNonRenderedRate(int UpdateRate);// 0x2ccff54
void AnimDebugNonRenderedMinDist(float minDist);// 0x2ccfed8
void AnimDebugNonRenderedMaxDist(float MaxDist);// 0x2ccfe5c
void AnimDebugLodSkipMap(<int,int> SkipMap);// 0x2ccfd04
void AnimDebugEnable(bool bEnable);// 0x2ccfc80
void AnimDebugBaseDistFactor(float[] BaseDistFactor);// 0x2ccfb4c
void AirDropByClassPath(float X, float Y, float Z, FString ClassPath);//
0x2ccf94c
void AILog();// 0x2ccf938
void AddWeaponDIYPlan(int AvatarID, int DIYPlanID);// 0x2ccf884
void AddWeaponAvatar(int WeaponSkin);// 0x2ccf808
void AddVehicleBuffBySkill(int SkillID);// 0x2ccf78c
void AddVehicleBuff(int BuffID);// 0x2ccf710
void AddVehicleAvatar(int VehicleSkin);// 0x2ccf694
void AddVehicleAdvanceAvatar_Style(int VehicleSkin, int VehicleStyle);//
0x2ccf5e0
void AddVehicleAdvanceAvatar(int VehicleSkin, int ModelID, int ColorID, int
PatternID, int ParticleID);// 0x2ccf47c
void AddTestTouchInput(int FingerIndex, float X, float Y, float force, bool
bIsStart);// 0x2ccf30c
void AddScore(int Score);// 0x2ccf290
void AddItemToDownloadlist(int ItemID);// 0x2ccf214
void AddIceDrinkItems(int itemID1, int itemID2, int itemID3);// 0x2ccf124
void AddBuffBySkill(int SkillID, int IsPlayer);// 0x2ccf070
void AddBuff(int BuffID, int IsPlayer);// 0x2ccefbc
void ActiveCurCamera(bool bActive);// 0x2ccef38
--------------------------------
Class: GMComponentManager.Object
<enum,Object*> Components;//[Offset: 0x28 , Size: 80]
Object* OwnerGameMode;//[Offset: 0x78 , Size: 8]
--------------------------------
Class: GMDataSource_AIProbe.GMDataSource.Object
bool bImmediatelySpawnAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x29 , Size: 1]
bool bRespawnAIPosWithTeam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2a , Size: 1]
class AIController* AIControllerClass;//[Offset: 0x30 , Size: 8]
bool IsRespawnAIPosWithTeam();// 0x2ce18dc
bool IsImmediatelySpawnAI();// 0x2ce18c0
class AIController GetAIControllerClass();// 0x2ce18a4
--------------------------------
Class: GMDataSource_AirDrop.GMDataSource.Object
int AirDropId;//[Offset: 0x2c , Size: 4]
AirDropPlaneParams AirDropPlaneParams;//[Offset: 0x30 , Size: 28]
AirDropPlaneParams SuperAirDropPlaneParams;//[Offset: 0x4c , Size: 28]
AirDropPlaneParams VehicleAirDropPlaneParams;//[Offset: 0x68 , Size: 28]
AirDropPlaneParams ZombieAirDropPlaneParams;//[Offset: 0x84 , Size: 28]
int ZombieAirDropTargetSourceID;//[Offset: 0xa0 , Size: 4]
class Actor* BossWarningActorClass;//[Offset: 0xa8 , Size: 40]
AirDropConfig[] AirDropConfigs;//[Offset: 0xd0 , Size: 16]
bool bCanUseDelayDrop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xe0 , Size: 1]
class AirDropPlane* AirDropPlaneBluePrint;//[Offset: 0xe8 , Size: 40]
class AirDropBoxActor* AirDropBoxBlueprint;//[Offset: 0x110 , Size: 40]
FlareGunAirDropRandomParams SuperAirDropRandomParams;//[Offset: 0x138 , Size:
12]
FlareGunAirDropRandomParams VehicleAirDropRandomParams;//[Offset: 0x144 ,
Size: 12]
byte[] SpotType;//[Offset: 0x150 , Size: 16]
float StuffBoxToWorldBoundaryMinDis;//[Offset: 0x160 , Size: 4]
--------------------------------
Class: GMDataSource_AirRoute.GMDataSource.Object
GameModeParam CurPlaneRouteData;//[Offset: 0x30 , Size: 88]
FString PlaneClassPath;//[Offset: 0x88 , Size: 16]
FString PlaneBTPath;//[Offset: 0x98 , Size: 16]
float MaxAIAllowJumpRadius;//[Offset: 0xa8 , Size: 4]
PlaneTypes[] SeasonPlanes;//[Offset: 0xb0 , Size: 16]
float GetMaxAIAllowJumpRadius();// 0x2ce1e80
GameModeParam GetCurPlaneRouteData();// 0x2ce1dcc
--------------------------------
Class: GMDataSource_DynamicObject.GMDataSource.Object
class UAELevelDirector* LevelDirectorClass;//[Offset: 0x30 , Size: 8]
IdeaDecalManager* IdeaDecalManager;//[Offset: 0x38 , Size: 8]
Actor*[] DynamicTriggers;//[Offset: 0x40 , Size: 16]
UAELevelDirector* LevelDirector;//[Offset: 0x50 , Size: 8]
--------------------------------
Class: GMDataSource_GlobalSettings.GMDataSource.Object
bool EnableOverrideGravity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x29 , Size: 1]
float OverrideGravity;//[Offset: 0x2c , Size: 4]
float FallingDamageModifier;//[Offset: 0x30 , Size: 4]
bool bSkipNearDeath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x34 , Size: 1]
--------------------------------
Class: GMDataSource_Navigation.GMDataSource.Object
bool bIsOpenShovelingAbility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x29 , Size: 1]
bool bIsOpenNavlinkAbility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2a , Size: 1]
FString NavDataPath;//[Offset: 0x30 , Size: 16]
FString NavLinkDataPath;//[Offset: 0x40 , Size: 16]
--------------------------------
Class: GMDataSource_PlayerStart.GMDataSource.Object
STExtraPlayerStart*[] CachedPlayerStarts;//[Offset: 0x30 , Size: 16]
<int,BornPlayerStartData> BornIDToPlayerStartsMap;//[Offset: 0x40 , Size: 80]
<int,BornPlayerStartData> BornIDToActivityPlayerStartsMap;//[Offset: 0x90 ,
Size: 80]
STExtraPlayerStart*[] GetPlayerStarts();// 0x2ce2604
<int,BornPlayerStartData> GetBornIDToPlayerStartsMap();// 0x2ce24f8
<int,BornPlayerStartData> GetBornIDToActivityPlayerStartsMap();// 0x2ce23ec
--------------------------------
Class: GMDataSource_Respawn.GMDataSource.Object
delegate OnRespawnRemainTimeChangeDelegate;//[Offset: 0x30 , Size: 16]
float DefaultPlayerRespawnTime;//[Offset: 0x40 , Size: 4]
float DefaultRespawnInvincibleTime;//[Offset: 0x44 , Size: 4]
<uint32,TimerHandle> PlayerRespawnTimerMap;//[Offset: 0x48 , Size: 80]
--------------------------------
Class: GMDataSource_Team.GMDataSource.Object
<int,TeamInfo> TeamMap;//[Offset: 0x30 , Size: 80]
int MaxTeamSize;//[Offset: 0x80 , Size: 4]
--------------------------------
Class: TeamInfo
int TeamID;//[Offset: 0x0 , Size: 4]
STExtraPlayerState*[] TeamMembers;//[Offset: 0x8 , Size: 16]
int TotalKills;//[Offset: 0x18 , Size: 4]
--------------------------------
Class: GrassViewComponent.ActorComponent.Object
float IgnoreMinViewDistanceSQ;//[Offset: 0x110 , Size: 4]
float IgnoreMaxViewDistanceSQ;//[Offset: 0x114 , Size: 4]
float IgnoreMaxViewAngle;//[Offset: 0x118 , Size: 4]
void HandleTickViewLocationList(out const Vector[] LocationList);// 0x2ce2d3c
--------------------------------
Class: GroundFlagWidget.UAEUserWidget.UserWidget.Widget.Visual.Object
Vector4 Limit;//[Offset: 0x3e0 , Size: 16]
Vector2D UIOffset;//[Offset: 0x3f0 , Size: 8]
float[] flagDuration;//[Offset: 0x3f8 , Size: 16]
int rightPlus;//[Offset: 0x408 , Size: 4]
float MaxAlpha;//[Offset: 0x40c , Size: 4]
float MinAlpha;//[Offset: 0x410 , Size: 4]
CanvasPanelSlot* CanvasPanel;//[Offset: 0x418 , Size: 8]
TextBlock* TeammateDistText;//[Offset: 0x420 , Size: 8]
STExtraPlayerController* STExtraPlayerController;//[Offset: 0x428 , Size: 8]
void SetWorldPos(out const Vector Loc);// 0x2ce5284
int GetTargetDistance();// 0x2ce5250
--------------------------------
Class: PickupGroupSource.Object
bool bDropByPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x28 , Size: 1]
--------------------------------
Class: GroupBackpackComp.ActorComponent.Object
SingleBackpackComp*[] SingleList;//[Offset: 0x138 , Size: 16]
static void SpawnItemForBackpack(Pawn* Owner, float Capacity, out const
PickUpItemData[] ItemList, FName BoxName);// 0x2ce570c
--------------------------------
Class: SingleBackpackComp.ActorComponent.Object
PickUpItemData[] ItemList;//[Offset: 0x110 , Size: 16]
float Capacity;//[Offset: 0x120 , Size: 4]
byte scheme;//[Offset: 0x124 , Size: 1]
GroupBackpackComp* GroupBack;//[Offset: 0x128 , Size: 8]
void RemoveGroupItem(const ItemDefineID ItemID);// 0x2db7c94
void OnRep_Scheme();// 0x2db7c80
void OnRep_ItemList();// 0x2db7c6c
void OnRep_Capacity();// 0x2db7c58
void AddGroupItem(const ItemDefineID ItemID, int Count, const
BattleItemAdditionalData[] AdditionalDataList);// 0x2db7a94
--------------------------------
Class:
GSListener_ClickBackpackBtn.STNewbieGuideSuccessListenerBase.GSListenerBase.Object
--------------------------------
Class:
GSListener_ClickEntireMapTriggerBtn.STNewbieGuideSuccessListenerBase.GSListenerBase
.Object
--------------------------------
Class:
GSListener_ClickItemSkillBtn.STNewbieGuideSuccessListenerBase.GSListenerBase.Object
--------------------------------
Class:
GSListener_ClickRolewearBtn.STNewbieGuideSuccessListenerBase.GSListenerBase.Object
--------------------------------
Class:
GSListener_ClickShowTagVehileSeatList.STNewbieGuideSuccessListenerBase.GSListenerBa
se.Object
--------------------------------
Class:
GSListener_ClickTurnplateQuickMsgBtn.STNewbieGuideSuccessListenerBase.GSListenerBas
e.Object
--------------------------------
Class:
GSListener_CommonTriggerListener.STNewbieGuideSuccessListenerBase.GSListenerBase.Ob
ject
FString[] AllListeningTriggers;//[Offset: 0x50 , Size: 16]
void OnNewbieTriggerUpdate();// 0x2ce6588
--------------------------------
Class:
GSListener_FireBtnHitted.STNewbieGuideSuccessListenerBase.GSListenerBase.Object
bool bIsListenRightFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x49 , Size: 1]
--------------------------------
Class: GSListener_GunReload.STNewbieGuideSuccessListenerBase.GSListenerBase.Object
--------------------------------
Class:
GSListener_IsInControllerState.STNewbieGuideSuccessListenerBase.GSListenerBase.Obje
ct
enum CheckControllerState;//[Offset: 0x49 , Size: 1]
--------------------------------
Class:
GSListener_JoystickActive.STNewbieGuideSuccessListenerBase.GSListenerBase.Object
bool CheckX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x49 ,
Size: 1]
float XValueThreshold;//[Offset: 0x4c , Size: 4]
bool CheckY;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50 ,
Size: 1]
float YValueThreshold;//[Offset: 0x54 , Size: 4]
void ReceiveJoystickInput(Vector2D JSInput, Vector2D Size);// 0x2ce6ce4
--------------------------------
Class:
GSListener_OnButtonClick.STNewbieGuideSuccessListenerBase.GSListenerBase.Object
FString[] WidgetName;//[Offset: 0x50 , Size: 16]
FString OuterName;//[Offset: 0x60 , Size: 16]
bool bUseContains;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x70
, Size: 1]
FString LogicManger;//[Offset: 0x78 , Size: 16]
Button*[] BindedButton;//[Offset: 0x88 , Size: 16]
void OnButtonClick();// 0x2ce6fa0
--------------------------------
Class: Button.ContentWidget.PanelWidget.Widget.Visual.Object
SlateWidgetStyleAsset* Style;//[Offset: 0x118 , Size: 8]
ButtonStyle WidgetStyle;//[Offset: 0x120 , Size: 760]
LinearColor ColorAndOpacity;//[Offset: 0x418 , Size: 16]
LinearColor BackgroundColor;//[Offset: 0x428 , Size: 16]
byte ClickMethod;//[Offset: 0x438 , Size: 1]
byte TouchMethod;//[Offset: 0x439 , Size: 1]
bool IsFocusable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x43a
, Size: 1]
bool IsPassMouseEvent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x43b , Size: 1]
float nClickCd;//[Offset: 0x43c , Size: 4]
bool bTouchPass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x440 , Size: 1]
delegate OnClicked;//[Offset: 0x448 , Size: 16]
delegate OnPressed;//[Offset: 0x458 , Size: 16]
delegate OnReleased;//[Offset: 0x468 , Size: 16]
delegate OnHovered;//[Offset: 0x478 , Size: 16]
delegate OnUnhovered;//[Offset: 0x488 , Size: 16]
delegate OnPressedParam;//[Offset: 0x498 , Size: 16]
delegate OnMouseButtonDownEvent;//[Offset: 0x4a8 , Size: 16]
enum OnClickSoundType;//[Offset: 0x4b8 , Size: 1]
void SetTouchMethod(byte InTouchMethod);// 0x44f66ec
void SetStyle(out const ButtonStyle InStyle);// 0x44f6638
static void SetOnClickSound(delegate onSound);// 0x44f65a4
void SetColorAndOpacity(LinearColor InColorAndOpacity);// 0x44f6528
void SetClickSoundType(enum onSoundType);// 0x44f64ac
void SetClickMethod(byte InClickMethod);// 0x44f6430
void SetBackgroundColor(LinearColor InBackgroundColor);// 0x44f63b4
void OnButtonSoundEvent__DelegateSignature(byte Sound);// 0x37db6c4
bool IsPressed();// 0x44f637c
--------------------------------
Class:
GSListener_PickUpExpand.STNewbieGuideSuccessListenerBase.GSListenerBase.Object
--------------------------------
Class:
GSListener_PlayerClickDriveBtn.STNewbieGuideSuccessListenerBase.GSListenerBase.Obje
ct
--------------------------------
Class:
GSListener_PlayerClickVampireClothSlotBtn.STNewbieGuideSuccessListenerBase.GSListen
erBase.Object
--------------------------------
Class:
GSListener_PlayerEnterSafeZone.STNewbieGuideSuccessListenerBase.GSListenerBase.Obje
ct
--------------------------------
Class:
GSListener_PlayerExpandDeadBox.STNewbieGuideSuccessListenerBase.GSListenerBase.Obje
ct
--------------------------------
Class:
GSListener_PlayerLeaveKillZone.STNewbieGuideSuccessListenerBase.GSListenerBase.Obje
ct
--------------------------------
Class:
GSListener_PlayerUseRecoverItem.STNewbieGuideSuccessListenerBase.GSListenerBase.Obj
ect
void OnPlayerUseRecoverItem();// 0x2ce7b14
--------------------------------
Class:
GSListener_ShakeCamera.STNewbieGuideSuccessListenerBase.GSListenerBase.Object
void ReceiveCameraShake();// 0x2ce7da8
--------------------------------
Class:
GSListener_SwitchToMainWeapon.STNewbieGuideSuccessListenerBase.GSListenerBase.Objec
t
byte CheckWeaponSlot;//[Offset: 0x49 , Size: 1]
void OnCurUsingWeaponChange(byte targetSlot);// 0x2ce803c
--------------------------------
Class:
GSListener_SwitchToSpecialWeapon.STNewbieGuideSuccessListenerBase.GSListenerBase.Ob
ject
byte CheckWeaponUIType;//[Offset: 0x49 , Size: 1]
void OnCurUsingWeaponChange(byte targetSlot);// 0x2ce8338
--------------------------------
Class:
GSListener_VechileWarUseWeapon.STNewbieGuideSuccessListenerBase.GSListenerBase.Obje
ct
--------------------------------
Class:
GSListener_VehicleWarAimFrame.STNewbieGuideSuccessListenerBase.GSListenerBase.Objec
t
--------------------------------
Class:
GSListener_VehicleWarBuffShow.STNewbieGuideSuccessListenerBase.GSListenerBase.Objec
t
--------------------------------
Class:
GSListener_VehicleWarEyesUse.STNewbieGuideSuccessListenerBase.GSListenerBase.Object
--------------------------------
Class:
GSListener_VehicleWarMatchData.STNewbieGuideSuccessListenerBase.GSListenerBase.Obje
ct
--------------------------------
Class:
GSListener_VehicleWarUseItem.STNewbieGuideSuccessListenerBase.GSListenerBase.Object
--------------------------------
Class: HardPointManagerComponent.ActorComponent.Object
HardPointSwitchConfigData[] HardPointSwitchConfigDataList;//[Offset: 0x150 ,
Size: 16]
<int,HardPointActor*> HardPointMap;//[Offset: 0x168 , Size: 80]
HardPointActor* CurrentActivatedHardPoint;//[Offset: 0x1b8 , Size: 8]
void StopHardPointManager();// 0x2ceec98
void StartHardPointManager();// 0x2ceec84
void OnHardPointActivateStateChange(HardPointActor* HardPointActor, bool
IsActivate);// 0x2ceebc4
HardPointActor*[] GetHardPointList();// 0x2ceeb20
int GetCurrentActivatedHardPointIndex();// 0x2ceeb04
HardPointActor* GetCurrentActivatedHardPoint();// 0x2ceeae8
void BindWaitActivateHardPointEvent(Object* Object, FName FunctionName);//
0x2ceea34
void BindHardPointSwitchConfigEndEvent(Object* Object, FName FunctionName);//
0x2cee980
void BindActivateNewHardPointEvent(Object* Object, FName FunctionName);//
0x2cee8cc
void BindActivatedHardPointEndEvent(Object* Object, FName FunctionName);//
0x2cee818
--------------------------------
Class: HardPointSwitchConfigData
HardPointSwitchConfig[] SwitchConfigList;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: HardPointSwitchConfig
float WaitTime;//[Offset: 0x0 , Size: 4]
int HardPointID;//[Offset: 0x4 , Size: 4]
float ActivateTime;//[Offset: 0x8 , Size: 4]
int WinScore;//[Offset: 0xc , Size: 4]
--------------------------------
Class: HardPointWidget.UAEUserWidget.UserWidget.Widget.Visual.Object
CanvasPanelSlot* CanvasPanel;//[Offset: 0x3d0 , Size: 8]
CanvasPanel* ArrowImage;//[Offset: 0x3d8 , Size: 8]
Vector4 Limit;//[Offset: 0x3e0 , Size: 16]
Vector2D UIOffset;//[Offset: 0x3f0 , Size: 8]
void UpdateState();// 0x2cef86c
void OnRemainTimeChanged(HardPointActor* HardPointActor, int
RemainActivateTime);// 0x2cef7b4
void OnOwnedIdChanged(HardPointActor* HardPointActor, int
CurrentOwnedTeamID);// 0x2cef6fc
void OnCurrentPointChanged(HardPointActor* HardPoint);// 0x2cef680
void OnActorStateChanged(HardPointActor* HardPointActor, enum OccupyState);//
0x2cef5c8
void InitializeWidget();// 0x2cef5b4
int GetOccupiedTeamId();// 0x2cef580
void BP_UpdateTime(float Time);// 0x37db6c4
void BP_UpdateState(enum State, bool isEnemy, int LocPCTeamID);// 0x37db6c4
void BP_UpdateHardpointName(FString PointName);// 0x37db6c4
--------------------------------
Class: HealthControlComponent.ActorComponent.Object
float RecoverDelayWhenLeaveFightState;//[Offset: 0x110 , Size: 4]
float SeriousWoundThreshold;//[Offset: 0x114 , Size: 4]
STExtraPlayerController* OwnerPlayerController;//[Offset: 0x118 , Size: 8]
FName HealthRecoverBuffName;//[Offset: 0x120 , Size: 8]
FName SeriousWoundApperanceBuffName;//[Offset: 0x128 , Size: 8]
FName PlayerTakeDamageBuffName;//[Offset: 0x130 , Size: 8]
AkAudioEvent* LowHealthWarningSound;//[Offset: 0x138 , Size: 8]
enum[] FightState;//[Offset: 0x140 , Size: 16]
void HandlePlayerTakeDamage(float Damage, out const DamageEvent DamageEvent,
Controller* EventInstigator, Actor* DamageCauser);// 0x2cefeac
void HandlePlayerStateChanged(enum NewState);// 0x2cefe30
STExtraBaseCharacter* GetOwnerPlayerPawn();// 0x2cefd54
STExtraPlayerController* GetOwnerPlayerController();// 0x2cefcc0
--------------------------------
Class: HeavyWeaponBox.MonsterTreasureBox.UAEHouseActor.UAENetActor.Actor.Object
--------------------------------
Class:
HoldActorsSphereComponent.SphereComponent.ShapeComponent.PrimitiveComponent.SceneCo
mponent.ActorComponent.Object
Actor*[] HoldActors;//[Offset: 0x698 , Size: 16]
void OnActorExitSphere(Actor* ExitActor);// 0x2cf05f0
void OnActorEnterSphere(Actor* EnterActor);// 0x2cf056c
void GetAllActorsInSphere(out Actor*[] OutActors);// 0x2cf04b4
--------------------------------
Class: HolePerformanceTrigger.Actor.Object
StaticMeshActor*[] HighPolygonMeshActors;//[Offset: 0x398 , Size: 16]
StaticMeshActor*[] LowPolygonMeshActors;//[Offset: 0x3a8 , Size: 16]
bool bIsHoleTrigger;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3b8 , Size: 1]
float LeaveHeightOffset;//[Offset: 0x3bc , Size: 4]
HolePerformanceTriggerMgr* TiggerMgr;//[Offset: 0x3c0 , Size: 8]
bool bEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c8 ,
Size: 1]
void TriggerLeaveHoleSetting(Actor* HitActor);// 0x2cf0a60
void TriggerEnterHoleSetting(Actor* HitActor, Vector ForwardVector);//
0x2cf09a8
bool IsLocallyController(Actor* HitActor);// 0x2cf0918
bool IsDedicateServer();// 0x2cf08e0
--------------------------------
Class: HolePerformanceTriggerMgr.Actor.Object
float ScreenSizeCullingFactorConfig;//[Offset: 0x398 , Size: 4]
float ViewDistanceScaleConfig;//[Offset: 0x39c , Size: 4]
bool bNotShowLowMeshWhenLand;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3a0 , Size: 1]
bool bEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a1 ,
Size: 1]
float DelayHideMeshWhenLoadLandscape;//[Offset: 0x3a4 , Size: 4]
float UnderEarthTraceHeight;//[Offset: 0x3a8 , Size: 4]
float EnablePerformanceHeightWhenStart;//[Offset: 0x3ac , Size: 4]
float EnablePerformanceHeightInHole;//[Offset: 0x3b0 , Size: 4]
HolePerformanceTrigger*[] AllTiggers;//[Offset: 0x3b8 , Size: 16]
bool bEnableScreenSizeCullingFactorConfig;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x3c8 , Size: 1]
<StaticMeshActor*> IntersectHighMeshActors;//[Offset: 0x3d0 , Size: 80]
<StaticMeshActor*> UnionHighMeshActors;//[Offset: 0x420 , Size: 80]
<StaticMeshActor*> LowMeshActors;//[Offset: 0x470 , Size: 80]
void LandscapeLoadSetting();// 0x2cf0f08
--------------------------------
Class: HoleUpPointSceneComponent.SceneComponent.ActorComponent.Object
bool IsCanHoleUpSnowfall;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2c9 , Size: 1]
--------------------------------
Class: IceEngraving.Actor.Object
StaticMeshComponent* Mesh;//[Offset: 0x398 , Size: 8]
IceEngravingStage[] EngraveStage;//[Offset: 0x3a0 , Size: 16]
int StageIndex;//[Offset: 0x3b0 , Size: 4]
void ReceiveMaxDamageAccumlated();// 0x37db6c4
void OnRep_StageIndex(int PrevStage);// 0x2cf3354
--------------------------------
Class: IceEngravingStage
float DamageThreshold;//[Offset: 0x0 , Size: 4]
StaticMesh* MeshAsset;//[Offset: 0x8 , Size: 40]
--------------------------------
Class:
IceWorldSceneActor.ActivityInteractiveActor.ActivityActorBase.CustomDecoratorActor.
DecoratorActor.Actor.Object
int Progress;//[Offset: 0x580 , Size: 4]
TimelineComponent* TimelineComp;//[Offset: 0x588 , Size: 8]
bool IsMoveStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x590
, Size: 1]
void OnRep_Progress();// 0x2cf36b8
--------------------------------
Class: IdeaFence.FastMergeableActor.Actor.Object
SplineComponent* SplineComponent;//[Offset: 0x398 , Size: 8]
enum BeginSelector;//[Offset: 0x3a0 , Size: 1]
StaticMesh* BeginMesh1;//[Offset: 0x3a8 , Size: 8]
StaticMesh* BeginMesh2;//[Offset: 0x3b0 , Size: 8]
StaticMesh* BeginMesh3;//[Offset: 0x3b8 , Size: 8]
StaticMesh* BeginMesh4;//[Offset: 0x3c0 , Size: 8]
enum EndSelector;//[Offset: 0x3c8 , Size: 1]
StaticMesh* EndMesh1;//[Offset: 0x3d0 , Size: 8]
StaticMesh* EndMesh2;//[Offset: 0x3d8 , Size: 8]
StaticMesh* EndMesh3;//[Offset: 0x3e0 , Size: 8]
StaticMesh* EndMesh4;//[Offset: 0x3e8 , Size: 8]
bool bUseRandomForMiddle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3f0 , Size: 1]
bool bUseMiddleSegmentsInOrder;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3f1 , Size: 1]
float UnitLengthForMiddle;//[Offset: 0x3f4 , Size: 4]
float UnitSpacingForMiddle;//[Offset: 0x3f8 , Size: 4]
float PivotOffsetForMiddle;//[Offset: 0x3fc , Size: 4]
RandomStream RandomStreamForMiddle;//[Offset: 0x400 , Size: 8]
StaticMesh* MiddleMesh1;//[Offset: 0x408 , Size: 8]
StaticMesh* MiddleMesh2;//[Offset: 0x410 , Size: 8]
StaticMesh* MiddleMesh3;//[Offset: 0x418 , Size: 8]
StaticMesh* MiddleMesh4;//[Offset: 0x420 , Size: 8]
CollisionProfileName FenceCollisionProfile;//[Offset: 0x428 , Size: 8]
SplineComponent* GetSplineComponent();// 0x2cf7090
--------------------------------
Class: IdeaStaticFence.IdeaFence.FastMergeableActor.Actor.Object
--------------------------------
Class:
IdleWeaponState.WeaponStateBase.WeaponLogicBaseComponent.ActorComponent.Object
STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x1a8 , Size: 8]
--------------------------------
Class:
InactiveWeaponState.WeaponStateBase.WeaponLogicBaseComponent.ActorComponent.Object
--------------------------------
Class: InfecCompetitionCircle.Actor.Object
bool bIsActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x398 ,
Size: 1]
FString TriggerTag;//[Offset: 0x3a0 , Size: 16]
float interUpdateTime;//[Offset: 0x3b0 , Size: 4]
float Radius;//[Offset: 0x3b4 , Size: 4]
float Heights;//[Offset: 0x3b8 , Size: 4]
enum EffectSubType;//[Offset: 0x3bc , Size: 1]
int[] SkillIds;//[Offset: 0x3c0 , Size: 16]
void StateChangeDelegate();// 0x2cf7694
void SetIsActive(bool bActive);// 0x2cf7610
void Rep_ActiveState();// 0x2cf75fc
--------------------------------
Class: InfecPawnPositionMgrWidget.UAEUserWidget.UserWidget.Widget.Visual.Object
void SetCharacterToPawnPosition(PawnPositionWidget* Widget,
STExtraBaseCharacter* Character);// 0x37db6c4
void ResetPawnPosition(PawnPositionWidget* Widget);// 0x37db6c4
void RefreshPawnPositionList(PVEInfectionGameState* GameState, out const
PawnPositionWidget*[] InfecPawnPositionList);// 0x2cf7ad0
void RefreshPawnIcon(PawnPositionWidget* Widget);// 0x37db6c4
--------------------------------
Class: PawnPositionWidget.UAEUserWidget.UserWidget.Widget.Visual.Object
STExtraBaseCharacter* SavePlayerCharacter;//[Offset: 0x3d0 , Size: 8]
CanvasPanelSlot* CanvasPanel;//[Offset: 0x3d8 , Size: 8]
Vector4 Limit;//[Offset: 0x3e0 , Size: 16]
int heightPlus;//[Offset: 0x3f0 , Size: 4]
Vector2D UIOffset;//[Offset: 0x3f4 , Size: 8]
Vector LocOffset;//[Offset: 0x3fc , Size: 12]
void SetSavedCharacter(STExtraBaseCharacter* MyCharacter);// 0x2d521a0
--------------------------------
Class:
PVEInfectionGameState.STExtraGameStateBase.UAEGameState.GameState.GameStateBase.Inf
o.Actor.Object
int RespawnInvincibleTime;//[Offset: 0xd9c , Size: 4]
delegate OnInfectionTeamMarkGlobalNotifyDelegate;//[Offset: 0xda0 , Size: 16]
delegate GameStart;//[Offset: 0xdb0 , Size: 16]
delegate GameEnd;//[Offset: 0xdc0 , Size: 16]
delegate RoundStart;//[Offset: 0xdd0 , Size: 16]
delegate RoundEnd;//[Offset: 0xde0 , Size: 16]
delegate RoundCountDownEnd;//[Offset: 0xdf0 , Size: 16]
delegate OnPlayerPawnActive;//[Offset: 0xe00 , Size: 16]
delegate OnInfectionSelfChangeType;//[Offset: 0xe10 , Size: 16]
delegate OnPlayerUseSkill;//[Offset: 0xe20 , Size: 16]
delegate OnInfectionPlayerAssistNumChanged;//[Offset: 0xe30 , Size: 16]
InfectionGainExpInfo PlayerGainExpConfig;//[Offset: 0xe40 , Size: 28]
InfectionGainExpInfo ZombieGainExpConfig;//[Offset: 0xe5c , Size: 28]
<int,InfectionRoleLevelMap> RoleLevelConfig;//[Offset: 0xe78 , Size: 80]
int CurRoundNum;//[Offset: 0xec8 , Size: 4]
enum CurRoundState;//[Offset: 0xecc , Size: 1]
enum CurInfectionBGMStateType;//[Offset: 0xecd , Size: 1]
int MaxRoundNum;//[Offset: 0xed0 , Size: 4]
delegate OnCurRoundNumChanged;//[Offset: 0xed8 , Size: 16]
float BeforeRoundTime;//[Offset: 0xee8 , Size: 4]
FString RoleInfoTablePath;//[Offset: 0xef0 , Size: 16]
FString ScoreInfoTablePath;//[Offset: 0xf00 , Size: 16]
int MaxPersonScore;//[Offset: 0xf10 , Size: 4]
int MaxMonsterScore;//[Offset: 0xf14 , Size: 4]
float RoundEndWorldTimeSeconds;//[Offset: 0xf18 , Size: 4]
int RoundPlayerNum;//[Offset: 0xf1c , Size: 4]
int RoundZombieNum;//[Offset: 0xf20 , Size: 4]
int RoundAllPlayerNum;//[Offset: 0xf24 , Size: 4]
int RoundAllZombieNum;//[Offset: 0xf28 , Size: 4]
int PersonWinRoundNum;//[Offset: 0xf2c , Size: 4]
int ZombieWinRoundNum;//[Offset: 0xf30 , Size: 4]
int KillZombieNum;//[Offset: 0xf34 , Size: 4]
int InfectedHumanNum;//[Offset: 0xf38 , Size: 4]
int BecomeHeroNum;//[Offset: 0xf3c , Size: 4]
int CurRoundWinRole;//[Offset: 0xf40 , Size: 4]
float CurRoundStartTime;//[Offset: 0xf44 , Size: 4]
delegate ShowRoundResultDelegate;//[Offset: 0xf48 , Size: 16]
InfectionRoundResultData CurRoundResultData;//[Offset: 0xf58 , Size: 280]
int CurRoundResultShowTime;//[Offset: 0x1070 , Size: 4]
delegate OnInfectionKillInfoChanged;//[Offset: 0x1078 , Size: 16]
<uint32,InfectionPlayerScoreData> InfectionPlayerStateDataMap;//[Offset:
0x1088 , Size: 80]
<int,InfectionRoundTlogCountData> InfectionRoundTlogCountDataMap;//[Offset:
0x10d8 , Size: 80]
<int,InfectionRoleTableRow> RoleTableMap;//[Offset: 0x1128 , Size: 80]
delegate RoundPlayerNumChanged;//[Offset: 0x1178 , Size: 16]
delegate RoundZombieNumChanged;//[Offset: 0x1188 , Size: 16]
<FString,InfectionScoreTableRow> ScoreTableMap;//[Offset: 0x1198 , Size: 80]
delegate ShowInfectionKillTipsDelegate;//[Offset: 0x11e8 , Size: 16]
delegate InfectionRoundStateChanged;//[Offset: 0x11f8 , Size: 16]
delegate InfectionBGMStateChanged;//[Offset: 0x1208 , Size: 16]
int HaveShowRoundResultNum;//[Offset: 0x1218 , Size: 4]
void ShowRoundResult(InfectionRoundResultData RoundData, int showTime);//
0x2d8bca0
void ShowInfectionKillTips__DelegateSignature(FString KillerName, FString
VictimName, FString killerKey, FString victimKey, enum killerSubType, enum
victimSubType);// 0x37db6c4
void SetRoundZombieNum(int Num);// 0x2d8bc24
void SetRoundPlayerNum(int Num);// 0x2d8bba8
void ServerOnRoundStart(int RoundNum);// 0x2d8bb2c
void ServerOnRoundEnd(int RoundNum);// 0x2d8bab0
void OnUseSpringJump(STExtraPlayerCharacter* Character, int SpringID);//
0x2d8b9f8
void OnRoundZombieNumChange();// 0x2d8b9e4
void OnRoundPlayerNumChange();// 0x2d8b9d0
void OnRep_RoundZombieNumChange();// 0x2d8b9bc
void OnRep_RoundStateChanged();// 0x2d8b9a8
void OnRep_RoundPlayerNumChange();// 0x2d8b994
void OnRep_ReadyStateTime();// 0x2d8b978
void OnRep_InfectionBGMStateChanged();// 0x2d8b964
void OnRep_CurRoundNum();// 0x2d8b950
void OnPlayerSkillStart(STExtraBaseCharacter* SkillOwner, int SkillID);//
0x2d8b890
void OnKillInfoChanged(out const InfectionContinuousKillInfo Info);//
0x2d8b7c4
void OnKilledTlog(Controller* Killer, Controller* VictimPlayer, Pawn*
VictimPawn, const DamageType* DamageType);// 0x2d8b694
void OnKilled(Controller* Killer, Controller* VictimPlayer, Pawn* VictimPawn,
const DamageType* DamageType);// 0x2d8b564
void OnFinishRestartPlayer(Controller* NewPlayer, out const Rotator
StartRotation);// 0x2d8b4a0
void OnCharacterTakeHeadShot(STExtraPlayerState* InstigatorPlayerState,
STExtraPlayerState* VictimPlayerState);// 0x2d8b3e4
void OnCharacterTakeDamage(STExtraPlayerState* InstigatorPlayerState,
STExtraPlayerState* VictimPlayerState, float Damage);// 0x2d8b2ec
void MulticastRPC_InfectionKillInfoChanged(const InfectionContinuousKillInfo
Info);// 0x2d8b228
void MulticastRPC_InfectionCharacterList(const STExtraBaseCharacter*[]
CharacterList);// 0x2d8b178
void MulticastRPC_BroadcastTeamMarkNotify(const PVEInfectionPlayerState*[]
PlayerStateArray);// 0x2d8b0c8
bool IsVisibleType(enum OriginType, enum TargetType);// 0x2d8affc
void InitScoreTable();// 0x2d8afe8
void InitRoleTable();// 0x2d8afd4
FString GetSkillIcon(enum SubType);// 0x2d8aee0
InfectionRoundResultPlayerShowData GetRoundResultByPlayerKey(FString
PlayerKey);// 0x2d8aca8
int GetRoundPlayerNum();// 0x2d8ac74
InfectionPlayerScoreData GetPlayerScoreData(uint32 PlayerKey);// 0x2d8ab70
InfectionRoundScoreData GetPlayerRoundScoreData(uint32 PlayerKey, int
RoundNum);// 0x2d8aaa0
float GetLeftRoundTime();// 0x2d8aa6c
InfectionRoleTableRow GetInfectionRoleInfo(enum FindPawnType);// 0x2d8a9b8
enum GetCurRoundWinCamp();// 0x2d8a984
InfectionRoundTlogCountData GetCurRoundTlogCountData();// 0x2d8a94c
STExtraBaseCharacter* GetCharacterByPlayerKey(FString PlayerKey);// 0x2d8a810
<STExtraBaseCharacter*> GetAllCharacterSetWithoutSelf();// 0x2d8a6d0
<STExtraBaseCharacter*> GetAllCharacterSet();// 0x2d8a590
STExtraBaseCharacter*[] GetAllCharacter();// 0x2d8a4ec
enum ConvertSubTypeToMainType(enum SubType);// 0x2d8a460
STExtraBaseCharacter* ClientGetCharacterByPlayerKey(FString PlayerKey);//
0x2d8a324
void ClientBroadcast_InfectionShowKilledTip(FString KillerName, FString
VictimName, uint32 killerKey, uint32 victimKey, enum killerSubType, enum
victimSubType);// 0x2d8a120
void CheckInitMatrixEffect(PlayerState* PState);// 0x2d8a0a4
void BroadcastClientOnRoundStart(int RoundNum);// 0x2d8a020
void BroadcastClientOnRoundEnd(int RoundNum);// 0x2d89f9c
void BeginShowRoundResult(int RoundNum, int showTime);// 0x2d89ee8
void AddUseSpringJumpTimes(uint32 PlayerKey, int Times);// 0x2d89e2c
void AddUseEnhancerTimes(uint32 PlayerKey, int Times);// 0x2d89d70
void AddRoundWinScore();// 0x2d89d5c
void AddRevengerPlayerKillWinTimes(uint32 PlayerKey, int Times);// 0x2d89ca8
void AddPlayerScore(Controller* ScorePlayer, Controller* VictimPlayer,
FString ScoreType, float DamagePoint);// 0x2d89aac
void AddDamageToRevengerPlayer(uint32 PlayerKey, int Damage);// 0x2d899f8
void AddDamageToMonster(uint32 PlayerKey, int Damage);// 0x2d89944
void AddChooseZombieTimes(uint32 PlayerKey, enum SubType, int Times);//
0x2d89850
void AddBeRevengerPlayerTimes(uint32 PlayerKey, int Times);// 0x2d8979c
void AddBePersonWinTimes(uint32 PlayerKey, int Times);// 0x2d896e8
void AddBeMonsterWinTimes(uint32 PlayerKey, int Times);// 0x2d89634
void AddBeMatrixMonsterTimes(uint32 PlayerKey, int Times);// 0x2d89580
--------------------------------
Class: InfectionGainExpInfo
int KillExp;//[Offset: 0x0 , Size: 4]
int AssistExp;//[Offset: 0x4 , Size: 4]
float AssistExpAcceptRange;//[Offset: 0x8 , Size: 4]
float DamageExpRate;//[Offset: 0xc , Size: 4]
float HealthExpRate;//[Offset: 0x10 , Size: 4]
float SecondExp;//[Offset: 0x14 , Size: 4]
float GainExpInterval;//[Offset: 0x18 , Size: 4]
--------------------------------
Class: InfectionRoleLevelMap
<int,InfectionRoleLevelInfo> LevelMap;//[Offset: 0x0 , Size: 80]
int MaxLevel;//[Offset: 0x50 , Size: 4]
--------------------------------
Class: InfectionRoleLevelInfo
int Exp;//[Offset: 0x0 , Size: 4]
int BuffID;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: InfectionRoundResultData
int RoundNum;//[Offset: 0x0 , Size: 4]
enum WinType;//[Offset: 0x4 , Size: 1]
InfectionRoundResultPlayerShowData BestPerson;//[Offset: 0x8 , Size: 128]
InfectionRoundResultPlayerShowData BestMonster;//[Offset: 0x88 , Size: 128]
InfectionRoundResultPlayerShowData[] AllDataArray;//[Offset: 0x108 , Size:
16]
--------------------------------
Class: InfectionRoundResultPlayerShowData
uint32 PlayerKey;//[Offset: 0x0 , Size: 4]
FString PlayerName;//[Offset: 0x8 , Size: 16]
int TeamID;//[Offset: 0x18 , Size: 4]
InfectionPlayerInfo InfectionPlayerInfo;//[Offset: 0x20 , Size: 72]
InfectionShowRoundScoreData RoundScoreData;//[Offset: 0x68 , Size: 20]
--------------------------------
Class: InfectionPlayerInfo
uint64 UId;//[Offset: 0x0 , Size: 8]
FString UIDString;//[Offset: 0x8 , Size: 16]
FString PlayerName;//[Offset: 0x18 , Size: 16]
FString iconUrl;//[Offset: 0x28 , Size: 16]
byte gender;//[Offset: 0x38 , Size: 1]
byte PlatformGender;//[Offset: 0x39 , Size: 1]
int PlayerLevel;//[Offset: 0x3c , Size: 4]
int SegmentLevel;//[Offset: 0x40 , Size: 4]
int AvatarBoxId;//[Offset: 0x44 , Size: 4]
--------------------------------
Class: InfectionShowRoundScoreData
int RoundNo;//[Offset: 0x0 , Size: 4]
int MonsterScore;//[Offset: 0x4 , Size: 4]
int PersonScore;//[Offset: 0x8 , Size: 4]
int KillMonsters;//[Offset: 0xc , Size: 4]
int KillPersons;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: InfectionPlayerScoreData
uint32 PlayerKey;//[Offset: 0x0 , Size: 4]
FString PlayerName;//[Offset: 0x8 , Size: 16]
int TeamID;//[Offset: 0x18 , Size: 4]
float PlayerEnterGameTime;//[Offset: 0x1c , Size: 4]
InfectionPlayerInfo InfectionPlayerInfo;//[Offset: 0x20 , Size: 72]
<int,InfectionRoundScoreData> RoundScoreData;//[Offset: 0x68 , Size: 80]
--------------------------------
Class: InfectionRoundScoreData
int RoundNo;//[Offset: 0x0 , Size: 4]
float MonsterScore;//[Offset: 0x4 , Size: 4]
float PersonScore;//[Offset: 0x8 , Size: 4]
int KillMonsters;//[Offset: 0xc , Size: 4]
int KillPersons;//[Offset: 0x10 , Size: 4]
float RoundDamage;//[Offset: 0x14 , Size: 4]
int BeMatrixMonsterTimes;//[Offset: 0x18 , Size: 4]
int BeRevengerPlayerTimes;//[Offset: 0x1c , Size: 4]
uint32 Headshot4Avenger;//[Offset: 0x20 , Size: 4]
int RevengerPlayerKillWinTimes;//[Offset: 0x24 , Size: 4]
int BeMonsterWinTimes;//[Offset: 0x28 , Size: 4]
int BePersonWinTimes;//[Offset: 0x2c , Size: 4]
int UseSpringJumpTimes;//[Offset: 0x30 , Size: 4]
int UseEnhancerTimes;//[Offset: 0x34 , Size: 4]
int DamageToMonster;//[Offset: 0x38 , Size: 4]
int DamageToRevengerPlayer;//[Offset: 0x3c , Size: 4]
int ChooseZombieFirstTimes;//[Offset: 0x40 , Size: 4]
int ChooseZombieSecondTimes;//[Offset: 0x44 , Size: 4]
int ChooseZombieThirdTimes;//[Offset: 0x48 , Size: 4]
uint32 PlayerKilled;//[Offset: 0x4c , Size: 4]
uint32 PlayerHurtCount;//[Offset: 0x50 , Size: 4]
uint32 PlayerDamageCount;//[Offset: 0x54 , Size: 4]
uint32 HeadshotCounts;//[Offset: 0x58 , Size: 4]
uint32 GunKillingTimes;//[Offset: 0x5c , Size: 4]
int8 RoleType;//[Offset: 0x60 , Size: 1]
int8 RoleTypeEnd;//[Offset: 0x61 , Size: 1]
uint32 RoleTypeSwitchTime;//[Offset: 0x64 , Size: 4]
int PlayerJumpHeightMax;//[Offset: 0x68 , Size: 4]
int PlayerJumpSpeedMax;//[Offset: 0x6c , Size: 4]
uint32 PlayerMoveDistance;//[Offset: 0x70 , Size: 4]
uint32 PlayerMoveTime;//[Offset: 0x74 , Size: 4]
int PlayerMoveSpeedAvg;//[Offset: 0x78 , Size: 4]
--------------------------------
Class: InfectionRoundTlogCountData
float RoundStartTime;//[Offset: 0x0 , Size: 4]
float RoundEndTime;//[Offset: 0x4 , Size: 4]
int WinCamp;//[Offset: 0x8 , Size: 4]
bool bSpawnRevenger;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xc , Size: 1]
float RevengerSpawmTime;//[Offset: 0x10 , Size: 4]
int RevengerDoSkillCount;//[Offset: 0x14 , Size: 4]
int ZombieReviveCount;//[Offset: 0x18 , Size: 4]
int NormalZombieDoSkillCount;//[Offset: 0x1c , Size: 4]
int InvisibleZombieDoSkillCount;//[Offset: 0x20 , Size: 4]
int ThrowerZombieDoSkillCount;//[Offset: 0x24 , Size: 4]
int MotherZombieDoSkillCount;//[Offset: 0x28 , Size: 4]
<int,InfectionRoundTlogGuidData> GuidCount;//[Offset: 0x30 , Size: 80]
InfectionPlayerDeadTlogData[] DeadList;//[Offset: 0x80 , Size: 16]
<int,int> ZombieLevelNumMap;//[Offset: 0x90 , Size: 80]
int[] EnhancerUserList;//[Offset: 0xe0 , Size: 16]
<int,InfectionSpringUseData> SpringUseMap;//[Offset: 0xf0 , Size: 80]
--------------------------------
Class: InfectionRoundTlogGuidData
int GuidTriggerCount;//[Offset: 0x0 , Size: 4]
int GuidHandCloseCount;//[Offset: 0x4 , Size: 4]
int GuidArriveCloseCount;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: InfectionPlayerDeadTlogData
int DeadPawnSubType;//[Offset: 0x0 , Size: 4]
float DeadPosiX;//[Offset: 0x4 , Size: 4]
float DeadPosiY;//[Offset: 0x8 , Size: 4]
float DeadPosiZ;//[Offset: 0xc , Size: 4]
int KillPawnSubType;//[Offset: 0x10 , Size: 4]
float KillPosiX;//[Offset: 0x14 , Size: 4]
float KillPosiY;//[Offset: 0x18 , Size: 4]
float KillPosiZ;//[Offset: 0x1c , Size: 4]
--------------------------------
Class: InfectionSpringUseData
int SpringTag;//[Offset: 0x0 , Size: 4]
int NormalPlayerUseTimes;//[Offset: 0x4 , Size: 4]
int AvengerPlayerUseTimes;//[Offset: 0x8 , Size: 4]
int MotherZombieUseTimes;//[Offset: 0xc , Size: 4]
int NormalZombieUseTimes;//[Offset: 0x10 , Size: 4]
int InvisibleZombieUseTimes;//[Offset: 0x14 , Size: 4]
int ThrowerZombieUseTimes;//[Offset: 0x18 , Size: 4]
--------------------------------
Class: InfectionRoleTableRow
int ID;//[Offset: 0x0 , Size: 4]
FString RoleName;//[Offset: 0x8 , Size: 16]
int DieExchange;//[Offset: 0x18 , Size: 4]
int MatrixEffect;//[Offset: 0x1c , Size: 4]
int BornChoose;//[Offset: 0x20 , Size: 4]
FString WeIcon;//[Offset: 0x28 , Size: 16]
FString EnemyIcon;//[Offset: 0x38 , Size: 16]
enum[] VisibleRange;//[Offset: 0x48 , Size: 16]
int MainSkillId;//[Offset: 0x58 , Size: 4]
int[] BornSkillList;//[Offset: 0x60 , Size: 16]
FString SkillIcon;//[Offset: 0x70 , Size: 16]
FString SkillCDIcon;//[Offset: 0x80 , Size: 16]
FString SkillName;//[Offset: 0x90 , Size: 16]
FString SkillDetail;//[Offset: 0xa0 , Size: 16]
float SkillCD;//[Offset: 0xb0 , Size: 4]
FString HeroIcon;//[Offset: 0xb8 , Size: 16]
--------------------------------
Class: InfectionScoreTableRow
int ID;//[Offset: 0x0 , Size: 4]
int Identity;//[Offset: 0x4 , Size: 4]
FString Action;//[Offset: 0x8 , Size: 16]
int param1;//[Offset: 0x18 , Size: 4]
int Score;//[Offset: 0x1c , Size: 4]
--------------------------------
Class: InfectionContinuousKillInfo
enum PawnType;//[Offset: 0x0 , Size: 1]
int KillNumber;//[Offset: 0x4 , Size: 4]
FString KillerName;//[Offset: 0x8 , Size: 16]
--------------------------------
Class:
PVEInfectionPlayerState.STExtraPlayerState.UAEPlayerState.PlayerState.Info.Actor.Ob
ject
float CurExp;//[Offset: 0x1330 , Size: 4]
int CurLevel;//[Offset: 0x1338 , Size: 4]
int MainSkillId;//[Offset: 0x133c , Size: 4]
bool IsUseMainSkillInvisible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1340 , Size: 1]
int CurAssistLevel;//[Offset: 0x1344 , Size: 4]
delegate OnPlayerLevelChanged;//[Offset: 0x1348 , Size: 16]
delegate OnPlayerExpChanged;//[Offset: 0x1358 , Size: 16]
int SelectCombieCount;//[Offset: 0x1378 , Size: 4]
delegate InfectionClientOnRespawn;//[Offset: 0x1380 , Size: 16]
delegate InfectionClientOnBeKilled;//[Offset: 0x1390 , Size: 16]
bool bSwitchTeammateStateList;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x13a0 , Size: 1]
enum PawnSubType;//[Offset: 0x13a1 , Size: 1]
int ShowKillNum;//[Offset: 0x13a4 , Size: 4]
delegate OnInfectionKillNumChanged;//[Offset: 0x13a8 , Size: 16]
enum RespawnBeforeType;//[Offset: 0x13b8 , Size: 1]
float PlayerRoundStartTime;//[Offset: 0x13bc , Size: 4]
float PlayerMoveDistance;//[Offset: 0x13c0 , Size: 4]
float PlayerMoveTime;//[Offset: 0x13c4 , Size: 4]
float[] PlayerMoveSpeedArray;//[Offset: 0x13c8 , Size: 16]
int PlayerJumpHeightMax;//[Offset: 0x13d8 , Size: 4]
int PlayerJumpSpeedMax;//[Offset: 0x13dc , Size: 4]
uint32 RoundStartTime;//[Offset: 0x13e0 , Size: 4]
int8 RoleTypeStart;//[Offset: 0x13e4 , Size: 1]
int8 RoleTypeEnd;//[Offset: 0x13e5 , Size: 1]
int RoleTypeSwitchTime;//[Offset: 0x13e8 , Size: 4]
float AbsorbTime;//[Offset: 0x13ec , Size: 4]
bool IsInAbsorb;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13f0
, Size: 1]
bool IsInfectionDie;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x13f1 , Size: 1]
bool IsClientChangeDeathPosi;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x13f2 , Size: 1]
void StartMainSkill();// 0x2d91100
void SetPawnSubType(enum SubType);// 0x2d91084
void ServerRPC_ClientStartRound(int64 ClientRoundStartTime);// 0x2d90fd4
void ServerRPC_ActorGuidTrigger_TLog(int GuidID);// 0x2d90f24
void ServerRPC_ActorGuidClose_TLog(int GuidID, bool bArriveClose);//
0x2d90e20
void RespawnBufferReplay();// 0x2d90e0c
void ResetOnRoundStart();// 0x2d90df8
void OnRep_ShowKillNum();// 0x2d90de4
void OnRep_PawnSubType();// 0x2d90dd0
void OnRep_CurLevel();// 0x2d90dbc
void OnRep_CurExp();// 0x2d90da8
void OnRep_CurAssistLevel();// 0x2d90d94
void OnNewRound();// 0x2d90d78
void OnClientRemoveBuff(int BuffID, int SkillID);// 0x2d90cbc
void OnClientAddBuff(int BuffID, int SkillID);// 0x2d90c00
bool IsPlayer();// 0x2d90bc8
bool IsCanUseMainSkill();// 0x2d90b90
int GetShowKillNum();// 0x2d90b5c
enum GetMainType();// 0x2d90b28
float GetMainSkillInterval();// 0x2d90af4
int GetMainSkillId();// 0x2d90ac0
float GetMainSkillCD();// 0x2d90a8c
float GetExpPercent();// 0x2d90a58
enum ConvertSubTypeToMainType(enum SubType);// 0x2d909cc
void ClientRPC_OnRevengerSpawn();// 0x2d909b0
void ClientRPC_OnRespawnInfectionPawn(enum PrevType, enum NewType);//
0x2d908f0
void ClientRPC_OnKilled(Pawn* VictimPawn, const DamageType* DamageType, bool
bIsRoundEnd);// 0x2d907f0
void ClientRPC_OnGeneraterMaternalZombies(enum CurSubType);// 0x2d9076c
void ClientRPC_OnBeKilled(Pawn* KillerPawn, bool bIsRoundEnd);// 0x2d906a4
void ClientRPC_BroadcastInfectionLevelUp(int Level);// 0x2d90620
void ClientRoundStart();// 0x2d9060c
void AddShowKillNum(int AddNum);// 0x2d90590
void AddExpOnNextFrame();// 0x2d9057c
void AddCurLevelUpBuffCallback();// 0x2d90568
--------------------------------
Class: VNInfectableArea.Actor.Object
BoxComponent* BoxComponent;//[Offset: 0x3f0 , Size: 8]
class Actor[] InfactableActors;//[Offset: 0x3f8 , Size: 16]
class ActorComponent* InfactableComponent;//[Offset: 0x408 , Size: 8]
enum[] DamageableGameObjectTypeList;//[Offset: 0x410 , Size: 16]
void OnBeginOverlap(PrimitiveComponent* activatedComp, Actor* OtherActor,
PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out const
HitResult SweepResult);// 0x2f8eff4
enum[] GetDamageableGameObjectType();// 0x2f8ef48
--------------------------------
Class: InfectableAreaWithBuild.VNInfectableArea.Actor.Object
BuildingActorWorldSnapSetup WorldSnapSetup;//[Offset: 0x438 , Size: 36]
bool bDeadAsShit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x45c
, Size: 1]
bool bImmuneToTeammate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x45d , Size: 1]
bool bShouldSnapToWorldGrid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x45e , Size: 1]
float ReturnRate;//[Offset: 0x460 , Size: 4]
class Object[] ProhibitedActorTemplateList;//[Offset: 0x468 , Size: 16]
bool CanBuildUnderWater;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x478 , Size: 1]
class Object[] VisibilitySkipTypes;//[Offset: 0x480 , Size: 16]
float UnderWaterMaxBuildDepth;//[Offset: 0x490 , Size: 4]
Transform DestroyedParticleTransformOffset;//[Offset: 0x4a0 , Size: 48]
SoftObjectPath PreBuildingEffectPath;//[Offset: 0x4d0 , Size: 24]
SoftObjectPath DestroyBuildingEffectPath;//[Offset: 0x4e8 , Size: 24]
Vector PlacementBoxCenter;//[Offset: 0x500 , Size: 12]
Vector PlacementBoxExtent;//[Offset: 0x50c , Size: 12]
float Health;//[Offset: 0x518 , Size: 4]
float MaxDeviation;//[Offset: 0x51c , Size: 4]
float MaxTraceDepth;//[Offset: 0x520 , Size: 4]
bool bDoQuadTrace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x524 , Size: 1]
byte ConstructingMode;//[Offset: 0x530 , Size: 1]
void OnBuildingActorDamaged(float Health);// 0x2cf8020
void HandleBuildingTakeAnyDamage(Actor* DamagedActor, float Damage, const
DamageType* DamageType, Controller* InstigatedBy, Actor* DamageCauser);// 0x2cf7eb0
--------------------------------
Class: BuildingActorWorldSnapSetup
Vector GridSizeScale;//[Offset: 0x0 , Size: 12]
Vector Pivot;//[Offset: 0xc , Size: 12]
Rotator SnapRotation;//[Offset: 0x18 , Size: 12]
--------------------------------
Class: InfectedAreaActor.Actor.Object
InfectedArea AreaData;//[Offset: 0x398 , Size: 28]
--------------------------------
Class: InfectedArea
int AreaID;//[Offset: 0x0 , Size: 4]
Vector AreaPosition;//[Offset: 0x4 , Size: 12]
float Radius;//[Offset: 0x10 , Size: 4]
int Level;//[Offset: 0x14 , Size: 4]
bool IsActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18 ,
Size: 1]
--------------------------------
Class: InfectedAreaComponent.ActorComponent.Object
delegate InfectedAreaChanged;//[Offset: 0x110 , Size: 16]
HardLevelRange EasyLevelRange;//[Offset: 0x120 , Size: 8]
HardLevelRange NormalLevelRange;//[Offset: 0x128 , Size: 8]
HardLevelRange HardLevelRange;//[Offset: 0x130 , Size: 8]
InfectedArea[] InfectedAreaArray;//[Offset: 0x138 , Size: 16]
void ShowWarning(int ID);// 0x2cf88f8
void SetAreaLevels(int LevelId);// 0x2cf887c
void RPC_Client_ShowWarning();// 0x2cf881c
void OnRep_InfectedAreaDatas();// 0x2cf8808
bool IsInArea(out InfectedArea Area, out const Vector Location);// 0x2cf870c
void GenerateAreaLevels();// 0x2cf86f8
void AddInfectedAreaData(InfectedArea AreaData);// 0x2cf865c
void ActiveInfectedArea(int AreaID);// 0x2cf85e0
--------------------------------
Class: HardLevelRange
int Min;//[Offset: 0x0 , Size: 4]
int Max;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: InfectedAreaDatas.Actor.Object
InfectedArea[] InfectedAreaArray;//[Offset: 0x398 , Size: 16]
--------------------------------
Class: InfectionCommonLogicComp.ActorComponent.Object
bool IsSendActiveToGameState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x110 , Size: 1]
STExtraBaseCharacter* OwnerCharacter;//[Offset: 0x118 , Size: 8]
void PawnRespawnReset();// 0x2cf8f68
bool IsDeadClearDirectly(bool bCheck);// 0x2cf8ed0
--------------------------------
Class: MonsterWarningWidget.UAEUserWidget.UserWidget.Widget.Visual.Object
int MaxWidgetNum;//[Offset: 0x3d0 , Size: 4]
float MaxWarningDistance;//[Offset: 0x3d4 , Size: 4]
float InvisibleAngle;//[Offset: 0x3d8 , Size: 4]
float VisibleAngle;//[Offset: 0x3dc , Size: 4]
float ZUpDistance;//[Offset: 0x3e0 , Size: 4]
float ZDownDistance;//[Offset: 0x3e4 , Size: 4]
int GridRange;//[Offset: 0x3e8 , Size: 4]
CanvasPanel*[] WarningCanvasPanelArr;//[Offset: 0x3f0 , Size: 16]
Object*[] CachedNearMonsterArr;//[Offset: 0x400 , Size: 16]
float CurQueryTime;//[Offset: 0x410 , Size: 4]
float QueryZombieInterval;//[Offset: 0x414 , Size: 4]
bool bWarningEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x418 , Size: 1]
bool bIsInResult;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x419
, Size: 1]
void UpdateCanvasOpacity(CanvasPanel* WarningCanvasPanel, float
AngleToForward);// 0x2d2b63c
void EnableWarning();// 0x2d2b628
void DisableWarning();// 0x2d2b614
--------------------------------
Class:
InfectionZombieWarningWidget.MonsterWarningWidget.UAEUserWidget.UserWidget.Widget.V
isual.Object
--------------------------------
Class: IngameArmedVehicleUI.UAEUserWidget.UserWidget.Widget.Visual.Object
VehicleShootWeapon* Weapon;//[Offset: 0x3d0 , Size: 8]
bool bUsed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d8 ,
Size: 1]
bool bShowControlButton;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3d9 , Size: 1]
bool bShowCompass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3da , Size: 1]
MaterialInstanceDynamic* AngleMatInstance;//[Offset: 0x3e0 , Size: 8]
int AngleMatParamIndex;//[Offset: 0x3e8 , Size: 4]
FName AngleMatParameterName;//[Offset: 0x3f0 , Size: 8]
TextBlock* AngleText;//[Offset: 0x3f8 , Size: 8]
bool bGotAngleMatParamIndex;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x400 , Size: 1]
float ScalePercent;//[Offset: 0x404 , Size: 4]
float Angle;//[Offset: 0x408 , Size: 4]
float CompassMinAngle;//[Offset: 0x40c , Size: 4]
float CompassMaxAngle;//[Offset: 0x410 , Size: 4]
float CompassMatMinPercent;//[Offset: 0x414 , Size: 4]
float CompassMatMaxPercent;//[Offset: 0x418 , Size: 4]
bool bEnableShowInterferenceLineByScreenAppearance;//(ByteOffset: 0,
ByteMask: 1, FieldMask: 255)[Offset: 0x41c , Size: 1]
bool bShowInterference;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x41d , Size: 1]
FString InterferenceLineAppearanceName;//[Offset: 0x420 , Size: 16]
FString CompassStrFormat;//[Offset: 0x430 , Size: 16]
void UpdateCompassAngleAndMatScalePercent(float InDeltaTime);// 0x2cf94b8
void ShowInterferenceLineByScreenAppearance(bool bShow);// 0x2cf9434
void InitCompassAngleMat(MaterialInstanceDynamic* InCompassMat);// 0x2cf93b8
--------------------------------
Class: IngameEnemyPanelWidget.UserWidget.Widget.Visual.Object
void UpdateEnemyLocations();// 0x2cf9f44
void setEnemyHitConfig(HitEnemyConfig Config);// 0x2cf9ebc
static void ResetEnemyHitData();// 0x2cf9ea8
static HitEnemyDataLocal[] GetEnemyHitData();// 0x2cf9d74
void AlertEnemyNearDeath();// 0x2cf9d58
void AlertEnemyHitted();// 0x2cf9d3c
static void AddEnemyHitData(HitEnemyData HitData, float HitTime, FString
FromPlayerName);// 0x2cf9b88
--------------------------------
Class: HitEnemyConfig
float HitLifeTime;//[Offset: 0x0 , Size: 4]
float NearDeathLifeTime;//[Offset: 0x4 , Size: 4]
int ValidDistanceRadius;//[Offset: 0x8 , Size: 4]
int VisionRadius;//[Offset: 0xc , Size: 4]
int MarkRadius;//[Offset: 0x10 , Size: 4]
int MarkNearDeathRadius;//[Offset: 0x14 , Size: 4]
bool bShowSelfMark;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x18 , Size: 1]
bool bHitSameEnemyOnce;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x19 , Size: 1]
--------------------------------
Class: HitEnemyDataLocal
HitEnemyData RemoteData;//[Offset: 0x0 , Size: 20]
bool bVisible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14 ,
Size: 1]
float HitTime;//[Offset: 0x18 , Size: 4]
FString FromPlayerName;//[Offset: 0x20 , Size: 16]
bool bIsNew;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30 ,
Size: 1]
--------------------------------
Class: InGameReconnectingInterface.Interface.Object
void RetriveDataAfterReconnecting();// 0x2cfa2fc
void RecoverStatusAfterReconnecting();// 0x2cfa2e0
--------------------------------
Class: InteractiveActor.DecoratorActor.Actor.Object
float Radius;//[Offset: 0x3e4 , Size: 4]
float ProcessTime;//[Offset: 0x3e8 , Size: 4]
bool bIsActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ec ,
Size: 1]
float interUpdateTime;//[Offset: 0x3f0 , Size: 4]
FString IconPath;//[Offset: 0x3f8 , Size: 16]
FString ButtonText;//[Offset: 0x408 , Size: 16]
FString InteractiveText;//[Offset: 0x418 , Size: 16]
float ProcessPassTime;//[Offset: 0x428 , Size: 4]
STExtraPlayerController* CurrentUseController;//[Offset: 0x438 , Size: 8]
void UpdateBeginProcess(float DeltaTime);// 0x2cfa7c8
void SetActiveState(bool IsActive);// 0x2cfa744
void Rep_ActiveState();// 0x2cfa730
void OperatorUse(STExtraPlayerController* InController);// 0x2cfa6b4
void OperatorCancelUse(STExtraPlayerController* InController);// 0x2cfa638
void BeginProcess();// 0x2cfa624
--------------------------------
Class:
InterpToMovementComponent2.InterpToMovementComponent.MovementComponent.ActorCompone
nt.Object
delegate OnInterp2ToStopDelegate;//[Offset: 0x1e8 , Size: 16]
delegate OnMoveDeltaComputedDelegate;//[Offset: 0x1f8 , Size: 16]
bool bReverseOnImpact;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x208 , Size: 1]
InterpToMovementComponent2ReplicatedData ReplicatedData;//[Offset: 0x20c ,
Size: 16]
void Restart(float InitialDirection, float InTime, bool bInWaiting, bool
bInStopped);// 0x2cfb1ec
void OnRep_ReplicatedData();// 0x2cfb1d8
void OnMoveDeltaComputedDelegate__DelegateSignature(const
InterpToMovementComponent2* Sender, float Time, out const Vector Delta);//
0x37db6c4
void OnInterpToMovementComponentInterpToStop(out const HitResult
ImpactResult, float Time);// 0x2cfb0f0
void OnInterp2ToStopDelegate__DelegateSignature(InterpToMovementComponent2*
Sender, out const HitResult ImpactResult, float Time);// 0x37db6c4
bool IsWaiting();// 0x2cfb0b8
bool IsStopped();// 0x2cfb080
float GetCurrentTime();// 0x2cfb04c
--------------------------------
Class: InterpToMovementComponent2ReplicatedData
enum ReplicatedBehaviourType;//[Offset: 0x0 , Size: 1]
float ReplicatedCurrentTime;//[Offset: 0x4 , Size: 4]
float ReplicatedTimeMultiplier;//[Offset: 0x8 , Size: 4]
float ReplicatedCurrentDirection;//[Offset: 0xc , Size: 4]
--------------------------------
Class:
InterpToMovementComponent3.InterpToMovementComponent2.InterpToMovementComponent.Mov
ementComponent.ActorComponent.Object
Interp3ControlPoint[] Interp3ControlPoints;//[Offset: 0x220 , Size: 16]
void FinaliseInterp3ControlPoints();// 0x2cfb850
--------------------------------
Class: Interp3ControlPoint.InterpControlPoint
Rotator RotationControlPoint;//[Offset: 0x1c , Size: 12]
float RotationRadius;//[Offset: 0x28 , Size: 4]
enum Interp3Method;//[Offset: 0x2c , Size: 1]
--------------------------------
Class:
IslandGameMode.BattleRoyaleGameMode.BattleRoyaleGameModeBase.UAEGameMode.GameMode.G
ameModeBase.Info.Actor.Object
bool bCanSendStopJoinSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1bdc , Size: 1]
bool bEnableOverWriteLogin;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1bdd , Size: 1]
bool bEnableSetExit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1bde , Size: 1]
float CloseDSDelayTime;//[Offset: 0x1be0 , Size: 4]
IslandGameState* IslandGameState;//[Offset: 0x1be8 , Size: 8]
TimerHandle DelayCloseDSTimer;//[Offset: 0x1bf0 , Size: 8]
bool bSentStopJoin;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1bf8 , Size: 1]
int IslandInactivePlayerKickoutTime;//[Offset: 0x1bfc , Size: 4]
void StopJoin();// 0x2cfbae0
void NotifyDSToClose();// 0x2cfbac4
void CloseIsland();// 0x2cfbaa8
--------------------------------
Class:
IslandGameState.STExtraGameStateBase.UAEGameState.GameState.GameStateBase.Info.Acto
r.Object
bool bEnableClearIsland;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xd9c , Size: 1]
bool bEnableInactiveClear;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xd9d , Size: 1]
float CurrentTimeCheckCD;//[Offset: 0xda0 , Size: 4]
float TotalTimeCheckCD;//[Offset: 0xda4 , Size: 4]
FString ExitReason;//[Offset: 0xda8 , Size: 16]
int IslandStartShowLifeTime;//[Offset: 0xdb8 , Size: 4]
int IslandDuration;//[Offset: 0xdbc , Size: 4]
int IslandStartTime;//[Offset: 0xdc0 , Size: 4]
int IslandLeftTime;//[Offset: 0xdc4 , Size: 4]
int IslandEndStateTime;//[Offset: 0xdc8 , Size: 4]
int IslandDefaultLifeTime;//[Offset: 0xdcc , Size: 4]
int IslandSpecialLifeTime;//[Offset: 0xdd0 , Size: 4]
int IslandMinimumPlayerNum;//[Offset: 0xdd4 , Size: 4]
int IslandMinimumAliveTime;//[Offset: 0xdd8 , Size: 4]
IslandRoomData[] RoomDatas;//[Offset: 0xde0 , Size: 16]
IslandGameMode* IslandGameMode;//[Offset: 0xdf0 , Size: 8]
enum IslandStateType;//[Offset: 0xdf8 , Size: 1]
IslandRoomData GetRoomData(int LandId);// 0x2cfc1a0
--------------------------------
Class: IslandRoomData
int LandId;//[Offset: 0x0 , Size: 4]
int EndStateTime;//[Offset: 0x4 , Size: 4]
int PlayerNum;//[Offset: 0x8 , Size: 4]
PlayerController*[] Players;//[Offset: 0x10 , Size: 16]
bool IsEnd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20 ,
Size: 1]
int FirstPlayerEnterTime;//[Offset: 0x24 , Size: 4]
bool bArenaOccupied;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x28 , Size: 1]
bool bForceCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x29 , Size: 1]
--------------------------------
Class: ItemDropMgrComponent.ActorComponent.Object
FString LuaFilePath;//[Offset: 0x118 , Size: 16]
bool GM_CloseItemDrop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x128 , Size: 1]
int GM_SpawnItemFrame;//[Offset: 0x12c , Size: 4]
bool bEnableAIBulletDrop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x130 , Size: 1]
class PlayerTombBox* DefaultTomb;//[Offset: 0x138 , Size: 8]
class PlayerRemainTombBox* LastGameRemainTomb;//[Offset: 0x140 , Size: 8]
FString DropItemCfgTableName;//[Offset: 0x148 , Size: 16]
FString DropItemRuleTableName;//[Offset: 0x158 , Size: 16]
int GridStep;//[Offset: 0x168 , Size: 4]
WaitDropData[] WaitDropList;//[Offset: 0x170 , Size: 16]
int MaxRandomWeight;//[Offset: 0x180 , Size: 4]
float RadiusStep;//[Offset: 0x184 , Size: 4]
float ZBias;//[Offset: 0x188 , Size: 4]
float LookUpDistance;//[Offset: 0x18c , Size: 4]
UAEDataTable* DropRuleTable;//[Offset: 0x190 , Size: 8]
Property*[] DropRuleTablePropertys;//[Offset: 0x198 , Size: 16]
int CurSpawnItemFrame;//[Offset: 0x1a8 , Size: 4]
<int,DropIDData> DropIDMap;//[Offset: 0x1b0 , Size: 80]
FString RemainItemRuleTableName;//[Offset: 0x200 , Size: 16]
RemainItemRuleDataRow[] RemainItemRuleList;//[Offset: 0x210 , Size: 16]
Vector TraceGroundPoint(Vector StartPos, Actor* IgnoreActor);// 0x2d02460
int PickItemByUnionRandom(float WeightCount, out RandomDropData[]
WeightMap);// 0x2d0236c
int PickItemByIndependentRandom(float Weight);// 0x2d022e0
void NavMeshDrop(out const DropToGroundData[] PropDatas, Transform PawnTrans,
bool bDropedByPlayer);// 0x2d02184
void InitRemainItemRuleTable();// 0x2d02170
void InitDropIDMap();// 0x2d0215c
void HandleActorDie(Actor* Actor, Actor* Killer);// 0x2d020a8
FString GetWrapperActorPath(ItemDefineID DefineID);// 0x2d01f9c
class Object GetWrapperActorClass(ItemDefineID DefineID);// 0x2d01ef8
void GetWeaponBulletNum(STExtraBaseCharacter* Character, STExtraWeapon*
TWeapon, out int BulletID, out int BulletClipNum, out int BulletPackageNum, out int
BulletClipMaxNum);// 0x2d01cf8
LastGameRemainItemData GetRemainItemData(out PickUpItemData[]
ItemDataList);// 0x2d01bac
void GetMonsterBulletDropIdList(out int[] DropIdList, out int[] DropParams,
MonsterSingleBulletDropIds[] BulletDropIds);// 0x2d01994
FString GetDropItemCfgList(out DropItemConfig[] DropList, int
DropConfigID);// 0x2d01828
void GetDropIdList(out int[] DropIdList, MonsterSingleDropIds[] DropIds);//
0x2d015d8
int GetCountStrNum(FString CountStr);// 0x2d0149c
void GetBulletDropListByPlanIDs(Actor* Killer, out int[]
BulletDropPlanIDList, out int[] BulletDropParams, out int[] DropIdList);//
0x2d012ac
DropPropData[] GenerateItemAttachments(int ItemID, int MinNum, int MaxNum);//
0x2d0113c
void DropToTombBox(out const PickUpItemData[] PropData, out WaitDropData
DropData);// 0x2d00fe4
void DropToTarget(ItemDefineID DefineID, int Count, BackpackComponent*
BackPack);// 0x2d00ee0
void DropToGround(out const DropToGroundData PropData, Transform
WrapperTrans, bool bDropedByPlayer);// 0x2d00d00
void DropOutItems(out WaitDropData DropData, out DropPropData[] DropItems);//
0x2d00b98
void DropLastGameRemainTombBox(LastGameRemainItemData
LastGameRemainItemData);// 0x2d00a88
void CheckNeedDropItem();// 0x2d00a74
void CheckMonsterAddBulletDrop(Actor* Actor, Actor* Killer, out int[]
DropIdList);// 0x2d00944
void CheckCharacterAddBulletDrop(Actor* Actor, Actor* Killer, out int[]
DropIdList);// 0x2d00814
bool CheckCanRemain(ItemRecordData ItemRecord);// 0x2d0070c
void CalcDropItemListByDropRule(out DropPropData[] DropItemList, int
DropPlanId);// 0x2d00608
void CalcDropItemListByDropCfg(out const DropItemConfig DropRuleCfg, out
DropPropData[] ItemList);// 0x2d004ec
void BulletDropStrategy(out int[] BulletIdList, out int[] BulletIdNum, out
int[] BulletDropPlanIDList, out int[] BulletDropParams, out int[] DropIdList, out
int[] BulletClipMaxNum);// 0x2d001c0
void BulletDropById(int BulletID, out int[] BulletDropPlanIDList, out int[]
DropIdList);// 0x2d00048
void AddToWaitDropList(out const WaitDropData AddWaitDropData);// 0x2cfff60
--------------------------------
Class: WaitDropData
STExtraBaseCharacter* KillerPawn;//[Offset: 0x0 , Size: 8]
FString DeadPawnDesc;//[Offset: 0x8 , Size: 16]
Vector DropGroundPoint;//[Offset: 0x18 , Size: 12]
class PlayerTombBox* DropTomb;//[Offset: 0x28 , Size: 8]
int[] DropPlanIDList;//[Offset: 0x30 , Size: 16]
bool bDropedByPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x40 , Size: 1]
--------------------------------
Class: DropIDData
FName[] DropRowList;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: RemainItemRuleDataRow
int KeyID;//[Offset: 0x0 , Size: 4]
int ItemID;//[Offset: 0x4 , Size: 4]
int itemType;//[Offset: 0x8 , Size: 4]
int ItemSubType;//[Offset: 0xc , Size: 4]
int RemainPerc;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: RandomDropData
int[] ItemIdList;//[Offset: 0x0 , Size: 16]
int RuleID;//[Offset: 0x10 , Size: 4]
int[] ItemCountList;//[Offset: 0x18 , Size: 16]
float Weight;//[Offset: 0x28 , Size: 4]
int DropMode;//[Offset: 0x2c , Size: 4]
int MinAttachment;//[Offset: 0x30 , Size: 4]
int MaxAttachment;//[Offset: 0x34 , Size: 4]
int ItemIDStyle;//[Offset: 0x38 , Size: 4]
bool bDropOnDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3c , Size: 1]
--------------------------------
Class: DropToGroundData
PickUpItemData PickUpItemData;//[Offset: 0x0 , Size: 56]
int ItemID;//[Offset: 0x38 , Size: 4]
--------------------------------
Class: MonsterSingleBulletDropIds
int[] BulletDropIds;//[Offset: 0x0 , Size: 16]
int[] BulletDropParams;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: MonsterSingleDropIds
--------------------------------
Class: ItemGeneratorBase.Actor.Object
CurveFloat* UpdateOverlapCurve;//[Offset: 0x398 , Size: 8]
float ShowWrapperMeshDistance;//[Offset: 0x3a0 , Size: 4]
float IsGenerateOverlapEventsForceUpdateTime;//[Offset: 0x3a4 , Size: 4]
Vector BoxOverlapCheckExtent;//[Offset: 0x3a8 , Size: 12]
bool bShowCheckPropsMeshVisibleBox;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x3b4 , Size: 1]
float ShowCheckPropsMeshVisibleBoxTime;//[Offset: 0x3b8 , Size: 4]
STExtraPlayerController* PlayerController;//[Offset: 0x3d0 , Size: 8]
BoxComponent* OverlapTrigger;//[Offset: 0x3e8 , Size: 8]
void ForceUpdate();// 0x2d02f80
--------------------------------
Class: MyLandscape.Actor.Object
RuntimeMeshComponent* Mesh;//[Offset: 0x398 , Size: 8]
MyLandscapeGeometry* LandscapeGeometry;//[Offset: 0x3a0 , Size: 8]
Material* LandscapeMat;//[Offset: 0x3a8 , Size: 8]
StaticMeshComponent* HighQualityMesh;//[Offset: 0x430 , Size: 8]
LandscapeGeometry_ExtendData* LandscapeGeometry_ExtendData;//[Offset: 0x438 ,
Size: 8]
bool AutoLoadLandscapeMesh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x440 , Size: 1]
FString AutoLoadGeometryPath;//[Offset: 0x448 , Size: 16]
FString AutoLoadMaterialPath;//[Offset: 0x458 , Size: 16]
StaticMeshComponent* HighLODMesh;//[Offset: 0x468 , Size: 8]
bool EditorLoadLandscapeMesh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x470 , Size: 1]
float HideHighLODOfZ;//[Offset: 0x474 , Size: 4]
float ChangeLongerDistanceOfZ;//[Offset: 0x478 , Size: 4]
float ChangeLongerDistanceScale;//[Offset: 0x47c , Size: 4]
<FString> ChangeLongerDistanceLevels;//[Offset: 0x480 , Size: 80]
<StaticMeshActor*> HighMeshActorsOnFly;//[Offset: 0x4d0 , Size: 80]
Actor* ViewTarget;//[Offset: 0x528 , Size: 8]
void GameEventReconnect();// 0x2d39590
void GameEventJump();// 0x2d3957c
void GameEventFlying();// 0x2d39568
void GameEventFighting();// 0x2d39554
void GameEventAvatarDisplay();// 0x2d39540
void AddHighMeshActorsOnFly(StaticMeshActor* Actor);// 0x2d394c4
void AboutToSwitchViewTargetPlayer();// 0x2d394b0
--------------------------------
Class: MyLandscapeGeometry.DataAsset.Object
Vector[] Vertex;//[Offset: 0x30 , Size: 16]
Vector[] Normals;//[Offset: 0x40 , Size: 16]
Vector2D[] UV;//[Offset: 0x50 , Size: 16]
int[] Indices;//[Offset: 0x60 , Size: 16]
<IntPoint,int> ComponentIndexOffset;//[Offset: 0x70 , Size: 80]
int ComponentIndexCount;//[Offset: 0xc0 , Size: 4]
int ComponentVertexCount;//[Offset: 0xc4 , Size: 4]
<FString,SubLevelComponentMapValue> SubLevelComponentMap;//[Offset: 0xc8 ,
Size: 80]
StaticMesh* HighQualityMesh;//[Offset: 0x118 , Size: 40]
float HighQualityMeshDestroyHight;//[Offset: 0x140 , Size: 4]
--------------------------------
Class: SubLevelComponentMapValue
FString Name;//[Offset: 0x0 , Size: 16]
int[] IndexOffsetArray;//[Offset: 0x10 , Size: 16]
int[] VertexOffsetIndex;//[Offset: 0x20 , Size: 16]
int[] BorderIndex1;//[Offset: 0x30 , Size: 16]
int[] BorderIndex2;//[Offset: 0x40 , Size: 16]
int[] BorderIndex3;//[Offset: 0x50 , Size: 16]
int[] BorderIndex4;//[Offset: 0x60 , Size: 16]
int[] UnderBorderIndex1;//[Offset: 0x70 , Size: 16]
int[] UnderBorderIndex2;//[Offset: 0x80 , Size: 16]
int[] UnderBorderIndex3;//[Offset: 0x90 , Size: 16]
int[] UnderBorderIndex4;//[Offset: 0xa0 , Size: 16]
int[] BorderIndicesBuffer1;//[Offset: 0xb0 , Size: 16]
int[] BorderIndicesBuffer2;//[Offset: 0xc0 , Size: 16]
int[] BorderIndicesBuffer3;//[Offset: 0xd0 , Size: 16]
int[] BorderIndicesBuffer4;//[Offset: 0xe0 , Size: 16]
FString Sibling1Name;//[Offset: 0xf0 , Size: 16]
FString Sibling2Name;//[Offset: 0x100 , Size: 16]
FString Sibling3Name;//[Offset: 0x110 , Size: 16]
FString Sibling4Name;//[Offset: 0x120 , Size: 16]
int Sibling1Idx;//[Offset: 0x130 , Size: 4]
int Sibling2Idx;//[Offset: 0x134 , Size: 4]
int Sibling3Idx;//[Offset: 0x138 , Size: 4]
int Sibling4Idx;//[Offset: 0x13c , Size: 4]
--------------------------------
Class: LandscapeGeometry_ExtendData.DataAsset.Object
<IntPoint,int> ComponentVertexIndexOffset;//[Offset: 0x30 , Size: 80]
--------------------------------
Class: Landscape_ExtendData_Generator.MyLandscape.Actor.Object
--------------------------------
Class: LandScapeLODByHeight.ActorComponent.Object
HeightLOD[] heightLODMapping;//[Offset: 0x110 , Size: 16]
int CheckInternal;//[Offset: 0x120 , Size: 4]
float CurrentGroundHeight;//[Offset: 0x124 , Size: 4]
PlayerController* Player;//[Offset: 0x130 , Size: 8]
void Stop();// 0x2d0916c
void Start();// 0x2d09158
void MappingLODByHeight();// 0x2d09144
--------------------------------
Class: HeightLOD
float Height;//[Offset: 0x0 , Size: 4]
int LOD;//[Offset: 0x4 , Size: 4]
--------------------------------
Class:
SeekAndLockCrossHairComponent.CrossHairComponent.WeaponLogicBaseComponent.ActorComp
onent.Object
FString BoxFrameUIPath;//[Offset: 0x230 , Size: 16]
Vector2D LockFrameCornerLineSize;//[Offset: 0x240 , Size: 8]
<enum,LinearColor> LockFrameColorConfig;//[Offset: 0x248 , Size: 80]
bool bDrawDebugSeekAndLockFrame;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x298 , Size: 1]
bool bHasShowSeekAndLock3DUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x299 , Size: 1]
SeekAndLockWeaponComponent* SeekAndLockWeaponComponent;//[Offset: 0x2a0 ,
Size: 8]
Texture2D* BoxFrameTexture;//[Offset: 0x2a8 , Size: 8]
void DrawHUD(HUDWidgetBase* WeaponHudWidget, Canvas* Canvas);// 0x2da77d8
--------------------------------
Class:
LaserSeekAndLockCrossHairComponent.SeekAndLockCrossHairComponent.CrossHairComponent
.WeaponLogicBaseComponent.ActorComponent.Object
WeaponCrossHairPerformData[] CrossHairDataStage2;//[Offset: 0x2b0 , Size: 16]
WeaponCrossHairPerformData[] CrossHairDataStage3;//[Offset: 0x2c0 , Size: 16]
LaserSeekAndLockWeaponComponent* LaserSeekAndLockComp;//[Offset: 0x2d0 ,
Size: 8]
void LocalDrawWeaponCrosshair(out WeaponCrossHairPerformData[]
InCrossHairData, HUDWidgetBase* WeaponHudWidget, float DeltaTime);// 0x2d0961c
void DrawHUD(HUDWidgetBase* WeaponHudWidget, Canvas* Canvas);// 0x2d09560
--------------------------------
Class:
LaserSeekAndLockWeaponComponent.SeekAndLockWeaponComponent.WeaponLogicBaseComponent
.ActorComponent.Object
float UpdateLockTargetListInterval;//[Offset: 0x370 , Size: 4]
float SwitchLaserLockTargetInterval;//[Offset: 0x374 , Size: 4]
bool bStopTraceByScopeInOut;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x378 , Size: 1]
AkAudioEvent* LaserLockedByEnemySound;//[Offset: 0x380 , Size: 8]
AkAudioEvent* LaserLockedByEnemySoundStop;//[Offset: 0x388 , Size: 8]
AkAudioEvent* LaserLockSound;//[Offset: 0x390 , Size: 8]
AkAudioEvent* LaserLockNearTargetSound;//[Offset: 0x398 , Size: 8]
AkAudioEvent* LaserLockStopSound;//[Offset: 0x3a0 , Size: 8]
bool bAutoTraceTargetInSeekArea;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x3a8 , Size: 1]
bool bAutoTraceTargetInSeekArea_Character;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x3a9 , Size: 1]
bool bAutoTraceTargetInSeekArea_Vehicle;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x3aa , Size: 1]
enum[] ForceExitTracePlayerStateList;//[Offset: 0x3b0 , Size: 16]
float DrawTargetTraceLockSphereRadius;//[Offset: 0x3c0 , Size: 4]
float DrawTargetTraceLockLifetime;//[Offset: 0x3c4 , Size: 4]
class CameraShake* BulletExplodeCameraShakeClassOnScope;//[Offset: 0x3c8 ,
Size: 8]
float BulletExplodeCameraShakeScaleOnScope;//[Offset: 0x3d0 , Size: 4]
float BulletDisCheckThreshold;//[Offset: 0x3d4 , Size: 4]
float TracePosPassWallCheckRevThreshold;//[Offset: 0x3d8 , Size: 4]
enum LaserTraceUIStage;//[Offset: 0x3dc , Size: 1]
delegate OnPostEnterLaserTraceStateDelegate;//[Offset: 0x3e0 , Size: 16]
delegate OnPostNotifyBulletNearTargetDelegate;//[Offset: 0x3f0 , Size: 16]
float ServerLastSyncTimeStamp;//[Offset: 0x430 , Size: 4]
Vector SyncLaserTracePosition;//[Offset: 0x434 , Size: 12]
LaserSeekAndLockRPGBullet* CurLaunchBullet;//[Offset: 0x440 , Size: 8]
bool bIsLaserTracing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x448 , Size: 1]
STExtraCharacter*[] CurLockCharacterList;//[Offset: 0x478 , Size: 16]
Actor*[] CurAutoLockTargetList;//[Offset: 0x488 , Size: 16]
STExtraCharacter*[] RepCurLockCharacterList;//[Offset: 0x498 , Size: 16]
WeaponLaserEffectComponent* WeaponLaserEffectComponent;//[Offset: 0x4f8 ,
Size: 8]
bool VerifyClientLaserTraceData(out const LaserTraceServerSyncData Data);//
0x2d0b54c
void ShowLaserTraceUI(bool bShow);// 0x2d0b4c0
void RPC_Server_NotifyServerCurLockCharacterList(const STExtraCharacter*[]
List);// 0x2d0b3e4
void RPC_Server_NotifyChangeLaserTracePosition(LaserTraceServerSyncData
SyncData);// 0x2d0b2f0
void RemoveCharacterTarget(STExtraCharacter* Target);// 0x2d0b274
void OnStartReload();// 0x2d0b260
void OnRep_SyncLaserTracePosition();// 0x2d0b24c
void OnRep_RepCurLockCharacterList();// 0x2d0b238
void OnPostNotifyBulletNearTargetDelegate__DelegateSignature(bool bIsNear);//
0x37db6c4
void OnPostEnterLaserTraceStateDelegate__DelegateSignature(bool bEnter);//
0x37db6c4
void OnOwnerWeaponChangeState(byte LastState, byte NewState);// 0x2d0b180
void HandleWeaponScopeOut(bool bIsBegin);// 0x2d0b0fc
void HandleWeaponScopeIn(bool bIsBegin);// 0x2d0b078
void HandleReconnectOnServer(STExtraWeapon* Weapon);// 0x2d0aff4
void HandlePlayerAttachedToVehcicle(STExtraVehicleBase* InTargetVehicle);//
0x2d0af78
void HandleDestroy();// 0x2d0af5c
void HandleApplicationWillDeactivate();// 0x2d0af48
void HandleApplicationHasReactivated();// 0x2d0af34
void EnterLaserTraceState(bool bEnter);// 0x2d0aea8
bool CheckTargetIsVisible(Actor* Target);// 0x2d0ae10
void AddCharacterTarget(STExtraCharacter* Target);// 0x2d0ad94
--------------------------------
Class:
LaserSeekAndLockRPGBullet.SeekAndLockRPGBullet.ExplosionProjectileBullet.Projectile
BulletBase.STExtraShootWeaponBulletBase.Actor.Object
float AutoExplodeSphereRadius;//[Offset: 0x834 , Size: 4]
float LaserLockNearTargetDistance;//[Offset: 0x838 , Size: 4]
float AutoExplodeVisibleAreaDegree;//[Offset: 0x83c , Size: 4]
float PassTraceTargetMinDegree;//[Offset: 0x840 , Size: 4]
bool bAutoExplodeWhenReachTraceTarget;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x844 , Size: 1]
bool bDrawAutoExplodeSphere;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x845 , Size: 1]
float DrawAutoExplodeSphereLifeTime;//[Offset: 0x848 , Size: 4]
float DrawAutoExplodeSphereThickness;//[Offset: 0x84c , Size: 4]
Vector CurLaserTracePosition;//[Offset: 0x850 , Size: 12]
Vector ServerBulletSpeed;//[Offset: 0x85c , Size: 12]
LaserSeekAndLockWeaponComponent* LaserTraceComp;//[Offset: 0x870 , Size: 8]
void OnRep_ServerBulletSpeed();// 0x2d09b24
--------------------------------
Class:
SeekAndLockRPGBullet.ExplosionProjectileBullet.ProjectileBulletBase.STExtraShootWea
ponBulletBase.Actor.Object
float MaxHp;//[Offset: 0x778 , Size: 4]
float SpeedAcceleration;//[Offset: 0x77c , Size: 4]
float MaxFlySpeed;//[Offset: 0x780 , Size: 4]
float DelayBurstSpeedUpTime;//[Offset: 0x784 , Size: 4]
SeekAndLockRPGBulletLaunchParams ServerSeekAndLockLaunchParams;//[Offset:
0x790 , Size: 128]
RPGBulletSeekAndLockData SeekAndLockData;//[Offset: 0x810 , Size: 20]
float CurFlyTime;//[Offset: 0x824 , Size: 4]
float CurHP;//[Offset: 0x828 , Size: 4]
float CurDelayBurstSpeedUpTime;//[Offset: 0x82c , Size: 4]
bool bHasBurstSpeedUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x830 , Size: 1]
float TakeDamage(float DamageAmount, out const DamageEvent DamageEvent,
Controller* EventInstigator, Actor* DamageCauser);// 0x2da8600
void SetSeekAndLockData(out const RPGBulletSeekAndLockData Data);// 0x2da8550
void RPC_Multicast_StartSeekAndLockLaunch(float Speed, out const Transform
Trans, Actor* InOwningWeapon, Actor* InInstigator, uint32 _ShootID, out const
RPGBulletSeekAndLockData Data);// 0x2da835c
void OnRep_ServerSeekAndLockLaunchParams(out const
SeekAndLockRPGBulletLaunchParams OldParam);// 0x2da8278
void LaunchOnServer(float Speed, out Transform Trans, Actor* InOwningWeapon,
Actor* InInstigator, uint32 _ShootID);// 0x2da80d4
float GetMaxBulletFlySpeed();// 0x2da8098
void BPOnStartBurstSpeedUp();// 0x37db6c4
--------------------------------
Class: SeekAndLockRPGBulletLaunchParams
ProjectileBulletLaunchParams BaseParam;//[Offset: 0x0 , Size: 96]
RPGBulletSeekAndLockData SeekAndLockData;//[Offset: 0x60 , Size: 20]
--------------------------------
Class: RPGBulletSeekAndLockData
float DirectFlyTime;//[Offset: 0x0 , Size: 4]
float TurnDirectionRadSpeed;//[Offset: 0x4 , Size: 4]
float FollowTargetTime;//[Offset: 0x8 , Size: 4]
Actor* FollowTarget;//[Offset: 0xc , Size: 8]
--------------------------------
Class: WeaponLaserEffectComponent.WeaponLogicBaseComponent.ActorComponent.Object
ParticleSystem* LaserLineParticleTemplate;//[Offset: 0x130 , Size: 40]
ParticleSystem* LaserImpactParticleTemplate;//[Offset: 0x158 , Size: 40]
bool bLaserAttachToWeaponMesh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x180 , Size: 1]
FName LaserAttachCompTag;//[Offset: 0x188 , Size: 8]
FName LaserAttachSocket;//[Offset: 0x190 , Size: 8]
float LineTraceInterval;//[Offset: 0x198 , Size: 4]
float LaserLength;//[Offset: 0x19c , Size: 4]
LinearColor LaserColor;//[Offset: 0x1a0 , Size: 16]
FName LaserLengthParamName;//[Offset: 0x1b0 , Size: 8]
FName LaserColorParamName;//[Offset: 0x1b8 , Size: 8]
bool bUseSpecifyEndTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1c0 , Size: 1]
bool bUseDefaultDirWhenSpecifyEndTargetDirRotTooFar;//(ByteOffset: 0,
ByteMask: 1, FieldMask: 255)[Offset: 0x1c1 , Size: 1]
float ThresholdAngleCheckForDefaultDirAndSpecifyEndTargetDir;//[Offset: 0x1c4
, Size: 4]
Vector CurSpecifyEndTarget;//[Offset: 0x1c8 , Size: 12]
ParticleSystemComponent* LaserLineParticleComp;//[Offset: 0x1d8 , Size: 8]
ParticleSystemComponent* LaserImpactParticleComp;//[Offset: 0x1e0 , Size: 8]
SceneComponent* LaserAttachComp;//[Offset: 0x1e8 , Size: 8]
bool bInitLaserFinished;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1f5 , Size: 1]
bool bIsInitingLaser;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1f6 , Size: 1]
void StartLoadAssetAsyncFinished();// 0x2fa5240
void OnOwnerWeaponChangeState(byte LastState, byte NewState);// 0x2fa5188
--------------------------------
Class: LaserTraceServerSyncData
Vector ClientTracePos;//[Offset: 0xc , Size: 12]
--------------------------------
Class: SeekAndLockWeapon3DWidget.UAEUserWidget.UserWidget.Widget.Visual.Object
float LandscapeRotation;//[Offset: 0x3d0 , Size: 4]
float Offset;//[Offset: 0x3d4 , Size: 4]
float Width;//[Offset: 0x3d8 , Size: 4]
FName materialXParameterName;//[Offset: 0x3e0 , Size: 8]
float CPPNavigatorTickRate;//[Offset: 0x3e8 , Size: 4]
float GuidedMissileVehicleFlashWhiteParameterValue;//[Offset: 0x3ec , Size:
4]
MaterialInstanceDynamic* CompassMat;//[Offset: 0x3f0 , Size: 8]
int DisplayCharRotation;//[Offset: 0x400 , Size: 4]
SeekAndLockWeaponComponent* SeekAndLockWeaponComponent;//[Offset: 0x408 ,
Size: 8]
SeekAndLockCrossHairComponent* SeekAndLockCrossHairComponent;//[Offset: 0x410
, Size: 8]
CustomWidgetComponent* CustomWidgetComp;//[Offset: 0x420 , Size: 8]
STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x428 , Size: 8]
STExtraPlayerCharacter* OwnerPlayer;//[Offset: 0x430 , Size: 8]
void UpdateRT();// 0x2da9edc
void Show3DUI();// 0x2da9ec0
void SetCompassMat(MaterialInstanceDynamic* InCompassMat);// 0x2da9e44
void OnPostInitWidget();// 0x37db6c4
bool IsTextNotEqualTo(FText SelfValue, FText OtherText, bool
ReverseResult);// 0x2da9a10
bool IsStrNotEqualToText(FString InValue, FText InText, bool
ReverseResult);// 0x2da96bc
bool IsModToZero(int InValue, int ModValue);// 0x2da95f4
bool IsIntNotEqualToText(int InValue, FText InText, bool ReverseResult);//
0x2da934c
void InitCustomWidget(Actor* OwnerActor, WidgetComponent* WidgetComponent);//
0x2da9290
void Hide3DUI();// 0x2da9274
void HandleWeaponScopeOut(bool bIsBegin);// 0x2da91f0
void HandleWeaponScopeIn(bool bIsBegin);// 0x2da916c
void HandleWeaponGetOwner(Actor* OwnerActor);// 0x2da90f0
void HandleChangeTraceTarget(out const HitResult HitInfo);// 0x2da9050
void HandleChangeSeekAndLockStageTip(FString Tip);// 0x2da8f1c
Rotator GetPlayerLookRotation();// 0x2da8ee4
void ExtraForGuidedMissileRenderStyle(bool bSet);// 0x2da8e60
void BPChangeTraceTargetDis(float Distance);// 0x37db6c4
void BPChangeSeekAndLockStageTip(FString Tip);// 0x37db6c4
void BindCustomUserEvent(Actor* OwnerActor, WidgetComponent*
WidgetComponent);// 0x2da8da4
--------------------------------
Class:
LaserSeekAndLockWeapon3DWidget.SeekAndLockWeapon3DWidget.UAEUserWidget.UserWidget.W
idget.Visual.Object
enum CurStage;//[Offset: 0x438 , Size: 1]
LaserSeekAndLockWeaponComponent* LaserTraceComp;//[Offset: 0x440 , Size: 8]
void HandlePostNotifyBulletNearTarget(bool bNear);// 0x2d0a148
void HandlePostEnterLaserTraceState(bool bEnter);// 0x2d0a0c4
void BPOnTraceUIStageChange(enum NewStage);// 0x37db6c4
void BindCustomUserEvent(Actor* OwnerActor, WidgetComponent*
WidgetComponent);// 0x2d0a008
--------------------------------
Class: SeekAndLockOwnerInterface.Interface.Object
void StopPlayedLockedByEnemy2DSound();// 0x2daab3c
void StopPlayedEnemyLaunchRocket2DSound();// 0x2daab20
void StopPlayAllWeaponLockSound();// 0x2daab04
void PlayLockedByEnemy2DSound();// 0x2daaae8
void PlayEnemyLaunchRocket2DSound();// 0x2daaacc
bool NeedPlayLockedByEnemy2DSoundOnSimulatedClient();// 0x2daaa8c
Vector GetLocationForSeekAndLock();// 0x2daaa4c
bool CanHearWeaponLockSound();// 0x2daaa0c
bool CanBeSeekAndLocked(SeekAndLockWeaponComponent* TargetComponent);//
0x2daa974
--------------------------------
Class: LaserSeekAndLockOwnerInterface.SeekAndLockOwnerInterface.Interface.Object
void StopPlayedLaserLockedByEnemy2DSound();// 0x2d0a6f4
void StopPlayAllWeaponLockSound();// 0x2d0a6d8
void PlayLaserLockedByEnemy2DSound();// 0x2d0a6bc
--------------------------------
Class: LensFlareActor.CameraObserverActor.Actor.Object
bool EnableSun;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x398 ,
Size: 1]
float SunSize;//[Offset: 0x39c , Size: 4]
LinearColor SunColor;//[Offset: 0x3a0 , Size: 16]
float WorldRadius;//[Offset: 0x3b0 , Size: 4]
Vector WorldOrigin;//[Offset: 0x3b4 , Size: 12]
Vector2D SunUV0;//[Offset: 0x3c0 , Size: 8]
Vector2D SunUVSize;//[Offset: 0x3c8 , Size: 8]
MaterialInterface* SunMaterial;//[Offset: 0x3d0 , Size: 8]
uint32 SunTranslucentSortPriority;//[Offset: 0x3d8 , Size: 4]
byte SunDetailMode;//[Offset: 0x3dc , Size: 1]
bool EnableHalo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3dd , Size: 1]
float HaloSize;//[Offset: 0x3e0 , Size: 4]
LinearColor HaloColor;//[Offset: 0x3e4 , Size: 16]
Vector2D HaloUV0;//[Offset: 0x3f4 , Size: 8]
Vector2D HaloUVSize;//[Offset: 0x3fc , Size: 8]
MaterialInterface* HaloMaterial;//[Offset: 0x408 , Size: 8]
uint32 HaloTranslucentSortPriority;//[Offset: 0x410 , Size: 4]
float HaloFadeSpeed;//[Offset: 0x414 , Size: 4]
byte HaloDetailMode;//[Offset: 0x418 , Size: 1]
bool EnableLensFlare;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x419 , Size: 1]
LensFlareElement[] LensFlareElements;//[Offset: 0x420 , Size: 16]
MaterialInterface* LensFlareMaterial;//[Offset: 0x430 , Size: 8]
uint32 LensFlareTranslucentSortPriority;//[Offset: 0x438 , Size: 4]
float LensFlareFadeSpeed;//[Offset: 0x43c , Size: 4]
byte LensFlareDetailMode;//[Offset: 0x440 , Size: 1]
RuntimeMeshComponent* Sun;//[Offset: 0x448 , Size: 8]
RuntimeMeshComponent* Halo;//[Offset: 0x450 , Size: 8]
RuntimeMeshComponent* LensFlare;//[Offset: 0x458 , Size: 8]
--------------------------------
Class: LensFlareElement
float Position;//[Offset: 0x0 , Size: 4]
float Size;//[Offset: 0x4 , Size: 4]
Vector2D UV0;//[Offset: 0x8 , Size: 8]
Vector2D UVSize;//[Offset: 0x10 , Size: 8]
LinearColor Color;//[Offset: 0x18 , Size: 16]
--------------------------------
Class: LevelArea.Volume.Brush.Actor.Object
bool IsShareArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d0
, Size: 1]
bool IsGlobalArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3d1 , Size: 1]
bool IsTotalArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d2
, Size: 1]
int DrawCallLimit;//[Offset: 0x3d4 , Size: 4]
float TextureSizeLimit;//[Offset: 0x3d8 , Size: 4]
float TriangleLimt;//[Offset: 0x3dc , Size: 4]
int MaterialTypeLimit;//[Offset: 0x3e0 , Size: 4]
int SkeletalMeshTypeLimt;//[Offset: 0x3e4 , Size: 4]
int StaticMeshTypeLimt;//[Offset: 0x3e8 , Size: 4]
int HISMIntanceCountLimt;//[Offset: 0x3ec , Size: 4]
int CurrentDrawCall;//[Offset: 0x3f0 , Size: 4]
float CurrentTextureSize;//[Offset: 0x3f4 , Size: 4]
float CurrentTriangle;//[Offset: 0x3f8 , Size: 4]
int CurrentMaterialType;//[Offset: 0x3fc , Size: 4]
int CurrentSkeletalMeshType;//[Offset: 0x400 , Size: 4]
int CurrentStaticMeshType;//[Offset: 0x404 , Size: 4]
int CurrentHISMIntanceCount;//[Offset: 0x408 , Size: 4]
LevelArearAssetInfo SpeialAssets;//[Offset: 0x410 , Size: 64]
LevelArearAssetInfo ShareAssets;//[Offset: 0x450 , Size: 64]
--------------------------------
Class: LevelArearAssetInfo
Texture*[] TextureList;//[Offset: 0x0 , Size: 16]
MaterialInterface*[] MaterialList;//[Offset: 0x10 , Size: 16]
SkeletalMesh*[] SkeletalMeshList;//[Offset: 0x20 , Size: 16]
StaticMesh*[] StaticMeshList;//[Offset: 0x30 , Size: 16]
--------------------------------
Class: LevelDirectorComponent.ActorComponent.Object
bool DefaultIsEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x110 , Size: 1]
ZombieWaveUIState[] ZombieWaveUIStateArray;//[Offset: 0x118 , Size: 16]
float ZombieWaveUIPastTime;//[Offset: 0x128 , Size: 4]
float ReallyClientWaveUIBeginTime;//[Offset: 0x12c , Size: 4]
delegate WaveUIStateBeginDelegate;//[Offset: 0x130 , Size: 16]
bool IsStartShowWaveUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x140 , Size: 1]
float ReconnectWaveUITolerateTime;//[Offset: 0x144 , Size: 4]
float CountDownReconnectInterTime;//[Offset: 0x148 , Size: 4]
float CountDownEndServerTime;//[Offset: 0x14c , Size: 4]
float TotalCountDownTime;//[Offset: 0x150 , Size: 4]
float RestCountDownTime;//[Offset: 0x154 , Size: 4]
int CountDownStringId;//[Offset: 0x158 , Size: 4]
int CountDownTypeId;//[Offset: 0x15c , Size: 4]
delegate CommonnCountDownMessage;//[Offset: 0x160 , Size: 16]
int InfectionRevengerTipType;//[Offset: 0x170 , Size: 4]
delegate InfectionRevengerTipDelegate;//[Offset: 0x178 , Size: 16]
void UpdateZombieWaveUIState(float DeltaTime);// 0x2d0d5b4
void StartShowZombieWaveStateUI(ZombieWaveUIState[] ZombieWaveUIState);//
0x2d0d3e0
void ShowZombieWaveUIState(const ZombieWaveUIState[] ZombieWaveUIState, float
PastTime);// 0x2d0d290
void ShowInfectionRevengerTips(int TipType);// 0x2d0d20c
void ShowGameWarningTipsWithIdAndString(int ID, FString param1, FString
param2);// 0x2d0d0b8
void ShowGameTipsWithIdAndString(int ID, FString param1, FString param2);//
0x2d0cf64
void ShowGameTips(int ID);// 0x2d0cee0
bool ShouldReconnectRepZombieWaveUIState();// 0x2d0cea8
void SetInfectionRevengerTipsType(int TipType);// 0x2d0ce2c
void ServerBeginCountDownTime(float TotalTime, float RestTime, int StringId,
int TypeID);// 0x2d0cd04
void ResetInfectionRevengerTipType();// 0x2d0ccf0
void OnRep_ZombieWaveUIStateArrayChange();// 0x2d0ccdc
void OnRep_InfectionRevengerTipType();// 0x2d0ccc8
void NetPostVoiceAtLocation(FString EventName, Vector Location);// 0x2d0cbd8
void ClientShowZombieWaveUIState(out const ZombieWaveUIState[]
ZombieWaveUIState, float PastTime);// 0x2d0ca7c
void ClientBroadcastVoice(FString EventName, Vector Location);// 0x2d0c98c
void BroadCountDownTime(float EndServerTime, float TotalTime, float RestTime,
int StringId, int TypeID);// 0x2d0c820
--------------------------------
Class: LevelDynamicComponent.ActorComponent.Object
bool bClientOpen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x110
, Size: 1]
bool bServerOpen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x111
, Size: 1]
FString[] DisableDistanceLoadLevels;//[Offset: 0x118 , Size: 16]
FString[] ServerDisableDistanceLoadLevels;//[Offset: 0x128 , Size: 16]
--------------------------------
Class: LifeActor.Actor.Object
void OnDie();// 0x2d0de04
--------------------------------
Class: LobbyDecalBakingComponent.SceneComponent.ActorComponent.Object
DecalParameter[] DecalParams;//[Offset: 0x2d0 , Size: 16]
TextureRenderTarget2D* DecalRenderTarget;//[Offset: 0x2e0 , Size: 8]
DecalBakingActor* DecalBakingActor;//[Offset: 0x2e8 , Size: 8]
int RTSize;//[Offset: 0x2f0 , Size: 4]
void SwitchDecalParam(int from, int to);// 0x2d0e74c
bool SavePng(SceneCaptureComponent2D* SceneCapComp, const FString ImagePath,
const LinearColor ClearColor);// 0x2d0e588
void ReplaceOneDecalParam(StaticMeshComponent* MeshComp, int Index,
DecalBakingParameterComponent* DecalParamComponent);// 0x2d0e494
void Init();// 0x2d0e480
void DelOneDecalParam(int Index);// 0x2d0e404
void Baking(StaticMeshComponent* MeshComp, Material* DecaledMaterial, bool
Async);// 0x2d0e30c
void AddOneDecalParam(StaticMeshComponent* MeshComp,
DecalBakingParameterComponent* DecalParamComponent);// 0x2d0e258
--------------------------------
Class: LobbyLevelScriptActor.LevelScriptActor.Actor.Object
class Actor[] FXClassList;//[Offset: 0x3a0 , Size: 16]
Actor*[] _fxActorList;//[Offset: 0x3b0 , Size: 16]
StaticMeshActor*[] AutoLodSMAList;//[Offset: 0x3c0 , Size: 16]
void UnregistAutoLodSMAByTag();// 0x2d0f290
void RemoveFXActor();// 0x2d0f27c
void RegistAutoLodSMAByTag();// 0x2d0f268
void CreateFXActor();// 0x2d0f254
void _AutoUpdateSMALod(int UserQualitySettingLevel);// 0x2d0f1d8
--------------------------------
Class: LobbyMatChgActor.Actor.Object
StaticMeshComponent* stMesh;//[Offset: 0x398 , Size: 8]
LobbyBgMatData[] matWaitToChangeList;//[Offset: 0x3a0 , Size: 16]
void ChangeMaterialToIdx(int idx);// 0x2d0f794
--------------------------------
Class: LobbyBgMatData
byte matType;//[Offset: 0x0 , Size: 1]
MaterialInstance* matPtr;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: LobbyModelCommonActor.Actor.Object
MeshComponent* MeshComponent;//[Offset: 0x398 , Size: 8]
<enum,FString> SlotNameMap;//[Offset: 0x3a0 , Size: 80]
delegate OnCommonActorLoaded;//[Offset: 0x3f0 , Size: 16]
void ShowByResId(out const ItemDefineID ItemDefineID, bool bSync);//
0x2d100ec
void ShowByHandle(BattleItemHandleBase* InHandle, bool bSync);// 0x2d1002c
MeshComponent* SetupMeshComponent(MeshComponent* MeshComp);// 0x2d0ffa0
void SetMeshAndMaterial(BattleItemHandleBase* BattleItemHandleBase,
MeshComponent* MeshComp);// 0x2d0feec
void OnCommonActorLoaded__DelegateSignature();// 0x37db6c4
StaticMeshComponent* InitStaticMesh();// 0x2d0feb8
SkeletalMeshComponent* InitSkeletalMesh();// 0x2d0fe84
StaticMesh* GetStaticMesh(out const MeshPackage MeshPack);// 0x2d0fdc8
SkeletalMesh* GetSkeletalMesh(out const MeshPackage MeshPack);// 0x2d0fd0c
MaterialInterface*[] GetMeshAppliedMaterials(BackpackAvatarHandle*
AvatarHandle, MeshComponent* MeshComp, SkeletalMesh* SkeletalMesh, StaticMesh*
StaticMesh);// 0x2d0fb6c
void ApplyMaterialByIdx(MeshComponent* MeshComp, MaterialInstance* Material,
int idx);// 0x2d0fa7c
--------------------------------
Class: LobbyPlayEmoteComponent.SceneComponent.ActorComponent.Object
BackpackEmoteHandle* curHandle;//[Offset: 0x2d0 , Size: 8]
STExtraLobbyCharacter* OwnerCharacter;//[Offset: 0x2d8 , Size: 8]
GenderMapping[] GenderMappingConfig;//[Offset: 0x2e0 , Size: 16]
Character* MainCharacter;//[Offset: 0x2f0 , Size: 8]
Character*[] FollowerCharacters;//[Offset: 0x2f8 , Size: 16]
LevelSequencePlayer* CurLevelSequencePlayer;//[Offset: 0x308 , Size: 8]
SoftObjectPath[] CurMultiEmotePathList;//[Offset: 0x310 , Size: 16]
AnimationAsset*[] CurMultiEmoteAnimList;//[Offset: 0x320 , Size: 16]
AnimMontage* CurEmoteMontage;//[Offset: 0x330 , Size: 8]
int CurrentEmoteID;//[Offset: 0x338 , Size: 4]
int DefaultHideAvatarTickCount;//[Offset: 0x33c , Size: 4]
bool isPlayCameraAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x340 , Size: 1]
delegate OnEmoteCameraStart;//[Offset: 0x360 , Size: 16]
delegate OnEmoteCameraStop;//[Offset: 0x370 , Size: 16]
delegate OnEmoteCameraTrackEvent;//[Offset: 0x380 , Size: 16]
void SyncMontageInner(AnimInstance* Leader, float DeltaTime);// 0x2d13310
void SyncMontage(float DeltaTime);// 0x2d13294
void StopMontageParticle(AnimMontage* Montage);// 0x2d13218
void StopLastEmoteParticle();// 0x2d13204
void StopCameraEmoteAnim();// 0x37db6c4
void ShowAvatarForEmote(bool Show, bool force);// 0x37db6c4
void PlayEmoteSound();// 0x2d131f0
void PlayCameraEmoteAnim(LevelSequence* CurrentCameraEmoteAnim);// 0x37db6c4
bool OnStopEmote();// 0x2d131b8
void OnPlayEmoteActionEnd();// 0x2d131a4
bool OnPlayEmote(int EmoteId, int LocalLobbyPos, FString ExtraInfo);//
0x2d12fe0
void OnOneActionReady(int Index);// 0x2d12f64
void OnLobbyEmoteCameraTrackEvent__DelegateSignature(FString TrackData);//
0x37db6c4
void OnLobbyEmoteCameraStop__DelegateSignature();// 0x37db6c4
void OnLobbyEmoteCameraStart__DelegateSignature();// 0x37db6c4
bool OnCameraTrackEvent(FString TrackData);// 0x2d12e24
bool OnCameraStop();// 0x2d12dec
bool OnCameraStart();// 0x2d12db4
void OnAsyncLoadSingleAnim(AnimationAsset* CurrentEmoteAnim, int Index);//
0x2d12c38
void OnAsyncLoadMultiAnims(int Index);// 0x2d12bbc
void OnAsyncLoadEmoteAction(int Index);// 0x2d12b40
bool LoopEmoteAnimFinishedFirstSection();// 0x2d12b08
bool IsLoopMontage(AnimMontage* Montage);// 0x2d12a78
SoftObjectPath[] GetMultiAnimFollowerAssetRef();// 0x2d12944
EmoteAnimCharacterConfig[] GetMultiAnimFollower();// 0x2d12810
EmoteAnimConfig GetMultiAnimConfig();// 0x2d12784
LevelSequence* GetMainCharacterCameraAnimAsset();// 0x2d126f0
EmoteAnimCharacterConfig GetMainCharacterAssetRef();// 0x2d12644
AnimationAsset* GetMainCharacterAnimAsset();// 0x2d125b0
BackpackEmoteHandle* GetEmoteHandle(int ItemID);// 0x2d12524
AnimMontage* GetCurrentMontage();// 0x2d124f0
bool EmoteAnimFinishedSuccessfully();// 0x2d124b8
bool DoesEmoteStop();// 0x2d12480
void ClearMultiAnimCharacters();// 0x2d1246c
bool CanRotateMainCharacter();// 0x2d12434
bool AsyncLoadSingleAnim(BackpackEmoteHandle* Handle);// 0x2d123a4
bool AsyncLoadMultiAnims();// 0x2d1236c
bool AsyncLoadEmoteAction(out FString ExtraInfo);// 0x2d122a0
--------------------------------
Class: GenderMapping
FName GenderStr;//[Offset: 0x0 , Size: 8]
byte GenderType;//[Offset: 0x8 , Size: 1]
--------------------------------
Class: LobbySceneCaptureActor.Actor.Object
delegate OnCaptureError;//[Offset: 0x398 , Size: 16]
FString PicturePath;//[Offset: 0x3a8 , Size: 16]
Vector2D RTSize;//[Offset: 0x3b8 , Size: 8]
bool AlphaFullCorrect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3c0 , Size: 1]
bool AlphaReverse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3c1 , Size: 1]
float AlphaRate;//[Offset: 0x3c4 , Size: 4]
bool AlphaChannelEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3c8 , Size: 1]
bool GammaCorrect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3c9 , Size: 1]
bool HSSave;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ca ,
Size: 1]
bool ClearDrawRT;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3cb
, Size: 1]
MaterialInstance* WriteMat;//[Offset: 0x3d0 , Size: 8]
TextureRenderTarget2D* DrawRT;//[Offset: 0x3d8 , Size: 8]
SceneCaptureComponent2D* Capture2D;//[Offset: 0x3e0 , Size: 8]
SceneCaptureComponent2D* AlphaCapture2D;//[Offset: 0x3e8 , Size: 8]
float ScreenWidth;//[Offset: 0x3f0 , Size: 4]
float ScreenHeight;//[Offset: 0x3f4 , Size: 4]
Vector2D AABBBoxLeftPoint;//[Offset: 0x3f8 , Size: 8]
Vector2D AABBBoxRightPoint;//[Offset: 0x400 , Size: 8]
void ResizeRT();// 0x2d140e4
void LogError(const FString FilePath);// 0x2d13fb0
void Capture();// 0x2d13f9c
--------------------------------
Class: LobbyWeaponManagerComponent.ActorComponent.Object
<FName,FName> LogicSocketToWeaponAttachSocketMap;//[Offset: 0x110 , Size: 80]
<FName,FName> LogicSocketToWeaponAttachSocketMapNoBag;//[Offset: 0x160 ,
Size: 80]
<FName,byte> LogicSocketToPropSlotMap;//[Offset: 0x1b0 , Size: 80]
FName LeftLogicSocketName;//[Offset: 0x200 , Size: 8]
FName RightLogicSocketName;//[Offset: 0x208 , Size: 8]
<int,int> SpecialBagLevelMap;//[Offset: 0x210 , Size: 80]
FName CurUseWeaponSocket;//[Offset: 0x260 , Size: 8]
FName LastUseSocket;//[Offset: 0x268 , Size: 8]
<FName,STExtraWeapon*> InventoryData;//[Offset: 0x270 , Size: 80]
void UseWeaponBySocketID(FName SocketID);// 0x2d14a94
void UnUseWeapon();// 0x2d14a80
void UnEquipWeaponBySocketID(FName SocketID);// 0x2d14a04
void SwapMainWeapon();// 0x2d149f0
void OnPawnEquipmentsChanged(enum SlotType, bool IsEquipped, int ItemID);//
0x2d148ec
void OnDestroy();// 0x2d148d8
STExtraWeapon* GetWeaponBySocketID(FName SocketID);// 0x2d1484c
FName GetWeaponAttachSocketFromSocketID(FName SocketID, STExtraWeapon*
BackupWeapon);// 0x2d14788
SceneComponent* GetWeaponAttachComp();// 0x2d14754
STExtraWeapon* GetUsingWeapon();// 0x2d14720
int GetLogicSocketSideType(FName SocketID);// 0x2d14694
int GetBagLevel();// 0x2d14660
void EquipWeaponBySocketID(int WeaponSkinID, FName SocketID, bool bUse, bool
bForceAsync);// 0x2d14518
void DoWeapnAttachToBack(FName SocketID);// 0x2d1449c
void DoUseWeaponBySocketID(FName SocketID);// 0x2d14420
void DoUnUseWeapon();// 0x2d1440c
STExtraWeapon* CreateWeaponAndChangeSkin(int WeaponSkinID, bool bSync);//
0x37db6c4
--------------------------------
Class: LoopScrollBase.ScrollBox.PanelWidget.Widget.Visual.Object
bool bDelayLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xa58 , Size: 1]
delegate OnRefreshItem;//[Offset: 0xa60 , Size: 16]
delegate OnItemCreated;//[Offset: 0xa70 , Size: 16]
class Widget* itemType;//[Offset: 0xb50 , Size: 8]
CanvasPanel* CanvasPanel;//[Offset: 0xb68 , Size: 8]
void UserScrolled(float Offset);// 0x2d1566c
void SetItemType(class Widget _ItemType);// 0x2d155f0
bool SetItemCount(int Count);// 0x2d15560
void RemoveItem(int Index);// 0x2d154e4
bool RefreshItem(int Index);// 0x2d15454
void RefreshAllItems();// 0x2d15440
void OnRefreshItem__DelegateSignature(Widget* Item, int Index);// 0x37db6c4
void OnItemCreated__DelegateSignature(Widget* Item, int Index);// 0x37db6c4
void InsertItem(int Index);// 0x2d153c4
int GetWidgetIndex(Widget* Item);// 0x2d15338
int GetItemCount();// 0x2d15304
Widget* GetIndexOfWidget(int Index);// 0x2d15278
void AutoSize(bool bAutoSize);// 0x2d151f4
--------------------------------
Class: LoopScrollBox.LoopScrollBase.ScrollBox.PanelWidget.Widget.Visual.Object
float ItemSize;//[Offset: 0xb70 , Size: 4]
float Padding;//[Offset: 0xb74 , Size: 4]
bool bAlignMagnetic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xb78 , Size: 1]
void ScrollToItem(int Index);// 0x2d15b4c
--------------------------------
Class: LoopScrollGrid.LoopScrollBase.ScrollBox.PanelWidget.Widget.Visual.Object
Vector2D ItemSize;//[Offset: 0xb70 , Size: 8]
Vector2D Padding;//[Offset: 0xb78 , Size: 8]
bool bAlignGrid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xb80 , Size: 1]
bool bAlignAnimation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xb81 , Size: 1]
void ScrollToItem(int Index);// 0x2d15dd0
--------------------------------
Class: LuaDamageInfo.Object
float Damage;//[Offset: 0x28 , Size: 4]
Actor* Caster;//[Offset: 0x30 , Size: 8]
Actor* Source;//[Offset: 0x38 , Size: 8]
Actor* Target;//[Offset: 0x40 , Size: 8]
int DamageType;//[Offset: 0x48 , Size: 4]
int DamageSubType;//[Offset: 0x4c , Size: 4]
--------------------------------
Class: LuaPlayerStartInfo.Object
Actor* Target;//[Offset: 0x28 , Size: 8]
--------------------------------
Class: LuaScrollBox.ScrollBox.PanelWidget.Widget.Visual.Object
class Widget* itemType;//[Offset: 0xa58 , Size: 8]
float ItemSize;//[Offset: 0xa60 , Size: 4]
float Padding;//[Offset: 0xa64 , Size: 4]
delegate OnRefreshItem;//[Offset: 0xa68 , Size: 16]
delegate OnItemCreated;//[Offset: 0xa78 , Size: 16]
<int,Widget*> CurrentItems;//[Offset: 0xa90 , Size: 80]
int ItemStartIndex;//[Offset: 0xae0 , Size: 4]
int ItemEndIndex;//[Offset: 0xae4 , Size: 4]
Widget*[] UnusedItems;//[Offset: 0xae8 , Size: 16]
bool bViewSizeInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xaf8 , Size: 1]
int ItemCount;//[Offset: 0xafc , Size: 4]
int ScrollToIndex;//[Offset: 0xb04 , Size: 4]
CanvasPanel* CanvasPanel;//[Offset: 0xb18 , Size: 8]
bool UpdateContentSize(int Count);// 0x2d16948
void SetItemOffset(int Index);// 0x2d168cc
Widget* RequireOneWidget(int Index);// 0x2d16840
void ReleaseItem(int Index);// 0x2d167c4
void RefreshItem(int Index);// 0x2d16748
void RefreshAllItems();// 0x2d16734
void OnRefreshItem__DelegateSignature(Widget* Item, int Index);// 0x37db6c4
void OnItemCreated__DelegateSignature(Widget* Item, int Index);// 0x37db6c4
Vector2D GetViewSize();// 0x2d16700
float GetItemOffset(int Index);// 0x2d16674
float GetContentSize(int Count);// 0x2d165e8
void GetBeginEndIndex(float Offset, out int Begin, out int End);// 0x2d164c8
--------------------------------
Class: LuaTaskComponent.ActorComponent.Object
XTaskSyncData[] TaskSyncList;//[Offset: 0x110 , Size: 16]
XTaskSaveData[] TaskList;//[Offset: 0x120 , Size: 16]
DailyTaskAwardInfo[] RewardList;//[Offset: 0x130 , Size: 16]
delegate TaskSyncListRefreshDelegate;//[Offset: 0x140 , Size: 16]
delegate OnEndPlay;//[Offset: 0x150 , Size: 16]
delegate TaskAreaStateChangeDelegate;//[Offset: 0x160 , Size: 16]
XTaskExtraSyncData[] TaskExtraSyncData;//[Offset: 0x170 , Size: 16]
delegate TaskExtraSyncDataRefreshDelegate;//[Offset: 0x180 , Size: 16]
void SyncTaskList(out XTaskSaveData[] SyncList);// 0x2d1828c
void SetTestTaskReportData();// 0x2d18278
void RPC_Server_GetReward(int TaskID);// 0x2d181c8
void RPC_Client_SyncTaskList(const XTaskSyncData[] SyncList);// 0x2d18118
void RPC_Client_ModefyTask(int TaskID, int TaskProgress, int TaskState);//
0x2d18020
void RPC_Client_GetRewardRes(bool IsSuccess);// 0x2d17f94
void RPC_Client_ExitTaskArea(int TaskID);// 0x2d17f10
void RPC_Client_EnterTaskArea(int TaskID, float Duration);// 0x2d17e50
void RPC_Client_DeleteTask(int TaskID);// 0x2d17dcc
void RPC_Client_AddTask(int TaskID, int Aim);// 0x2d17d10
void RefreshSyncTaskList();// 0x2d17cfc
void RefreshPlayerDailyTaskStoreInfo();// 0x2d17ce8
void RecordRewardInfo(int TaskID, TaskAwardItemInfo[] AwardList);// 0x2d17b74
void OnRep_TaskSyncList();// 0x2d17b60
void OnRep_TaskExtraSyncData();// 0x2d17b4c
void ModifyTaskExtraSyncData(int TaskID, XTaskExtraSyncData SaveData);//
0x2d17a60
void ModifyTaskBySaveData(int TaskID, XTaskSaveData SaveData);// 0x2d17990
void ModifyTask(int TaskID, int Progress, int State);// 0x2d178a0
void ModifySyncTask(int TaskID);// 0x2d17824
enum GetTaskStateByTaskId(int TaskID);// 0x2d17798
XTaskExtraSyncData GetTaskExtraDataByTaskId(int TaskID);// 0x2d176fc
XTaskSyncData GetTaskDataByTaskId(int TaskID);// 0x2d17664
DailyTaskReportInfo GetDailyTaskReportData();// 0x2d174d8
void DeleteTask(int TaskID);// 0x2d1745c
void CollapseTaskInfo();// 0x2d17448
void AddTask(int TaskID, int Aim);// 0x2d17394
--------------------------------
Class: XTaskSyncData
int TaskID;//[Offset: 0x0 , Size: 4]
int CurProgress;//[Offset: 0x4 , Size: 4]
int AimProgress;//[Offset: 0x8 , Size: 4]
enum State;//[Offset: 0xc , Size: 1]
enum TaskType;//[Offset: 0xd , Size: 1]
--------------------------------
Class: MainCharacterBearerUnit.BaseBearerUnit.Object
AvatarSkeletalMeshBatcher* Batcher;//[Offset: 0x80 , Size: 8]
void OnAvatarAllMeshLoaded();// 0x2d196e0
--------------------------------
Class: MainCharAnimInstance.AnimInstance.Object
STExtraBaseCharacter* OwnerCharacter;//[Offset: 0x3b8 , Size: 8]
bool bIsFPPMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3c0 , Size: 1]
--------------------------------
Class: MainWeaponBearerUnit.BaseBearerUnit.Object
void OnWeaponAvatarLoaded(int Val, ItemDefineID ID);// 0x2d19b9c
void OnWeaponAttachAvatarLoaded(int Val, ItemDefineID ID);// 0x2d19ad0
--------------------------------
Class: ManagedActorInterface.Interface.Object
--------------------------------
Class: MapObjct.Object
FString LuaFilePath;//[Offset: 0x30 , Size: 16]
World* GetWorldInternal();// 0x2d1d6f8
--------------------------------
Class: MapUIMarkManager.ActorComponent.Object
MarkPathSetting[] MarkPathSettingArray;//[Offset: 0x118 , Size: 16]
MapUIBase* m_pMiniMap;//[Offset: 0x128 , Size: 8]
MapUIBase* m_pEntireMap;//[Offset: 0x130 , Size: 8]
int[] CurMarkInstList;//[Offset: 0x138 , Size: 16]
delegate OnAlertItemListUpdateDelegate;//[Offset: 0x1e8 , Size: 16]
STExtraGameStateBase* pExtraGameState;//[Offset: 0x1f8 , Size: 8]
STExtraPlayerController* pExtraPC;//[Offset: 0x200 , Size: 8]
float TickRate_Internal;//[Offset: 0x23c , Size: 4]
float TickRate_Callback;//[Offset: 0x240 , Size: 4]
void OnUIBPLoadCallBack(UIBPAsyncParams inCallBackParams);// 0x2d1ea88
void OnAlertItemListUpdateDelegate__DelegateSignature(int Counts);//
0x37db6c4
--------------------------------
Class: MarkPathSetting
int UIBPSrcID;//[Offset: 0x0 , Size: 4]
FString UIBPSoftPtr;//[Offset: 0x8 , Size: 16]
FString UIDescription;//[Offset: 0x18 , Size: 16]
--------------------------------
Class: UIBPAsyncParams
--------------------------------
Class: MapWidgetBase.UAEUserWidget.UserWidget.Widget.Visual.Object
CanvasPanel* m_pMarkRoot;//[Offset: 0x3d0 , Size: 8]
<int,MapUIMarkBaseWidget*> AllUIMarks;//[Offset: 0x3d8 , Size: 80]
Widget*[] UAVInfoWidgetArray;//[Offset: 0x428 , Size: 16]
Widget*[] UAVRotWidgetArray;//[Offset: 0x438 , Size: 16]
Vector LandscapeCenterCpp;//[Offset: 0x448 , Size: 12]
float LevelToMapScaleCpp;//[Offset: 0x454 , Size: 4]
float RotateAngleCpp;//[Offset: 0x458 , Size: 4]
float MapScaleCpp;//[Offset: 0x45c , Size: 4]
Vector2D MapImageSizeCpp;//[Offset: 0x460 , Size: 8]
byte MapWidgetType;//[Offset: 0x468 , Size: 1]
bool isMarkScaleAsDirty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x469 , Size: 1]
void SetupUIMarkRoot();// 0x2d1f00c
void OnUpdateUIMarks();// 0x2d1eff0
--------------------------------
Class: MatBlendInterface.Interface.Object
void UpdateBlend(float DeltaSeconds);// 0x2d1f4b8
void StartBlend(MeshComponent* InMeshComponent, int InSlotIndex);// 0x2d1f3f8
void EndBlend();// 0x2d1f3dc
--------------------------------
Class: MatineePlayerActor.Actor.Object
MatineeActor*[] MatineeList;//[Offset: 0x398 , Size: 16]
void PlayMatinee(int Index);// 0x2d1f8ac
--------------------------------
Class: MeleeWeaponToSkillInterface.Interface.Object
int GetSkillIndexForMeleeWeapon();// 0x2d1fd60
enum GetSkillEntryForMeleeWeapon(bool IsPressed);// 0x2d1fcc4
--------------------------------
Class: WeaponDisuseCancelInterface.Interface.Object
--------------------------------
Class: MetroSoftBoundComponent.ActorComponent.Object
FString LuaFilePath;//[Offset: 0x118 , Size: 16]
float TickIntervalOverrideDS;//[Offset: 0x128 , Size: 4]
float TickIntervalOverrideClient;//[Offset: 0x12c , Size: 4]
STExtraPlayerController* OwnerPlayer;//[Offset: 0x130 , Size: 8]
void EnableBlueCircleEffect(bool NewVis);// 0x2d20430
--------------------------------
Class: MetroStation.Actor.Object
FString LuaFilePath;//[Offset: 0x3a0 , Size: 16]
int Number;//[Offset: 0x3b0 , Size: 4]
int Status;//[Offset: 0x3b4 , Size: 4]
int[] TargetStationNumberList;//[Offset: 0x3b8 , Size: 16]
void OnRep_TargetStationNumberList();// 0x2d208d0
void OnRep_Status();// 0x2d208b4
void OnRep_Number();// 0x2d20898
void OnBroadcastPawnStationAnim(STExtraBaseCharacter* EnterPawn, bool
IsEnterStation);// 0x2d207d0
void BroadcastPawnStationAnim(STExtraBaseCharacter* EnterPawn, bool
IsEnterStation);// 0x2d20708
--------------------------------
Class: MetroStore.BountyHunterStore.UAERegionActor.Actor.Object
int[] GoodsList;//[Offset: 0x3d0 , Size: 16]
int[] GoodsNum;//[Offset: 0x3e0 , Size: 16]
void OnRep_GoodsNum();// 0x2d20d04
void OnRep_GoodsList();// 0x2d20ce8
--------------------------------
Class: MetroTrain.Actor.Object
FString LuaFilePath;//[Offset: 0x3a8 , Size: 16]
int Status;//[Offset: 0x3b8 , Size: 4]
float StatusChangeTimestamp;//[Offset: 0x3bc , Size: 4]
bool IsActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c0 ,
Size: 1]
void OnRep_StatusChangeTimestamp();// 0x2d210dc
void OnRep_Status();// 0x2d210c0
void OnRep_IsActive();// 0x2d210a4
SceneComponent* GetTrainMesh();// 0x37db6c4
--------------------------------
Class: MiniMapStandardPoint.Actor.Object
float LevelBoundExtent;//[Offset: 0x398 , Size: 4]
float EachTileExtent;//[Offset: 0x39c , Size: 4]
FString levelName;//[Offset: 0x3a0 , Size: 16]
float FakeEdgeExtent;//[Offset: 0x3b0 , Size: 4]
enum GameModeType;//[Offset: 0x3b4 , Size: 1]
Vector2D AirDropBoundOffset;//[Offset: 0x3b8 , Size: 8]
VisualFieldLayerConfig VisualLayerConfig;//[Offset: 0x3c0 , Size: 16]
--------------------------------
Class: VisualFieldLayerConfig
VisualFieldLayer[] VisualLayerList;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: VisualFieldLayer
float LayerFloorHeight;//[Offset: 0x0 , Size: 4]
float LayerRoofHeight;//[Offset: 0x4 , Size: 4]
int LayerID;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: MiniMapUI.MapUIBase.Object
delegate OnMapResizeC;//[Offset: 0x3e0 , Size: 16]
delegate OnHandleTeammateOutOfRangeC;//[Offset: 0x3f0 , Size: 16]
Vector2D MapAdjustOffsetC;//[Offset: 0x400 , Size: 8]
int[] OutOfRangeTeammateIndexArray;//[Offset: 0x408 , Size: 16]
CanvasPanel* MapAndCircleCanvas;//[Offset: 0x418 , Size: 8]
float[] DegreeThresholdArray;//[Offset: 0x420 , Size: 16]
float[] SpeedLowerLimitListC;//[Offset: 0x430 , Size: 16]
float[] DynamicScaleFactorListC;//[Offset: 0x440 , Size: 16]
float ScaleElapsedLerpTimeC;//[Offset: 0x450 , Size: 4]
float ScaleTotalLerpTimeC;//[Offset: 0x454 , Size: 4]
float LastTargetMapDynamicScaleC;//[Offset: 0x458 , Size: 4]
float TargetMapDynamicScaleC;//[Offset: 0x45c , Size: 4]
float CachePawnVelocityC;//[Offset: 0x460 , Size: 4]
float CurrentVelocityC;//[Offset: 0x464 , Size: 4]
<int,float> LastArrowDegreeMap;//[Offset: 0x468 , Size: 80]
void UpdatePlayersLocAndRotC(STExtraPlayerController* STEPC,
STExtraPlayerState* STEPS, STExtraGameStateBase* STEGS);// 0x2d21bb0
void TickDynamicScaleC(float DeltaSec);// 0x2d21b34
void MapResizeC();// 0x2d21b20
void LerpDynamicScaleC(float DeltaSec);// 0x2d21aa4
void InitMap(MapDataBase* InMapData, UserWidget* InUserWidget);// 0x2d219e8
void HandleTeammateOutOfRangeC(Widget* Widget, bool bIsInRange, float
RotDegree);// 0x2d218e4
float GetLevelToMapScale();// 0x2d218a8
float FindScaleFactorByVelocityC(float Velocity);// 0x2d2181c
void ChangeDynamicScaleC(float NewScale);// 0x2d217a0
void AdjustMapPositionC();// 0x2d2178c
--------------------------------
Class: MobAIController.BasicAIController.AIController.Controller.Actor.Object
STExtraSimpleCharacter* ControlledMobPawn;//[Offset: 0x740 , Size: 8]
bool bUseDynamicNAV;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x748 , Size: 1]
BehaviorTree*[] BehaviorTree;//[Offset: 0x750 , Size: 16]
CrowdFollowingComponent* NewFollowingComponent;//[Offset: 0x760 , Size: 8]
STAISenseConfig_Hearing* hearingConfig;//[Offset: 0x778 , Size: 8]
BackpackComponent* BackpackComponent;//[Offset: 0x780 , Size: 8]
int[] SkillsArray;//[Offset: 0x790 , Size: 16]
int ChangeSkillMinTimes;//[Offset: 0x7a0 , Size: 4]
int ChangeSkillMaxTimes;//[Offset: 0x7a4 , Size: 4]
int ChooseCurSkillProbability;//[Offset: 0x7a8 , Size: 4]
void Suicide();// 0x2d25d3c
void RefreshAdvancedMovementMode();// 0x2d25d28
void OnPerceptionSenseUpdated(Actor*[] UpdatedActors);// 0x2d25bf4
void GotoEarthAndDie();// 0x2d25be0
Pawn* GetCurEnemy();// 0x2d25ba4
--------------------------------
Class: CrowdFollowingComponent.PathFollowingComponent.ActorComponent.Object
Vector CrowdAgentMoveDirection;//[Offset: 0x2e8 , Size: 12]
CharacterMovementComponent* CharacterMovement;//[Offset: 0x2f8 , Size: 8]
NavAvoidanceMask AvoidanceGroup;//[Offset: 0x300 , Size: 4]
NavAvoidanceMask GroupsToAvoid;//[Offset: 0x304 , Size: 4]
NavAvoidanceMask GroupsToIgnore;//[Offset: 0x308 , Size: 4]
void SuspendCrowdSteering(bool bSuspend);// 0x46acc34
--------------------------------
Class: STAISenseConfig_Hearing.AISenseConfig.Object
class STAISense_Hearing* Implementation;//[Offset: 0x48 , Size: 8]
float HearingRange;//[Offset: 0x50 , Size: 4]
float LoSHearingRange;//[Offset: 0x54 , Size: 4]
bool bUseLoSHearing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x58
, Size: 1]
AISenseAffiliationFilter DetectionByAffiliation;//[Offset: 0x5c , Size: 4]
--------------------------------
Class: STAISense_Hearing.AISense.Object
STAINoiseEvent[] NoiseEvents;//[Offset: 0x80 , Size: 16]
float SpeedOfSoundSq;//[Offset: 0x90 , Size: 4]
static void ReportNoiseEventByParams(Object* WorldContextObject, Vector
NoiseLocation, Actor* Instigator, ESTAINoiseEventParams Params);// 0x2dd3480
static void ReportNoiseEvent(Object* WorldContextObject, Vector
NoiseLocation, enum NoiseType, float Loudness, Actor* Instigator, float MaxRange,
float StartAttenuationDist, float EndAttenuationDist, FName Tag);// 0x2dd3230
--------------------------------
Class: STAINoiseEvent
Vector NoiseLocation;//[Offset: 0x4 , Size: 12]
float Loudness;//[Offset: 0x10 , Size: 4]
float MaxRange;//[Offset: 0x14 , Size: 4]
Actor* Instigator;//[Offset: 0x18 , Size: 8]
FName Tag;//[Offset: 0x20 , Size: 8]
enum NoiseType;//[Offset: 0x28 , Size: 1]
float StartAttenuationDist;//[Offset: 0x2c , Size: 4]
float EndAttenuationDist;//[Offset: 0x30 , Size: 4]
--------------------------------
Class: AISenseAffiliationFilter
bool bDetectEnemies;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x0 , Size: 1]
bool bDetectNeutrals;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0
, Size: 1]
bool bDetectFriendlies;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x0 , Size: 1]
--------------------------------
Class: MobClimbingProxy.NavLinkProxy.Actor.Object
enum climbingType;//[Offset: 0x3e8 , Size: 1]
float WindowHeight;//[Offset: 0x3ec , Size: 4]
--------------------------------
Class: MonsterAnimGroupComponent.ActorComponent.Object
bool bConfigEnableAnimGroup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x110 , Size: 1]
float ConfigSeparationDistanceSquare;//[Offset: 0x114 , Size: 4]
float ConfigMinDistanceFromMainCharSquare;//[Offset: 0x118 , Size: 4]
float ConfigMaxDistanceFromMainCharSquare;//[Offset: 0x11c , Size: 4]
int EffectiveDeviceLevel;//[Offset: 0x120 , Size: 4]
bool bEnableAnimGroup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x124 , Size: 1]
bool bDebugAnimGroup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x125 , Size: 1]
float DebugPrintDeltaTime;//[Offset: 0x128 , Size: 4]
float DebugPrintTime;//[Offset: 0x12c , Size: 4]
float SeparationDistanceSquare;//[Offset: 0x130 , Size: 4]
float MinDistanceFromMainCharSquare;//[Offset: 0x134 , Size: 4]
float MaxDistanceFromMainCharSquare;//[Offset: 0x138 , Size: 4]
MonsterAnimGroup[] AllMonsterGroup;//[Offset: 0x140 , Size: 16]
bool IsMonsterCanGroup(STExtraSimpleCharacter* Actor);// 0x2d27ae0
bool IsMonsterCanBelongToBaseMonster(STExtraSimpleCharacter* BaseActor,
STExtraSimpleCharacter* Actor);// 0x2d27a10
--------------------------------
Class: MonsterAnimGroup
int MonsterID;//[Offset: 0x0 , Size: 4]
int RandomAnimID;//[Offset: 0x4 , Size: 4]
STExtraSimpleCharacter*[] MonsterGroup;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: MonsterAttributeComponent.ActorAttributeComponent.ActorComponent.Object
STExtraSimpleCharacter* Character;//[Offset: 0x120 , Size: 8]
FString BPTableName;//[Offset: 0x128 , Size: 16]
FString SpecialStateTableName;//[Offset: 0x138 , Size: 16]
FString MonsterDropTableName;//[Offset: 0x148 , Size: 16]
void UpdateAttribute(int TemplateID);// 0x2d28b50
void RPC_Broadcast_Initailize(int MonsterID);// 0x2d28aa0
static void ResetTableData();// 0x2d28a8c
static void InitializeTable(FString Table, FString BPTable, FString
SpecialStateTable, FString MonsterDropTableName);// 0x2d286d4
void InitializeFollow();// 0x2d286b8
void Initialize(Actor* Actor);// 0x2d28634
static MonsterTableRow GetTableRow(int ID);// 0x2d28588
static MonsterSpecialStateTableRow GetSpecialStateTableRow(int ID);//
0x2d2840c
static MonsterAttributeComponent* CreateComponent(Actor* Actor);// 0x2d282c4
--------------------------------
Class: MonsterTableRow
int MonsterID;//[Offset: 0x0 , Size: 4]
int MonsterTeamID;//[Offset: 0x4 , Size: 4]
FString MonsterName;//[Offset: 0x8 , Size: 16]
FString MonsterNameID;//[Offset: 0x18 , Size: 16]
int MonsterLevel;//[Offset: 0x28 , Size: 4]
int BPID;//[Offset: 0x2c , Size: 4]
int Gold;//[Offset: 0x30 , Size: 4]
int SuperGold;//[Offset: 0x34 , Size: 4]
int Score;//[Offset: 0x38 , Size: 4]
int SpecialStateID;//[Offset: 0x3c , Size: 4]
int DropID;//[Offset: 0x40 , Size: 4]
MonsterDropTableRow DropData;//[Offset: 0x48 , Size: 40]
int Rarity;//[Offset: 0x70 , Size: 4]
int MonsterType;//[Offset: 0x74 , Size: 4]
int MonsterFuncType;//[Offset: 0x78 , Size: 4]
int Attack;//[Offset: 0x7c , Size: 4]
int Armor;//[Offset: 0x80 , Size: 4]
int Pierce;//[Offset: 0x84 , Size: 4]
int Health;//[Offset: 0x88 , Size: 4]
int AI;//[Offset: 0x8c , Size: 4]
int SkillStrength;//[Offset: 0x90 , Size: 4]
int HealthBarCount;//[Offset: 0x94 , Size: 4]
float SpeedScale;//[Offset: 0x98 , Size: 4]
float[] Resistances;//[Offset: 0xa0 , Size: 16]
int[] PaSkillIds;//[Offset: 0xb0 , Size: 16]
FString BPPath;//[Offset: 0xc0 , Size: 16]
int RageTimer;//[Offset: 0xd0 , Size: 4]
int NeedSendAttackFlow;//[Offset: 0xd4 , Size: 4]
bool bEnableAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xd8 , Size: 1]
--------------------------------
Class: MonsterDropTableRow
int ID;//[Offset: 0x0 , Size: 4]
MonsterSingleDropIds[] DropIds;//[Offset: 0x8 , Size: 16]
MonsterSingleBulletDropIds[] BulletDropIds;//[Offset: 0x18 , Size: 16]
--------------------------------
Class: MonsterSpecialStateTableRow
int ID;//[Offset: 0x0 , Size: 4]
int[] BornSkillList;//[Offset: 0x8 , Size: 16]
int[] RageSkillIdList;//[Offset: 0x18 , Size: 16]
int[] AloneSkillIdList;//[Offset: 0x28 , Size: 16]
--------------------------------
Class: MonsterFloatingTextComponent.ActorComponent.Object
void SetClientPreCal(bool bPreCal);// 0x2d295bc
void OnPlayerAttackMonster(float BaseDamage, bool IsHeadShot, out const
DamageEvent DamageEvent, out const HitResult HitResult, const Actor* Victim);//
0x2d293f0
void CreateFloatingText(out const MonsterFloatingTextData
MonsterFloatingTextData);// 0x37db6c4
void ClientHandleFloatingTextArray(const MonsterFloatingTextData[]
FloatingTextArray);// 0x2d29314
--------------------------------
Class: MonsterFloatingTextData
float BaseDamage;//[Offset: 0x0 , Size: 4]
bool IsHeadShot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 ,
Size: 1]
Vector_NetQuantize ImpactPoint;//[Offset: 0x8 , Size: 12]
--------------------------------
Class: MonsterSpeciesGenerator.UnitSpeciesGenerator.Object
MonsterParams Params;//[Offset: 0x48 , Size: 88]
void PostConfig(Actor* Actor);// 0x2d2a1d0
MonsterSpeciesParams GenerateCustom();// 0x2d2a0d8
--------------------------------
Class: MonsterSpeciesParams
int ID;//[Offset: 0x0 , Size: 4]
MonsterParams Params;//[Offset: 0x8 , Size: 88]
int SingleId;//[Offset: 0x60 , Size: 4]
--------------------------------
Class: TimerComponent.ActorComponent.Object
bool bEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x110 ,
Size: 1]
RegisterTimerInfo[] TimerRegister;//[Offset: 0x118 , Size: 16]
float CurTime;//[Offset: 0x128 , Size: 4]
void ResetTimerRegister();// 0x2f03ec4
void AddTimeDelay(int Index, float DelayTime, int[] CallBackPar);// 0x2f03d08
--------------------------------
Class: RegisterTimerInfo
RegisterDelayTime[] DelayTimes;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: RegisterDelayTime
float DelayTime;//[Offset: 0x0 , Size: 4]
int[] CallBackPar;//[Offset: 0x8 , Size: 16]
bool IsDone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18 ,
Size: 1]
--------------------------------
Class: MonsterWaveMgrComponent.TimerComponent.ActorComponent.Object
LevelMonsterWaveRun[] LevelWaveRunInfoArray;//[Offset: 0x130 , Size: 16]
MonsterWaveRunInfo[] RunInfoArray;//[Offset: 0x140 , Size: 16]
LevelMonsterWaveCfg[] AllConfigDatas;//[Offset: 0x150 , Size: 16]
bool GM_CloseMonsterLimit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x160 , Size: 1]
bool GM_CloseAliveMonsterLimit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x161 , Size: 1]
int GM_SpawnMonsterFrame;//[Offset: 0x164 , Size: 4]
int GM_ExitWaitFrame;//[Offset: 0x168 , Size: 4]
int GM_AutoExitTime;//[Offset: 0x16c , Size: 4]
int GM_MaxRemainMonsterNum;//[Offset: 0x170 , Size: 4]
int GM_AreaMaxMonsterNum;//[Offset: 0x174 , Size: 4]
int GM_AreaRadius;//[Offset: 0x178 , Size: 4]
bool GM_CloseAreaMonsterNumCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x17c , Size: 1]
int GM_AreaMonsterNumCheckFrame;//[Offset: 0x180 , Size: 4]
int GM_MonsterLimitPerc;//[Offset: 0x184 , Size: 4]
int GM_MaxAliveMonsterNum;//[Offset: 0x188 , Size: 4]
int GM_DisableSpawnDis;//[Offset: 0x18c , Size: 4]
int GM_HighPosZ;//[Offset: 0x190 , Size: 4]
int GM_LowPosZ;//[Offset: 0x194 , Size: 4]
int GM_MinHeight;//[Offset: 0x198 , Size: 4]
int GM_MinSpaceHeight;//[Offset: 0x19c , Size: 4]
int GM_MaxWaterDeep;//[Offset: 0x1a0 , Size: 4]
GM_MonsterSpawnAction[] GM_SpawnActionList;//[Offset: 0x1a8 , Size: 16]
ItemCallMonsterLimit[] ItemCallMonsterLimitList;//[Offset: 0x1b8 , Size: 16]
int[] MonsterDropConfig;//[Offset: 0x1c8 , Size: 16]
int[] MonsterBulletDropConfig;//[Offset: 0x1d8 , Size: 16]
int PveGenerateZombieByNoTeamMate;//[Offset: 0x1e8 , Size: 4]
FString MonsterSpawnPlanTableName;//[Offset: 0x1f0 , Size: 16]
FString MonsterSpawnActionTableName;//[Offset: 0x200 , Size: 16]
FString MonsterSpawnPlanIDAdjustTableName;//[Offset: 0x210 , Size: 16]
LevelMonsterGenerateInfo[] LevelDelayMonsterGenerateList;//[Offset: 0x310 ,
Size: 16]
int DeleyGeneratyMonsterRegistID;//[Offset: 0x320 , Size: 4]
int DeleyEndMonsterWaveRegistID;//[Offset: 0x324 , Size: 4]
int DelayGenerateMonsterWaveRegistID;//[Offset: 0x328 , Size: 4]
DelaySpawnActionTimerRegister[] DelaySpawnMonsterActionRegistList;//[Offset:
0x330 , Size: 16]
int DelayExitMonsterActionRegistID;//[Offset: 0x340 , Size: 4]
MonsterSpawnInfo[] WaitSpawnMonsterList;//[Offset: 0x348 , Size: 16]
int SpawnMonsterNumPerFrame;//[Offset: 0x358 , Size: 4]
int DefaultSpawnRadius;//[Offset: 0x35c , Size: 4]
int SpawnRandomMaxTimes;//[Offset: 0x360 , Size: 4]
int MonsterHeight;//[Offset: 0x364 , Size: 4]
int StepSpawnPos;//[Offset: 0x368 , Size: 4]
int MaxSpawnCircle;//[Offset: 0x36c , Size: 4]
MonsterLimit[] MonsterLimit;//[Offset: 0x370 , Size: 16]
MonsterLimit[] MonsterAliveLimit;//[Offset: 0x380 , Size: 16]
int MaxTraceTimes;//[Offset: 0x390 , Size: 4]
int MaxFindTimes;//[Offset: 0x394 , Size: 4]
int NumPerCirque;//[Offset: 0x398 , Size: 4]
int CurSpawnWaitFrame;//[Offset: 0x39c , Size: 4]
int CurExitWaitFrame;//[Offset: 0x3a0 , Size: 4]
int CurAreaMonsterNumCheckWaitFrame;//[Offset: 0x3a4 , Size: 4]
Actor*[] WaitExitMonsterList;//[Offset: 0x3a8 , Size: 16]
bool IsDoMonsterExit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3b8 , Size: 1]
PlayerMonsterSpot[] PlayerMonsterSpotList;//[Offset: 0x3c0 , Size: 16]
GenerateMonsterFlow GenerateMonsterFlow;//[Offset: 0x3d0 , Size: 40]
void StartMonsterAction(int ActionType, int ActionID);// 0x2d30928
void SpawnOneMonster(out MonsterSpawnInfo SpawnInfo);// 0x2d30854
void SpawnMonsterByAction(int[] ParList);// 0x2d30720
void SpawnMonster(out MonsterSpawnInfo SpawnInfo);// 0x2d3064c
void SetLevelDiffcultPerc(out GameLevelDesc LevelDesc, int DiffcultPerc);//
0x2d30540
void ReportGenerateMonsterFlow();// 0x2d3052c
void RemoveWaveRunInfo(out GameLevelDesc LevelDesc);// 0x2d30468
void RemoveWaveCfg(out GameLevelDesc LevelDesc);// 0x2d303a4
void RemoveWaitSpawnMonsterList(out GameLevelDesc LevelDesc);// 0x2d302e0
void RemoveMonsterSpotList(uint32 PlayerKey);// 0x2d30264
void RemoveDelayMonsterGenerateList(out GameLevelDesc LevelDesc);// 0x2d301a0
void OnMonsterAutoExit(int[] ParList);// 0x2d3006c
void InitMonsterWave(out GameLevelDesc LevelDesc, out LevelData LevelData);//
0x2d2ff08
void InitMonsterSpawnPlanIDAdjust();// 0x2d2fef4
void InitMonsterSpawnPlan();// 0x2d2fee0
void InitMonsterSpawnAction();// 0x2d2fecc
void HanldeMonsterAutoExit();// 0x2d2feb8
void HandleMonsterDie(Actor* Actor, Actor* Killer);// 0x2d2fe04
void HandleMonsterBorn(Actor* Actor);// 0x2d2fd88
void HandleLeaveGameLevel(out GameLevelDesc LevelDesc, out LevelData
LevelData);// 0x2d2fc24
MonsterWaveRunInfo[] GetWaveRunInfo(out GameLevelDesc LevelDesc);// 0x2d2fb0c
MonsterWave[] GetWaveCfg(out GameLevelDesc LevelDesc);// 0x2d2fa18
void GetPosByPlayerMonsterSpot(out PlayerMonsterSpot PlayerMonsterSpot, out
Vector OutPos);// 0x2d2f904
Vector GetPosByOffset(Vector targetPos, int OffestX, int OffSetY);//
0x2d2f800
bool GetMonsterSpawnPlanList(int Plan, out MonsterSpawnPlan[] Out);//
0x2d2f6f4
bool GetMonsterSpawnPlanIDAdjustList(int AdjustID, out
MonsterSpawnPlanIDAdjust[] Out);// 0x2d2f5e8
bool GetMonsterSpawnAction(int ID, out MonsterSpawnAction Out);// 0x2d2f4cc
MonsterGeneratePlan GetMonsterPlan(out MonsterGroup MonsterGroupInfo);//
0x2d2f29c
int GetMonsterNumInDis(Actor* TargetActor, float MaxDis);// 0x2d2f1d4
bool GetMonsterGroupActorByNearest(out MonsterGroup MonsterGroupInfo, out
MonsterSpotGroup OutMonsterSpotGroup);// 0x2d2f05c
bool GetMonsterGroupActor(out MonsterGroup MonsterGroupInfo, out
MonsterSpotGroup OutMonsterSpotGroup);// 0x2d2eee4
MonsterGenerateInfo[] GetDelayMonsterGenerateList(out GameLevelDesc
LevelDesc);// 0x2d2ed28
int GetCurMonsterDropConfigIndex(int WeatherIndex);// 0x2d2ec9c
int GetCurMonsterBulletDropConfigIndex(int WeatherIndex);// 0x2d2ec10
int GetCallMonsterNum(Pawn* TargetPawn, int CallType);// 0x2d2eb48
Vector GetAdjustSpawnPos(Vector CenterPos);// 0x2d2eab8
void GetAdjustSpawnAction(out MonsterSpawnAction Out);// 0x2d2e9ec
bool GetAdjustPos(out Vector targetPos);// 0x2d2e950
int GetAdjustMonsterPlanID(int ID, STExtraBaseCharacter* Player);// 0x2d2e888
int GetAdjustMonsterNum(int BaseNum, out GameLevelDesc LevelDesc);//
0x2d2e778
void GenerateMonsterWaveImmediately(out GameLevelDesc LevelDesc, int
WaveID);// 0x2d2e66c
void GenerateMonsterWaveDelay(int[] ParList);// 0x2d2e538
void GenerateMonsterWaveById(out GameLevelDesc LevelDesc, int WaveID);//
0x2d2e42c
void GenerateMonsterGroup(out MonsterGroup MonsterGroupInfo, out
GameLevelDesc LevelDesc, int WaveID);// 0x2d2e298
void GenerateMonsterDelay(int[] Index);// 0x2d2e164
void GenerateMonsterArroundTargetPosByCirque(out Vector CenterPos, int
MonsterID, int MonsterNum, int[] PosRadiusList, Pawn* CallPawn, uint32 CallPawnKey,
int CallType, byte SourceType);// 0x2d2de6c
void GenerateMonsterArroundTargetPos(Vector CenterPos, int MonsterID, int
MonsterNum, int PosRadius, byte SourceType);// 0x2d2dd04
void GenerateMonsterArroundPlayerByActionID(STExtraBaseCharacter* Player, int
ActionID);// 0x2d2dc4c
void GenerateMonsterArroundPlayer(STExtraBaseCharacter* Player, int
MonsterID, int RandomMonsterNum, int MaxNumLimit, int LimitType, int[] RadiusList,
byte SourceType);// 0x2d2d994
void GenerateMonsterArroundAllPlayerByActionID(int ActionID);// 0x2d2d918
void GenerateMonster(out GameLevelDesc LevelDesc, out MonsterGenerateInfo
MonsterGenerateInfo);// 0x2d2d7c8
void ExitOtherMonsterForItemCallMonster();// 0x2d2d7b4
void EndMonsterWaveDelay(int[] WaveID);// 0x2d2d680
void DoMonsterWaveEnd(out GameLevelDesc LevelDesc, int WaveID);// 0x2d2d574
void DoMonsterExitByFuncType(int FuncType, int RemainMonsterNum);// 0x2d2d4c0
void DoMonsterExit(int RemainMonsterNum);// 0x2d2d444
void ClearEnv(out GameLevelDesc LevelDesc);// 0x2d2d380
void CheckNeedSpawnMonster();// 0x2d2d36c
void CheckNeedExitOtherMonster(out MonsterSpawnInfo SpawnInfo);// 0x2d2d298
void CheckNeedExitMonster();// 0x2d2d284
bool CheckIsVaildTargetPos(Vector targetPos);// 0x2d2d1f4
bool CheckIsMaxAliveMonsterNum();// 0x2d2d1bc
void CheckAreaMonsterIsMax(Actor* TargetActor);// 0x2d2d140
void CheckAllPlayerAreaMonsterIsMax();// 0x2d2d12c
void BPCall_AddToWaitSpawnList(MonsterSpawnInfo SpawnInfo);// 0x2d2cf9c
void AddWaveRunInfo(out GameLevelDesc LevelDesc, MonsterWaveRunInfo[]
WaveRunInfoList);// 0x2d2cde4
void AddWaveCfg(out GameLevelDesc LevelDesc, out LevelData LevelData);//
0x2d2cc80
void AddToWaitSpawnList(out MonsterSpawnInfo SpawnInfo);// 0x2d2cbac
void AddToWaitMonsterSpawnList(int MonsterID, int MonsterRebornTimes, int
ReBornDelay, int MonsterWaveId, int MonsterChapterID, int MonsterLevelID, byte
SourceType, Vector pos, int Radius, out RoadPointInfo[] RoadPoints, float
GenerateTime);// 0x2d2c894
void AddMonsterSpotList(uint32 PlayerKey, out Vector[] SpotList);// 0x2d2c79c
void AddGenerateMonsterFlow(int WeatherPhase, out GenerateOneMonsterFlow
AddFlow);// 0x2d2c6d4
void AddDelayMonsterGenerateInfo(out GameLevelDesc LevelDesc,
MonsterGenerateInfo GenerateInfo);// 0x2d2c4fc
--------------------------------
Class: LevelMonsterWaveRun
GameLevelDesc LevelDesc;//[Offset: 0x0 , Size: 24]
MonsterWaveRunInfo[] WaveRunInfoList;//[Offset: 0x18 , Size: 16]
--------------------------------
Class: MonsterWaveRunInfo
int CallNum;//[Offset: 0x0 , Size: 4]
int TotalMonsterNum;//[Offset: 0x4 , Size: 4]
int GenerateMonsterNum;//[Offset: 0x8 , Size: 4]
int DeadMonsterNum;//[Offset: 0xc , Size: 4]
int EndNum;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: LevelMonsterWaveCfg
GameLevelDesc LevelDesc;//[Offset: 0x0 , Size: 24]
int DiffcultPerc;//[Offset: 0x18 , Size: 4]
MonsterWave[] WaveCfgList;//[Offset: 0x20 , Size: 16]
--------------------------------
Class: GM_MonsterSpawnAction
int ID;//[Offset: 0x0 , Size: 4]
int Times;//[Offset: 0x4 , Size: 4]
int interval;//[Offset: 0x8 , Size: 4]
int MinRandTime;//[Offset: 0xc , Size: 4]
int MaxRandTime;//[Offset: 0x10 , Size: 4]
int MaxLimit;//[Offset: 0x14 , Size: 4]
int LimitType;//[Offset: 0x18 , Size: 4]
int AdjustPlanID;//[Offset: 0x1c , Size: 4]
--------------------------------
Class: ItemCallMonsterLimit
int WeatherPhase;//[Offset: 0x0 , Size: 4]
int LimitItemCallNum;//[Offset: 0x4 , Size: 4]
int LimitTotalNum;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: LevelMonsterGenerateInfo
GameLevelDesc LevelDesc;//[Offset: 0x0 , Size: 24]
MonsterGenerateInfo[] DelayGenerateInfoList;//[Offset: 0x18 , Size: 16]
--------------------------------
Class: MonsterGenerateInfo
int MonsterID;//[Offset: 0x0 , Size: 4]
int MonsterNum;//[Offset: 0x4 , Size: 4]
int MonsterWaveId;//[Offset: 0x8 , Size: 4]
Vector pos;//[Offset: 0xc , Size: 12]
int PosRadius;//[Offset: 0x18 , Size: 4]
int ReBornTimes;//[Offset: 0x1c , Size: 4]
int ReBornDelay;//[Offset: 0x20 , Size: 4]
RoadPointInfo[] RoadPointList;//[Offset: 0x28 , Size: 16]
--------------------------------
Class: DelaySpawnActionTimerRegister
int RegisterID;//[Offset: 0x0 , Size: 4]
int ActionType;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: MonsterSpawnInfo
int FlowId;//[Offset: 0x0 , Size: 4]
int MonsterID;//[Offset: 0x4 , Size: 4]
int MonsterRebornTimes;//[Offset: 0x8 , Size: 4]
int MonsterReBornDelay;//[Offset: 0xc , Size: 4]
int MonsterWaveId;//[Offset: 0x10 , Size: 4]
int MonsterChapterID;//[Offset: 0x14 , Size: 4]
int MonsterLevelID;//[Offset: 0x18 , Size: 4]
float GenerateTime;//[Offset: 0x1c , Size: 4]
Vector pos;//[Offset: 0x20 , Size: 12]
Rotator Rot;//[Offset: 0x2c , Size: 12]
int PosRadius;//[Offset: 0x38 , Size: 4]
RoadPointInfo[] RoadPoints;//[Offset: 0x40 , Size: 16]
byte SourceType;//[Offset: 0x50 , Size: 1]
Pawn* CallPawn;//[Offset: 0x58 , Size: 8]
uint32 CallPawnKey;//[Offset: 0x60 , Size: 4]
int CallType;//[Offset: 0x64 , Size: 4]
--------------------------------
Class: MonsterLimit
int WeatherPhase;//[Offset: 0x0 , Size: 4]
int NumLimit;//[Offset: 0x4 , Size: 4]
int CurRefreshNum;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: PlayerMonsterSpot
uint32 PlayerKey;//[Offset: 0x0 , Size: 4]
Vector[] SpotList;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: GenerateMonsterFlow
FString BattleID;//[Offset: 0x0 , Size: 16]
int BattleMode;//[Offset: 0x10 , Size: 4]
GenerateMonsterPhaseFlow[] GenerateMonsterPhaseList;//[Offset: 0x18 , Size:
16]
--------------------------------
Class: GenerateMonsterPhaseFlow
int WeatherID;//[Offset: 0x0 , Size: 4]
GenerateOneMonsterFlow[] GenerateOneMonsterFlowList;//[Offset: 0x8 , Size:
16]
--------------------------------
Class: GenerateOneMonsterFlow
int MonsterID;//[Offset: 0x0 , Size: 4]
int GenerateNum;//[Offset: 0x4 , Size: 4]
int DeadNum;//[Offset: 0x8 , Size: 4]
int KilledByPlayerNum;//[Offset: 0xc , Size: 4]
--------------------------------
Class: MonsterSpawnPlan
--------------------------------
Class: MonsterSpawnPlanIDAdjust
--------------------------------
Class: MonsterSpawnAction
--------------------------------
Class: MoveablePlatformInterface.Interface.Object
--------------------------------
Class: MultiPickUpWrapperActor.Actor.Object
class PickUpWrapperActor[] MultiPickUpWrapperConfigs;//[Offset: 0x398 , Size:
16]
int CoolDownTime;//[Offset: 0x3a8 , Size: 4]
PickUpWrapperActor* SpawnedWrapper;//[Offset: 0x3b8 , Size: 8]
void ResetWrapper();// 0x2d38584
void OnWrapperPickedUp();// 0x2d38570
--------------------------------
Class:
MultipleInteractiveActor.ActivityInteractiveActor.ActivityActorBase.CustomDecorator
Actor.DecoratorActor.Actor.Object
Character*[] CurActiveCharacterList;//[Offset: 0x578 , Size: 16]
void OnHandleSkillEndEvent(Character* Character, enum StopReason, int
SkillID);// 0x2d3901c
bool LocalStartActive(Character* Character);// 0x2d38f84
bool LocalInterruptActive(Character* Character);// 0x2d38eec
bool LocalActiveFinished(Character* Character);// 0x2d38e54
bool IsCharaterInActived(Character* InCharacter);// 0x2d38dbc
void GetOtherActivedCharacter(Character* InCharacter, out Character*[]
OutActivedCharacterList);// 0x2d38cc4
Character* GetLastestActivedCharacter();// 0x2d38c90
void GetAllActivedCharacter(out Character*[] OutActivedCharacterList);//
0x2d38bd8
bool BPInterruptActive_Implementation(Character* Character, bool bSuccess,
bool bClient);// 0x2d38ab8
--------------------------------
Class: NavigationQueryFilterMSN.NavigationQueryFilter.Object
uint32 MaxSearchNode;//[Offset: 0x44 , Size: 4]
--------------------------------
Class: NavigatorPannelUAEUserWidget.UAEUserWidget.UserWidget.Widget.Visual.Object
float LandscapeRotation;//[Offset: 0x3d0 , Size: 4]
float Offset;//[Offset: 0x3d4 , Size: 4]
float Width;//[Offset: 0x3d8 , Size: 4]
MaterialInstanceDynamic* CompassMat;//[Offset: 0x3e0 , Size: 8]
float HalfPix;//[Offset: 0x3e8 , Size: 4]
float MapMarkPositionYInCompass;//[Offset: 0x3ec , Size: 4]
float SafeZoneGuidePositionYInCompass;//[Offset: 0x3f0 , Size: 4]
FName materialXParameterName;//[Offset: 0x3f8 , Size: 8]
float CPPNavigatorTickRate;//[Offset: 0x400 , Size: 4]
int DisplayCharRotation;//[Offset: 0x40c , Size: 4]
int CacheDisplayCharRotation;//[Offset: 0x410 , Size: 4]
Vector[] MapMarkArray;//[Offset: 0x418 , Size: 16]
Widget*[] TeamPlayerMarkerArray_Cpp;//[Offset: 0x428 , Size: 16]
TextBlock*[] TeamPlayerMarkDistArray_Cpp;//[Offset: 0x438 , Size: 16]
InvalidationBox* PlayerMarker_Group;//[Offset: 0x448 , Size: 8]
TextBlock* DirectionMarker_Dist;//[Offset: 0x450 , Size: 8]
CanvasPanel* CanvasPanel_SafeArea;//[Offset: 0x458 , Size: 8]
TextBlock* TextBlock_BigTips;//[Offset: 0x460 , Size: 8]
SlateColor NormalDirectionTextColor;//[Offset: 0x468 , Size: 40]
SlateColor SpecifiedDirectionTextColor;//[Offset: 0x490 , Size: 40]
CustomMarkDataInNavigator[] CustomMarkDataInNavigator;//[Offset: 0x4b8 ,
Size: 16]
float AdjustOffsetForOutRange;//[Offset: 0x4c8 , Size: 4]
int NormalDirectionTextFontSize;//[Offset: 0x4cc , Size: 4]
int SpecifiedDirectionTextFontSize;//[Offset: 0x4d0 , Size: 4]
FText[] DisplayRotToTextArray;//[Offset: 0x4d8 , Size: 16]
void UpdateSafeZoneGuideVisibilityAndPosition();// 0x2d3ad78
void UpdateMapMarkVisibility();// 0x2d3ad64
void UpdateMapMarkPosition();// 0x2d3ad50
void UpdateForwardDirectionText();// 0x2d3ad34
void UpdateCustomMarkPosition(out const Geometry MyGeometry);// 0x2d3aca4
void SetCompassMat(MaterialInstanceDynamic* InCompassMat);// 0x2d3ac28
void OnMapMarkChange_NoParam();// 0x2d3ac14
void OnMapMarkChange(int MarkIndex);// 0x2d3ab98
bool IsTextNotEqualTo(FText SelfValue, FText OtherText, bool
ReverseResult);// 0x2d3a764
bool IsStrNotEqualToText(FString InValue, FText InText, bool
ReverseResult);// 0x2d3a410
bool IsModToZero(int InValue, int ModValue);// 0x2d3a348
bool IsIntNotEqualToText(int InValue, FText InText, bool ReverseResult);//
0x2d3a0a0
Rotator GetPlayerLookRotation();// 0x2d3a068
void BindMapMarkChangeDelegate();// 0x2d3a054
--------------------------------
Class: InvalidationBox.ContentWidget.PanelWidget.Widget.Visual.Object
bool bCanCache;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x111 ,
Size: 1]
bool CacheRelativeTransforms;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x112 , Size: 1]
bool bDontPaintWhenChildEmpty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x113 , Size: 1]
void SetDontPaintWhenChildEmpty(bool Enable);// 0x4501c78
void SetCanCache(bool CanCache);// 0x4501bf4
void InvalidateCache();// 0x4501be0
bool GetDontPaintWhenChildEmpty();// 0x4501ba8
bool GetCanCache();// 0x4501b70
--------------------------------
Class: CustomMarkDataInNavigator
int MarkInstID;//[Offset: 0x0 , Size: 4]
UserWidget* MarkWidget;//[Offset: 0x8 , Size: 8]
TextBlock* MarkDistanceText;//[Offset: 0x10 , Size: 8]
Vector MarkLocation;//[Offset: 0x18 , Size: 12]
bool bAdjustWhenOutRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x24 , Size: 1]
--------------------------------
Class: NetMonitorComponent.ActorComponent.Object
NetProfileTimeBase[] NetProfileTimeBase;//[Offset: 0x110 , Size: 16]
NetProfileConditionBase[] NetProfileConditionBase;//[Offset: 0x120 , Size:
16]
NetProfileMonitorBase[] NetProfileMonitorBase;//[Offset: 0x130 , Size: 16]
StatProfileMonitorBase[] StatProfileMonitorBase;//[Offset: 0x140 , Size: 16]
void StartFlight();// 0x2d3b860
--------------------------------
Class: NetProfileTimeBase
float StartTime;//[Offset: 0x0 , Size: 4]
float Duration;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: NetProfileConditionBase
enum Condition;//[Offset: 0x0 , Size: 1]
float Duration;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: NetProfileMonitorBase
enum NetProfileMonitorArg;//[Offset: 0x0 , Size: 1]
double Threshold;//[Offset: 0x8 , Size: 8]
float Duration;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: StatProfileMonitorBase
int MinClientNum;//[Offset: 0x0 , Size: 4]
float StartTime;//[Offset: 0x4 , Size: 4]
float Duration;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: NetworkOnlineDriver.Actor.Object
void SwitchPoseStateServer(STExtraBaseCharacter* TargetCharacter, byte
PoseState);// 0x2d3c4a0
void SwitchPoseStateClient(STExtraBaseCharacter* TargetCharacter, byte
PoseState);// 0x2d3c3e0
void ServerStartFire(STExtraBaseCharacter* TargetCharacter, int
BurstShootBulletsLimit, float BurstShootTimeLimit, byte ShootMode, Vector
SimpleShootTarget, Vector2D ClientScreenSize);// 0x2d3c1f0
void ServerStartBarrel(STExtraBaseCharacter* TargetCharacter);// 0x2d3c140
void ServerSetShootType(STExtraBaseCharacter* TargetCharacter, byte
shootType);// 0x2d3c050
void ServerSetReloadMethod(STExtraBaseCharacter* TargetCharacter, byte
reloadMethod);// 0x2d3bf60
void ServerReplicateExplosionEffect(class STExtraExplosionEffect Template,
Transform Trans, Actor* ActorOwner, Pawn* InstigatorPawn, enum method);// 0x2d3bd80
void BroadcastClientsSpawnExplosionEffect(class STExtraExplosionEffect
Template, Transform Trans, Actor* ActorOwner, Pawn* InstigatorPawn, enum method);//
0x2d3bba0
--------------------------------
Class: NewbieGuideWidget.UAEUserWidget.UserWidget.Widget.Visual.Object
void OnRemove();// 0x2d420a8
void OnCreateAndShow(int GuideID, int UIConfigIndex);// 0x2d41fec
--------------------------------
Class:
NewFakePlayerAIController.FakePlayerAIController.BaseAIController.BasicAIController
.AIController.Controller.Actor.Object
PickUpListWrapperActor*[] IgnorePlayerBackpackWrapper;//[Offset: 0xc08 ,
Size: 16]
int CanEquipGrenadeNum;//[Offset: 0xc24 , Size: 4]
int nowEquipGrenadeNum;//[Offset: 0xc28 , Size: 4]
float CanhaveMedicalCapacity;//[Offset: 0xc2c , Size: 4]
float nowMedicalCapacity;//[Offset: 0xc30 , Size: 4]
int MaxWeaponAIFullVaule;//[Offset: 0xc34 , Size: 4]
int NowWeaponFullVaue;//[Offset: 0xc38 , Size: 4]
int MaxEquipWeaponFullVaue;//[Offset: 0xc3c , Size: 4]
int[] nowWeaponList;//[Offset: 0xc40 , Size: 16]
int CanHaveWeaponPartsVaules;//[Offset: 0xc50 , Size: 4]
int NowWeaponPartsVaules;//[Offset: 0xc54 , Size: 4]
bool isHasMeleeWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xc58 , Size: 1]
int MaxEquipAIFullVaule;//[Offset: 0xc5c , Size: 4]
int BackPackFullVaule;//[Offset: 0xc60 , Size: 4]
int HeadFullVaule;//[Offset: 0xc64 , Size: 4]
int BodyFullVaule;//[Offset: 0xc68 , Size: 4]
int Bullet9Num;//[Offset: 0xc6c , Size: 4]
int Bullet7PointNum;//[Offset: 0xc70 , Size: 4]
int Bullet5PointNum;//[Offset: 0xc74 , Size: 4]
int BulletPoint12Num;//[Offset: 0xc78 , Size: 4]
int BulletPoint45Num;//[Offset: 0xc7c , Size: 4]
int BulletPoint300Num;//[Offset: 0xc80 , Size: 4]
int ArrowNum;//[Offset: 0xc84 , Size: 4]
float AutoOpenDoorRange;//[Offset: 0xc88 , Size: 4]
--------------------------------
Class: NGCondition_HasColdBuff.STNewbieGuideConditionBase.Object
--------------------------------
Class: NGCondition_IsElapseXsAfterJump.STNewbieGuideConditionBase.Object
float ActiveTime;//[Offset: 0x48 , Size: 4]
--------------------------------
Class: NGCondition_IsEquipSkillProp.STNewbieGuideConditionBase.Object
--------------------------------
Class: NGCondition_IsFightingState.STNewbieGuideConditionBase.Object
--------------------------------
Class: NGCondition_IsHoldingGrenade.STNewbieGuideConditionBase.Object
byte CheckSlotType;//[Offset: 0x48 , Size: 1]
--------------------------------
Class: NGCondition_IsHoldingGun.STNewbieGuideConditionBase.Object
--------------------------------
Class: NGCondition_IsInZombieMode.STNewbieGuideConditionBase.Object
--------------------------------
Class: NGCondition_IsReadyState.STNewbieGuideConditionBase.Object
--------------------------------
Class: NGCondition_VehicleWarAimFrame.STNewbieGuideConditionBase.Object
--------------------------------
Class: NGCondition_VehicleWarShowBuff.STNewbieGuideConditionBase.Object
--------------------------------
Class:
NoBulletWeaponState.WeaponStateBase.WeaponLogicBaseComponent.ActorComponent.Object
--------------------------------
Class: NormalActorPositionWidget.UAEUserWidget.UserWidget.Widget.Visual.Object
Actor* SaveActor;//[Offset: 0x3d0 , Size: 8]
CanvasPanelSlot* CanvasPanel;//[Offset: 0x3d8 , Size: 8]
Image* AngelImage;//[Offset: 0x3e0 , Size: 8]
Vector4 Limit;//[Offset: 0x3f0 , Size: 16]
Vector2D UIOffset;//[Offset: 0x400 , Size: 8]
Vector LocOffset;//[Offset: 0x408 , Size: 12]
bool bIsCurrentOutOfScreen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x414 , Size: 1]
bool bActiveDynamicScale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x415 , Size: 1]
float StartScaleDistance;//[Offset: 0x418 , Size: 4]
float EndScaleDistance;//[Offset: 0x41c , Size: 4]
float StartScaleRate;//[Offset: 0x420 , Size: 4]
float EndScaleRate;//[Offset: 0x424 , Size: 4]
bool bProjectToScreenCenterIfOutScreen;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x428 , Size: 1]
float ProjectCenterRadius;//[Offset: 0x42c , Size: 4]
bool bEnableMaxShowDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x430 , Size: 1]
float MaxShowDistance;//[Offset: 0x434 , Size: 4]
CanvasPanel* CanvasRoot;//[Offset: 0x438 , Size: 8]
bool bIsTeammate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x440
, Size: 1]
void UpdateWidgetPosition();// 0x2d45bc0
void SwitchIfOutOfScreen(bool bIsOutScreen);// 0x2d45b34
void SetRootVisibile(bool bNewVis);// 0x2d45ab0
void SetCachedActor(Actor* TargetActor);// 0x2d45a2c
bool GetMarkLocation(out Vector OutLocation);// 0x2d45988
--------------------------------
Class: NotifySoundManager.Object
void RemoveOverrideData(Object* Target, FString NotifyName);// 0x2d4af84
void RemoveAdditionalData(Object* Target, FString NotifyName, AkAudioEvent*
AkAudioEvent);// 0x2d4add4
static NotifySoundManager* GetInstance();// 0x2d4ada0
void AddOverrideData(Object* Target, FString NotifyName, AkAudioEvent*
AkAudioEvent);// 0x2d4abf0
void AddAdditionalData(Object* Target, FString NotifyName, AkAudioEvent*
AkAudioEvent);// 0x2d4aa40
--------------------------------
Class: OBHttpComponent.ActorComponent.Object
FString IPAddr;//[Offset: 0x110 , Size: 16]
int Port;//[Offset: 0x120 , Size: 4]
FString URLSetting;//[Offset: 0x128 , Size: 16]
int MaxFailedTimes;//[Offset: 0x138 , Size: 4]
--------------------------------
Class: ObjectCountWatcherComponent.ActorComponent.Object
int RemoveObject(FName Category, const Object* Object);// 0x2d4bb10
int GetObjectNum(FName Category);// 0x2d4ba84
Object* GetObjectByIndex(FName Category, int Index);// 0x2d4b9bc
int AddObject(FName Category, const Object* NewObject);// 0x2d4b8f8
--------------------------------
Class: OBModeAirDropWidget.UAEUserWidget.UserWidget.Widget.Visual.Object
CanvasPanelSlot* OBCanvasPanelSlot;//[Offset: 0x3d0 , Size: 8]
CanvasPanel* OBPanel;//[Offset: 0x3d8 , Size: 8]
AirDropBoxActor* CachedAirDrop;//[Offset: 0x3e0 , Size: 8]
Vector4 Limit;//[Offset: 0x3f0 , Size: 16]
int heightPlus;//[Offset: 0x400 , Size: 4]
int rightPlus;//[Offset: 0x404 , Size: 4]
Vector2D UIOffset;//[Offset: 0x408 , Size: 8]
Vector LocOffset;//[Offset: 0x410 , Size: 12]
STExtraPlayerController* STExtraPlayerController;//[Offset: 0x438 , Size: 8]
void SetAirDrop(AirDropBoxActor* DropBox);// 0x2d4bea4
void OnItemClicked();// 0x2d4be90
--------------------------------
Class: OBModePositionWidget.UAEUserWidget.UserWidget.Widget.Visual.Object
CanvasPanelSlot* OBCanvasPanelSlot;//[Offset: 0x3d0 , Size: 8]
CanvasPanel* OBPanel;//[Offset: 0x3d8 , Size: 8]
STExtraBaseCharacter* CachedCharacter;//[Offset: 0x3e0 , Size: 8]
STExtraPlayerState* CachedPlayerState;//[Offset: 0x3e8 , Size: 8]
PlayerInfoInOB CachedPlayerInfo;//[Offset: 0x3f0 , Size: 232]
Vector4 Limit;//[Offset: 0x4e0 , Size: 16]
int heightPlus;//[Offset: 0x4f0 , Size: 4]
int rightPlus;//[Offset: 0x4f4 , Size: 4]
Vector2D UIOffset;//[Offset: 0x4f8 , Size: 8]
Vector LocOffset;//[Offset: 0x500 , Size: 12]
float CachedHealth;//[Offset: 0x50c , Size: 4]
float CachedBreathPercent;//[Offset: 0x510 , Size: 4]
STExtraPlayerController* STExtraPlayerController;//[Offset: 0x530 , Size: 8]
void SetPlayerCharacter(STExtraPlayerController* Controller, int idx);//
0x2d4c2c4
void RefreshPlayerHealth(float hpRatio, float breathRatio, bool
IsNearDeath);// 0x2d4c1c4
void OnItemClicked();// 0x2d4c1b0
void DisplayFinalDamage(float FinalDamage, int AttackerTeamID);// 0x37db6c4
--------------------------------
Class: ObserverCameraComponent.CameraComponent.SceneComponent.ActorComponent.Object
float SpringArmLengthModifier1;//[Offset: 0x85c , Size: 4]
float FreeCameraOffsetRadius;//[Offset: 0x87c , Size: 4]
<byte,float> FreeCameraOffsetRadiusMap;//[Offset: 0x880 , Size: 80]
bool DrawDebugGraphics;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x8d0 , Size: 1]
Vector DrawDebugGraphicsOffset;//[Offset: 0x8d4 , Size: 12]
float ProbeRadius;//[Offset: 0x8e0 , Size: 4]
float SpecialStatePitchLimitMin;//[Offset: 0x8e4 , Size: 4]
float SpecialStatePitchLimitMax;//[Offset: 0x8e8 , Size: 4]
float DefaultFieldOfView;//[Offset: 0x8ec , Size: 4]
float WeaponOffsetDistance;//[Offset: 0x8f0 , Size: 4]
bool EnableUsePawnRotationCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x8f4 , Size: 1]
void GetCameraView(float DeltaTime, out MinimalViewInfo DesiredView);//
0x2d4c63c
--------------------------------
Class: OnTimeSpawnChallengeLevelRules.ChallengeLevelRules.Object
TriggerItem_TriggerClock*[] TriggerClockArray;//[Offset: 0x30 , Size: 16]
void SpawnLevelDirector(class UAELevelDirector LevelDirectorClass);//
0x2d4d2d8
void OnReceiveTriggerMsg(TriggerAction* TriggerAction, FString Msg);//
0x2d4d154
void InitLevel();// 0x2d4d138
--------------------------------
Class: TriggerItem_TriggerClock.TriggerBase.Actor.Object
FString ClockTag;//[Offset: 0x3a0 , Size: 16]
bool IsStartOnBegin;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3b0 , Size: 1]
float[] TriggerSecondsArray;//[Offset: 0x3b8 , Size: 16]
TimerHandle TimerHandle_Trigger;//[Offset: 0x3c8 , Size: 8]
int CurSecondsArrayIndex;//[Offset: 0x3d0 , Size: 4]
void Stop();// 0x2f1ad74
void Start();// 0x2f1ad60
void OnTime();// 0x2f1ad4c
--------------------------------
Class:
OperatingPlatform.ActivityInteractiveActor.ActivityActorBase.CustomDecoratorActor.D
ecoratorActor.Actor.Object
bool bShowEffectCanInteractive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x578 , Size: 1]
void OnRep_ShowEffectCanInteractive();// 0x2d4d700
void BPShowEffectCanInteractive();// 0x37db6c4
--------------------------------
Class: OtherCharacterBearerUnit.BaseBearerUnit.Object
void OnAvatarAllMeshLoaded();// 0x2d4d9f4
--------------------------------
Class: OtherWeaponBearerUnit.BaseBearerUnit.Object
void OnWeaponAvatarLoaded(int Val, ItemDefineID ID);// 0x2d4de04
void OnWeaponAttachAvatarLoaded(int Val, ItemDefineID ID);// 0x2d4dd38
--------------------------------
Class: OverlapActor.DecoratorActor.Actor.Object
void OnEndOverlap(PrimitiveComponent* activatedComp, Actor* OtherActor,
PrimitiveComponent* OtherComp, int OtherBodyIndex);// 0x2d4e37c
void OnBeginOverlap(PrimitiveComponent* activatedComp, Actor* OtherActor,
PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out const
HitResult SweepResult);// 0x2d4e1a4
--------------------------------
Class: ParachuteAnimInstanceBase.AnimInstance.Object
bool C_SkipOpenParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3b8 , Size: 1]
bool C_IsLanding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b9
, Size: 1]
byte C_ParachuteState;//[Offset: 0x3ba , Size: 1]
Vector C_MoveDir;//[Offset: 0x3bc , Size: 12]
float MaxSimulatePhysicDist;//[Offset: 0x3c8 , Size: 4]
float MoveDirParachuteLerpSpeed;//[Offset: 0x3cc , Size: 4]
FName DynamicParamName;//[Offset: 0x3d0 , Size: 8]
float DynamicMatPassTotalTime;//[Offset: 0x3d8 , Size: 4]
float DelayClearTime;//[Offset: 0x3dc , Size: 4]
STExtraPlayerCharacter* OwnerPlayer;//[Offset: 0x3f0 , Size: 8]
bool IsNearTheLocalMainChar();// 0x2d4e7b4
void HandleParachuteStateChanged();// 0x37db6c4
--------------------------------
Class: ParachutePanelUI.UAEUserWidget.UserWidget.Widget.Visual.Object
bool bReadyToShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3d0 , Size: 1]
bool bGotWidgetData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3d1 , Size: 1]
float HeightBarSizeY;//[Offset: 0x3d4 , Size: 4]
CanvasPanelSlot* HeightBarSlot;//[Offset: 0x3d8 , Size: 8]
Vector2D PlayerHeightWidgetPos;//[Offset: 0x3e0 , Size: 8]
CanvasPanelSlot* PlayerHeightWidgetSlot;//[Offset: 0x3e8 , Size: 8]
TextBlock* PlayerHeightText;//[Offset: 0x3f0 , Size: 8]
float HorizonBarSizeYMinValue;//[Offset: 0x3f8 , Size: 4]
CanvasPanelSlot* HorizonBarImage;//[Offset: 0x400 , Size: 8]
Vector2D ForceOpenParachuteMarkPos;//[Offset: 0x408 , Size: 8]
CanvasPanelSlot* ForceOpenParachuteMarkSlot;//[Offset: 0x410 , Size: 8]
float SkyDivingToHorizonGap;//[Offset: 0x418 , Size: 4]
CanvasPanelSlot* SkyDivingBarHeightSlot;//[Offset: 0x420 , Size: 8]
Spacer* ForceOpenParachuteSpacer;//[Offset: 0x428 , Size: 8]
MaterialInstanceDynamic* SpeedMatInstance;//[Offset: 0x430 , Size: 8]
int SpeedMatParamIndex;//[Offset: 0x438 , Size: 4]
FName SpeedMatParameterName;//[Offset: 0x440 , Size: 8]
TextBlock* SpeedText;//[Offset: 0x448 , Size: 8]
bool bGotSpeedMatParamIndex;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x450 , Size: 1]
float MaxSpeed;//[Offset: 0x454 , Size: 4]
float ZeroSpeedPercent;//[Offset: 0x458 , Size: 4]
float MaxSpeedPercent;//[Offset: 0x45c , Size: 4]
float MaxHorizonTestHeight;//[Offset: 0x460 , Size: 4]
FString HeightStrFormat;//[Offset: 0x468 , Size: 16]
FString SpeedStrFormat;//[Offset: 0x478 , Size: 16]
STExtraPlayerController* CachedPlayerController;//[Offset: 0x488 , Size: 8]
float HistoryHeight;//[Offset: 0x490 , Size: 4]
MyLandscape* CachedMyLandscape;//[Offset: 0x494 , Size: 8]
MiniMapStandardPoint* CachedMapStandardPoint;//[Offset: 0x49c , Size: 8]
void UpdateFallingData(float InDeltaTime);// 0x2d4efac
void PrepareParachuteUI();// 0x2d4ef90
void InitWidgetRef();// 0x2d4ef74
void InitSpeedMat(MaterialInstanceDynamic* InCompassMat);// 0x2d4eef8
void GetWidgetData();// 0x2d4eedc
STExtraPlayerController* GetCachedPlayerController();// 0x2d4eea8
void BP_ShrinkLeft();// 0x2d4ee8c
void BP_ShrinkBack();// 0x2d4ee70
void BP_Reconnect_ResetUIByPlayerControllerState();// 0x2d4ee54
void BP_InitWidget();// 0x2d4ee38
--------------------------------
Class: ParachutingWidget.UAEUserWidget.UserWidget.Widget.Visual.Object
float AirborneAltitude;//[Offset: 0x3d0 , Size: 4]
float AltitudeBarLength;//[Offset: 0x3d4 , Size: 4]
float ParachuteBarLength;//[Offset: 0x3d8 , Size: 4]
float AltitudeBarYPosition;//[Offset: 0x3dc , Size: 4]
float HeightAndSpeedBoxXPosition;//[Offset: 0x3e0 , Size: 4]
FString SpeedText;//[Offset: 0x3e8 , Size: 16]
HorizontalBox* HeightAndSpeedBox;//[Offset: 0x3f8 , Size: 8]
CanvasPanelSlot* HeightAndSpeedBoxPanelSlot;//[Offset: 0x400 , Size: 8]
Image* ParachuteBarImage;//[Offset: 0x408 , Size: 8]
Image* HeightBarImage;//[Offset: 0x410 , Size: 8]
Character* AirbornePawn;//[Offset: 0x418 , Size: 8]
STExtraPlayerController* AirborneController;//[Offset: 0x420 , Size: 8]
Vector2D HeightAndSpeedBoxPosition;//[Offset: 0x428 , Size: 8]
CanvasPanelSlot* ParachuteBarCanvasSlot;//[Offset: 0x430 , Size: 8]
CanvasPanelSlot* HeightBarCanvasSlot;//[Offset: 0x438 , Size: 8]
delegate OnSpeedValueChangeDelegate;//[Offset: 0x440 , Size: 16]
bool bUseAccelerationUpdating;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x450 , Size: 1]
float UpdateAccleratingThreshold;//[Offset: 0x454 , Size: 4]
float CalAcceleratingPeriod;//[Offset: 0x458 , Size: 4]
bool bUseMultiFramePastUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x45c , Size: 1]
int UpdateSpeedTextFrameThreshold;//[Offset: 0x460 , Size: 4]
--------------------------------
Class: HorizontalBox.PanelWidget.Widget.Visual.Object
bool bDontPaintWhenChildEmpty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x111 , Size: 1]
void SetDontPaintWhenChildEmpty(bool Enable);// 0x44ff6f0
bool GetDontPaintWhenChildEmpty();// 0x44ff6b8
HorizontalBoxSlot* AddChildToHorizontalBox(Widget* Content);// 0x44ff62c
--------------------------------
Class: HorizontalBoxSlot.PanelSlot.Visual.Object
Margin Padding;//[Offset: 0x38 , Size: 16]
SlateChildSize Size;//[Offset: 0x48 , Size: 8]
byte HorizontalAlignment;//[Offset: 0x50 , Size: 1]
byte VerticalAlignment;//[Offset: 0x51 , Size: 1]
void SetVerticalAlignment(byte InVerticalAlignment);// 0x44ffcec
void SetSize(SlateChildSize InSize);// 0x44ffc54
void SetPadding(Margin InPadding);// 0x44ffbd8
void SetHorizontalAlignment(byte InHorizontalAlignment);// 0x44ffb5c
--------------------------------
Class: SlateChildSize
float Value;//[Offset: 0x0 , Size: 4]
byte SizeRule;//[Offset: 0x4 , Size: 1]
--------------------------------
Class: PartHitPlayerComponent.PartHitComponent.ActorComponent.Object
STExtraBaseCharacter* OwnerBaseCharacter;//[Offset: 0x238 , Size: 8]
--------------------------------
Class: PartHitZombieComponent.PartHitComponent.ActorComponent.Object
STExtraSimpleCharacter* ownerSimpleCharacter;//[Offset: 0x238 , Size: 8]
SceneComponent* HitBoxComponent;//[Offset: 0x240 , Size: 8]
FName HitBoxComponentTag;//[Offset: 0x248 , Size: 8]
bool bDebugDrawHitPos;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x250 , Size: 1]
float DebugDrawHitPosTime;//[Offset: 0x254 , Size: 4]
SceneComponent* GetHitBoxComponent();// 0x2d50870
enum GetHitBodyTypeByHitPos(out const Vector InHitPos);// 0x2d507d0
enum GetHitBodyType(out const Vector InHitPos, out const Vector InImpactVec,
FString InBoneName);// 0x2d5066c
enum CalcHitBodyType(out const Vector HitPos, out const Vector Projvec, out
const Vector CenterPos, out const BodyTypeDef bodyDef);// 0x2d504dc
--------------------------------
Class: ParticleCacheMgr.Actor.Object
<FName,ParticlePool> ObjectPools;//[Offset: 0x3a0 , Size: 80]
<FName,ParticleCache> ParticleSysComCachePool;//[Offset: 0x3f0 , Size: 80]
ParticleCacheConfig[] ParticleConfig;//[Offset: 0x440 , Size: 16]
float GetParticleCullingDistance(out const ParticleCacheConfig InConfig);//
0x2d51bac
int GetParticleCountLimit(out const ParticleCacheConfig InConfig);//
0x2d51ad4
byte GetParticleConfig(out const FName InName, out ParticleCacheConfig
OutConfig);// 0x2d519ac
int GetDeviceLevel();// 0x2d51978
byte GetCreateType(out const FName ParticleName, out float
CullingDistance);// 0x2d5188c
ParticleSystemComponent* CreateNewParticleAttachFromCache(ParticleSystem*
EmitterTemplate, SceneComponent* AttachToComponent, FName AttachPointName, Vector
Location, Rotator Rotation, Vector Scale, byte LocationType);// 0x2d51694
ParticleSystemComponent* CreateNewParticleAttach(ParticleSystem*
EmitterTemplate, SceneComponent* AttachToComponent, FName AttachPointName, Vector
Location, Rotator Rotation, Vector Scale, byte LocationType, bool bAutoDestroy,
bool bSpawnWithPool);// 0x2d51414
ParticleSystemComponent* CreateNewParticleAtLocationFromCache(const Object*
WorldContextObject, ParticleSystem* EmitterTemplate, Vector Location, Rotator
Rotation, Vector Scale);// 0x2d51294
ParticleSystemComponent* CreateNewParticleAtLocation(const Object*
WorldContextObject, ParticleSystem* EmitterTemplate, Vector Location, Rotator
Rotation, Vector Scale, bool bAutoDestroy, bool bSpawnWithPool);// 0x2d5108c
bool AddToPool(out const FName InName, ParticleSystemComponent* Target);//
0x2d50fac
--------------------------------
Class: ParticlePool
int VisiableParticleNum;//[Offset: 0x0 , Size: 4]
ParticleSystemComponent*[] Pool;//[Offset: 0x8 , Size: 16]
int Size;//[Offset: 0x18 , Size: 4]
--------------------------------
Class: ParticleCache
ParticleSystemComponent*[] CachedParticles;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: ParticleCacheConfig
FName ParticleName;//[Offset: 0x0 , Size: 8]
float MaxCullingDistance;//[Offset: 0x8 , Size: 4]
ParticleCountLimit[] CountLimit;//[Offset: 0x10 , Size: 16]
int DeviceLevelLimit;//[Offset: 0x20 , Size: 4]
--------------------------------
Class: ParticleCountLimit
int Level;//[Offset: 0x0 , Size: 4]
int Count;//[Offset: 0x4 , Size: 4]
--------------------------------
Class:
PetAvatarComponent.SlotViewAvatarComponent.SlotAvatarComponent.AvatarComponentBase.
ActorComponent.Object
void InitMasterComponent();// 0x2d54118
void Initialize();// 0x2d540fc
void InitialAvatarParam();// 0x2d540e8
--------------------------------
Class: PetAvatarHandle.AvatarHandleBase.ItemHandleBase.Object
enum SlotType;//[Offset: 0xb0 , Size: 1]
PetMeshPackage MeshPackage;//[Offset: 0xb8 , Size: 216]
PetMeshPackage ReplaceMeshPackage;//[Offset: 0x190 , Size: 216]
--------------------------------
Class: PetMeshPackage.AssetPackage
StaticMesh* stMesh;//[Offset: 0x8 , Size: 40]
SkeletalMesh* skMesh;//[Offset: 0x30 , Size: 40]
class AnimInstance* animBP;//[Offset: 0x58 , Size: 8]
ParticleAsset[] ParticleData;//[Offset: 0x60 , Size: 16]
MaterialInterface* Mat;//[Offset: 0x70 , Size: 40]
MaterialInterface* MatBase;//[Offset: 0x98 , Size: 40]
MaterialAsset[] additionalMats;//[Offset: 0xc0 , Size: 16]
--------------------------------
Class: PetBearerUnit.BaseBearerUnit.Object
--------------------------------
Class: PetBTDecorator_PetHasState.BTDecorator.BTAuxiliaryNode.BTNode.Object
byte[] PetStates;//[Offset: 0x60 , Size: 16]
bool bMatchAllStates;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x70 , Size: 1]
--------------------------------
Class: PetBTDecorator_PetOwnerFallingTime.BTDecorator.BTAuxiliaryNode.BTNode.Object
byte Cnd;//[Offset: 0x5a , Size: 1]
float FallingTime;//[Offset: 0x5c , Size: 4]
--------------------------------
Class: PetBTDecorator_PetOwnerHasState.BTDecorator.BTAuxiliaryNode.BTNode.Object
enum[] PetOwnerStates;//[Offset: 0x60 , Size: 16]
bool bMatchAllStates;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x70 , Size: 1]
--------------------------------
Class: PetBTService_PetLocation.BTService.BTAuxiliaryNode.BTNode.Object
float Distance;//[Offset: 0x64 , Size: 4]
--------------------------------
Class: PetBTService_PetPerceiveAirAttack.BTService.BTAuxiliaryNode.BTNode.Object
--------------------------------
Class: PetBTTask_PetFalling.BTTaskNode.BTNode.Object
STExtraBaseCharacter* PetOwner;//[Offset: 0x70 , Size: 8]
float FallingTime;//[Offset: 0x78 , Size: 4]
--------------------------------
Class:
PetBTTask_PetMoveTo.BTTask_MoveTo.BTTask_BlackboardBase.BTTaskNode.BTNode.Object
--------------------------------
Class: PetBTTask_TriggerEvent.BTTaskNode.BTNode.Object
byte PetEventType;//[Offset: 0x69 , Size: 1]
--------------------------------
Class: PetWaitEventInfo.Object
byte EventType;//[Offset: 0x28 , Size: 1]
float EventMaxWaitTime;//[Offset: 0x2c , Size: 4]
--------------------------------
Class: PetPawnStateEventInfo.PetWaitEventInfo.Object
enum PawnState;//[Offset: 0x30 , Size: 1]
byte StateChangeType;//[Offset: 0x31 , Size: 1]
--------------------------------
Class: PetEmotionEventInfo.PetWaitEventInfo.Object
int EmotionId;//[Offset: 0x30 , Size: 4]
--------------------------------
Class: PetPlayerEmotionEventInfo.PetWaitEventInfo.Object
int PlayerEmotionId;//[Offset: 0x30 , Size: 4]
--------------------------------
Class: PetEntityComponent.ActorComponent.Object
STExtraPetCharacter* PetCharacter;//[Offset: 0x110 , Size: 8]
PetAttachInfo AttachInfo;//[Offset: 0x118 , Size: 32]
PetAttachInfo FollowAttachInfo;//[Offset: 0x138 , Size: 32]
PetAttachInfo FlyAroundAttachInfo;//[Offset: 0x158 , Size: 32]
PetAttachInfo CurAttachInfo;//[Offset: 0x178 , Size: 32]
FixPetAttachInfo[] FixAttachInfoList;//[Offset: 0x198 , Size: 16]
byte FollowType;//[Offset: 0x1a8 , Size: 1]
int[] ParachuteEquipItems;//[Offset: 0x1b0 , Size: 16]
enum[] PredictOwnerStates;//[Offset: 0x1c0 , Size: 16]
void UpdateAttachInfoList(bool bAdd, FixPetAttachInfo Info);// 0x2d56330
void OnPetStateChanged(byte State, bool IsEnter);// 0x2d56268
STExtraPetCharacter* GetPetCharacter();// 0x2d56234
PetAttachInfo GetCurrentAttachInfo();// 0x2d561e8
PetAttachInfo GetAttachInfoFromTable(FixPetAttachInfo Info);// 0x37db6c4
--------------------------------
Class:
STExtraPetCharacter.STExtraCharacter.UAECharacter.Character.Pawn.Actor.Object
bool[] PetStateList;//[Offset: 0xd88 , Size: 16]
bool[] ClientDiffPetStateList;//[Offset: 0xd98 , Size: 16]
float MovementTickInterval;//[Offset: 0xda8 , Size: 4]
int PetStateNum;//[Offset: 0xdac , Size: 4]
int RelevantCloseTime;//[Offset: 0xdb0 , Size: 4]
PetVisibilityInfo PetVisibilityInfo;//[Offset: 0xdb4 , Size: 8]
PetLevelInfo PetLevelInfo;//[Offset: 0xdbc , Size: 8]
bool PetDrawDebugLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xdc4 , Size: 1]
STExtraBaseCharacter* PetOwnerPlayerCharacter;//[Offset: 0xdc8 , Size: 8]
byte PetRelevantType;//[Offset: 0xdd0 , Size: 1]
byte CurPetState;//[Offset: 0xdd1 , Size: 1]
delegate OnPetStateChangeDelegate;//[Offset: 0xdd8 , Size: 16]
delegate OnPetCurExecuteEventDelegate;//[Offset: 0xde8 , Size: 16]
delegate OnPetMontageDelegate;//[Offset: 0xdf8 , Size: 16]
PetEventItem* CurExecuteEvent;//[Offset: 0xe08 , Size: 8]
PetMontageData PetCurMontage;//[Offset: 0xe10 , Size: 8]
void TriggerPetEvent(PetWaitEventInfo* Event);// 0x37db6c4
void SetPetVisibility(bool Visible);// 0x37db6c4
void SetPetMontage(out const PetMontageData Data);// 0x2e7421c
void SetCurExecuteEvent(PetEventItem* Event);// 0x2e741a0
bool PetOwnerIsAutonomous();// 0x2e74168
void PetOwnerCharacterBecomeValid();// 0x37db6c4
void PetLeaveState(byte State);// 0x2e740ec
bool PetHasState(byte State);// 0x2e7405c
bool PetEnterState(byte ToState);// 0x2e73fcc
void OnRep_PetVisibilityInfo();// 0x2e73fb8
void OnRep_PetStateList();// 0x2e73fa4
void OnRep_PetStateChange();// 0x2e73f90
void OnRep_PetOwnerCharacter();// 0x2e73f7c
void OnRep_PetCurMontageChange();// 0x2e73f68
void OnRep_CurExecuteEvent();// 0x2e73f54
void OnRep_AttachmentReplication();// 0x2e73f38
void OnOwnerAvatarEquipped(enum SlotType, bool IsEquipped, int InItemID);//
0x2e73e2c
void NotifyBpDrawDebugLineChange(bool Draw);// 0x37db6c4
bool IsAnimLimited(int AnimId);// 0x2e73d94
int[] GetPetUnlockAnimIds();// 0x37db6c4
STExtraBaseCharacter* GetPetOwnerCharacter();// 0x37db6c4
FString GetPetAnimLimitePlayerState(int AnimId);// 0x37db6c4
bool ClientPredictEnterState(byte ToState);// 0x2e73d04
bool CanBeSeekAndLocked(SeekAndLockWeaponComponent* TargetComponent);//
0x2e73c6c
void BroadcastPetLeaveDisappear();// 0x2e73c50
void BindDelegateInCpp();// 0x2e73c34
--------------------------------
Class: PetVisibilityInfo
bool Visible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 ,
Size: 1]
float Time;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: PetLevelInfo
int PetId;//[Offset: 0x0 , Size: 4]
int PetLevel;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: PetEventItem.Object
byte EventType;//[Offset: 0x28 , Size: 1]
int EventPriority;//[Offset: 0x2c , Size: 4]
float EventExecTime;//[Offset: 0x30 , Size: 4]
float EventMaxWaitTime;//[Offset: 0x34 , Size: 4]
bool NotEnterWaitList;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x38 , Size: 1]
byte EnterPetState;//[Offset: 0x39 , Size: 1]
byte LeavePetState;//[Offset: 0x3a , Size: 1]
BehaviorTree* BehaviorTree;//[Offset: 0x40 , Size: 8]
int AnimationAssetId;//[Offset: 0x48 , Size: 4]
PetMontageConfig[] MontageList;//[Offset: 0x50 , Size: 16]
PetMontageConfig[] UnlockMontageList;//[Offset: 0x60 , Size: 16]
PetMontageConfig[] RealPlayMontageList;//[Offset: 0x70 , Size: 16]
bool bIgnoreUnlock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x80 , Size: 1]
bool bCanInterrupt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x81 , Size: 1]
delegate OnPetEventStartDelegate;//[Offset: 0x88 , Size: 16]
delegate OnPetEventEndDelegate;//[Offset: 0x98 , Size: 16]
STExtraPetCharacter* PetCharacter;//[Offset: 0xa8 , Size: 8]
void UpdateCanPlayMontageList();// 0x2d56984
void SelectRandomMontage();// 0x2d56968
void OnEventStart(STExtraPetCharacter* Pet);// 0x2d568e4
void OnEventEnd();// 0x2d568c8
bool IsSameEvent(const PetWaitEventInfo* WaitEvent);// 0x2d56830
--------------------------------
Class: PetMontageConfig
int AnimationAssetId;//[Offset: 0x0 , Size: 4]
int Weight;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: PetMontageData
int AnimationAssetId;//[Offset: 0x0 , Size: 4]
float MontageStartTime;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: PetAttachInfo
FName AttachSocketName;//[Offset: 0x0 , Size: 8]
Vector AttachOffset;//[Offset: 0x8 , Size: 12]
Rotator AttachRotation;//[Offset: 0x14 , Size: 12]
--------------------------------
Class: FixPetAttachInfo
int ItemID;//[Offset: 0x0 , Size: 4]
int PetId;//[Offset: 0x4 , Size: 4]
int Priority;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: PetEmotionEventItem.PetEventItem.Object
int EmotionId;//[Offset: 0xb0 , Size: 4]
void OnEventStart(STExtraPetCharacter* Pet);// 0x2d56e7c
void OnEventEnd();// 0x2d56e60
bool IsSameEvent(const PetWaitEventInfo* WaitEvent);// 0x2d56dc8
--------------------------------
Class: PlayerStateEventItem.PetEventItem.Object
PetEventPlayerStateTypeSt[] StateChangeTypes;//[Offset: 0xb0 , Size: 16]
void OnEventStart(STExtraPetCharacter* Pet);// 0x2d57294
void OnEventEnd();// 0x2d57278
bool IsSameEvent(const PetWaitEventInfo* WaitEvent);// 0x2d571e0
--------------------------------
Class: PetEventPlayerStateTypeSt
enum PawnState;//[Offset: 0x0 , Size: 1]
byte StateChangeType;//[Offset: 0x1 , Size: 1]
--------------------------------
Class: RandomMontageEventItem.PetEventItem.Object
void OnEventStart(STExtraPetCharacter* Pet);// 0x2d576a4
--------------------------------
Class: PetPlayerEmotionEventItem.PetEventItem.Object
int[] PlayerEmotionIds;//[Offset: 0xb0 , Size: 16]
bool IsSameEvent(const PetWaitEventInfo* WaitEvent);// 0x2d5797c
--------------------------------
Class: PetEventManagerComponent.ActorComponent.Object
PetWaitEventInfo*[] WaitEventList;//[Offset: 0x148 , Size: 16]
PetEventItemIns[] EventConfigs;//[Offset: 0x158 , Size: 16]
BehaviorTree* DefaultBT;//[Offset: 0x168 , Size: 8]
BehaviorTree* CurrentBT;//[Offset: 0x170 , Size: 8]
STExtraPetController* PetController;//[Offset: 0x178 , Size: 8]
STExtraPetCharacter* PetCharacter;//[Offset: 0x180 , Size: 8]
PetEventItem* CurExecuteEvent;//[Offset: 0x188 , Size: 8]
int MaxWaitEventNum;//[Offset: 0x190 , Size: 4]
delegate OnPetEventDelegate;//[Offset: 0x198 , Size: 16]
void TriggerPetEvent(PetWaitEventInfo* Event);// 0x2d58200
void StartEventExecTimer(float ExecTime);// 0x2d58184
void ProcessWaitEvent(float Delta);// 0x2d58108
bool GetPredictPetOwnerState(PetEventPlayerStateTypeSt StateSt, out byte
Enter, out byte Leave);// 0x2d57fd0
PetEventItem* GetEventItem(PetWaitEventInfo* EventInfo);// 0x2d57f44
void EnqueueWaitEvent(PetWaitEventInfo* Info);// 0x2d57ec8
void DequeueWaitEvent(bool bNeedExec);// 0x2d57e44
bool CheckCanInterruptCurEvent(PetEventItem* NextEventItem);// 0x2d57db4
bool CanResponseEvent();// 0x2d57d7c
--------------------------------
Class: PetEventItemIns
FString Tips;//[Offset: 0x0 , Size: 16]
PetEventItem* EventItem;//[Offset: 0x10 , Size: 8]
--------------------------------
Class: STExtraPetController.AIController.Controller.Actor.Object
void ChangeBehaviorTree(BehaviorTree* BTAsset);// 0x2e74ca8
--------------------------------
Class: PickUpDistanceCullVolume.Volume.Brush.Actor.Object
float HighMaxDrawDistance;//[Offset: 0x3d0 , Size: 4]
float MediumMaxDrawDistance;//[Offset: 0x3d4 , Size: 4]
float LowMaxDrawDistance;//[Offset: 0x3d8 , Size: 4]
float VeryLowMaxDrawDistance;//[Offset: 0x3dc , Size: 4]
--------------------------------
Class: PickupDropFixedPosition.Interface.Object
bool UseDropFixedPosition();// 0x2d58924
bool IsDropFixedRelativePositionSetUp();// 0x2d588e4
Vector GetDropFixedRelativePosition(Actor* DropOwner);// 0x2d5884c
--------------------------------
Class: PickupInterface.Interface.Object
--------------------------------
Class: PickUpPropContainerComponent.ActorComponent.Object
Actor*[] InventoryData;//[Offset: 0x110 , Size: 16]
--------------------------------
Class: PickupProxyFactory.Interface.Object
--------------------------------
Class: PickUpWrapperDestructibleComponent.ActorComponent.Object
float Health;//[Offset: 0x110 , Size: 4]
delegate OnDestructed;//[Offset: 0x118 , Size: 16]
bool bDestructed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x128 ,
Size: 1]
DestructInfo LastHitInfo;//[Offset: 0x130 , Size: 16]
void ResetDestructedState();// 0x2d60b30
void ReceiveTakeDamage(float Damage, const DamageType* DamageType,
Controller* InstigatedBy, Actor* DamageCauser);// 0x37db6c4
void ReceiveResetDestructedState();// 0x37db6c4
void ReceiveDestructed();// 0x37db6c4
void OnRep_LastHitInfo();// 0x37db6c4
void OnRep_Health(float PrevHealth);// 0x37db6c4
void OnRep_bDestructed();// 0x2d60b14
void OnDestructed__DelegateSignature(PickUpWrapperDestructibleComponent*
DestructedComponent);// 0x37db6c4
float ModifyDamage(float Damage, const DamageType* DamageType, Controller*
InstigatedBy, Actor* DamageCauser);// 0x2d609d0
void HandleTakeDamage(Actor* DamagedActor, float Damage, const DamageType*
DamageType, Controller* InstigatedBy, Actor* DamageCauser);// 0x2d60868
--------------------------------
Class: DestructInfo
Controller* LastHitBy;//[Offset: 0x0 , Size: 8]
Actor* LastHitCauser;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: PickupWrapperManagerComponent.ActorComponent.Object
PickupCountLimit[] CountLimitConfig;//[Offset: 0x110 , Size: 16]
PickupCountLimit[] CountLimitConfigInIOS;//[Offset: 0x120 , Size: 16]
bool[] DeviceLevelEnableConfig;//[Offset: 0x130 , Size: 16]
PickUpWrapperActor*[] PickupWrapperList;//[Offset: 0x140 , Size: 16]
int MaxEffectCount;//[Offset: 0x150 , Size: 4]
bool bEnableTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x154
, Size: 1]
float TimeOutSecond;//[Offset: 0x158 , Size: 4]
int GetEffectCount();// 0x2d61164
--------------------------------
Class: PickupCountLimit
int DeviceLevel;//[Offset: 0x0 , Size: 4]
int CountLimit;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: PlaneAvatarComponent.AvatarComponentBase.ActorComponent.Object
ItemDefineID DefaultPlaneCfg;//[Offset: 0x1d8 , Size: 24]
delegate PlaneAvatarEqiuped;//[Offset: 0x1f0 , Size: 16]
class Object[] PlaneAvatarClassCache;//[Offset: 0x210 , Size: 16]
MeshComponent* PlaneBodyMesh;//[Offset: 0x220 , Size: 8]
ItemDefineID synData;//[Offset: 0x228 , Size: 24]
BackpackPlaneAvatarHandle* PlaneAvatarHandle;//[Offset: 0x310 , Size: 8]
void PreChangePlaneAvatar(int InItemID);// 0x2d6178c
void PostChangePlaneAvatar();// 0x2d61778
void PlaneChangeAvatarAsyncLoadComplete(class Object InLoadClass, int
resID);// 0x2d616c0
void OnRep_PlaneAvatarChanged();// 0x2d616ac
Object* GetSoftRefObj(out SoftObjectPath AssetRef);// 0x2d615dc
BackpackPlaneAvatarHandle* GetPlaneAvatarHandle(int ItemID);// 0x37db6c4
MaterialInterface* GetDynamicMaterial(MaterialInstance* MatInstance);//
0x2d61550
void AsyncChangePlaneAvatar(int InItemID);// 0x2d614d4
--------------------------------
Class: PlaneCharacter.Character.Pawn.Actor.Object
SceneComponent* BannerRoot;//[Offset: 0x7d0 , Size: 8]
Texture2D* BannerTexture;//[Offset: 0x8a8 , Size: 8]
FrontendHUD* FrontendHUD;//[Offset: 0x8b0 , Size: 8]
SkeletalMesh* BannerSkeletalMesh;//[Offset: 0x8b8 , Size: 40]
AnimationAsset* BannerAnim;//[Offset: 0x8e0 , Size: 40]
StaticMesh* BannerStaticMesh;//[Offset: 0x908 , Size: 40]
SkeletalMeshComponent* BannerComp;//[Offset: 0x930 , Size: 8]
StaticMeshComponent* BannerStaticComp;//[Offset: 0x938 , Size: 8]
MaterialInstanceDynamic* DynamicMaterial;//[Offset: 0x940 , Size: 8]
bool bEnablePlaneBanner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x948 , Size: 1]
FString HttpPlaneBannerLeftImgPath;//[Offset: 0x950 , Size: 16]
FString HttpPlaneBannerRightImgPath;//[Offset: 0x960 , Size: 16]
void OnRequestImgSuccess(Texture2D* Texture, FString RequestedURL);//
0x2d61c98
void OnRep_GetHttpPlaneBannerRightImg();// 0x2d61c84
void OnRep_GetHttpPlaneBannerLeftImg();// 0x2d61c70
void OnRep_EnableBanner();// 0x2d61c5c
--------------------------------
Class: PlaneViewerPawn.Pawn.Actor.Object
CapsuleComponent* CapsuleComponent;//[Offset: 0x3f8 , Size: 8]
SpringArmComponent* CameraBoom;//[Offset: 0x400 , Size: 8]
CameraComponent* FollowCamera;//[Offset: 0x408 , Size: 8]
--------------------------------
Class: PlayerAutoNavComponent.ActorComponent.Object
delegate OnPlayerAutoNavStartMoveDelegate;//[Offset: 0x110 , Size: 16]
delegate OnPlayerAutoNavFindPathDelegate;//[Offset: 0x120 , Size: 16]
delegate OnPlayerAutoNavFinishDelegate;//[Offset: 0x130 , Size: 16]
Vector[] PathPoints;//[Offset: 0x140 , Size: 16]
enum CurMode;//[Offset: 0x150 , Size: 1]
PlayerAutoNavOperator NavOperator;//[Offset: 0x158 , Size: 40]
float CheckPathLastPointDistance;//[Offset: 0x180 , Size: 4]
float RandomPointInNavigableRadius;//[Offset: 0x184 , Size: 4]
float CharacterModeRefreshInterval;//[Offset: 0x188 , Size: 4]
float MinPointDistance;//[Offset: 0x1c0 , Size: 4]
float LastMinPointDistance;//[Offset: 0x1c4 , Size: 4]
float LastMinLocationPointDistance;//[Offset: 0x1c8 , Size: 4]
bool IsAutoMoving;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1cc , Size: 1]
bool bShareNavigationSystem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1cd , Size: 1]
Vector ShareNavSysOffset;//[Offset: 0x1d0 , Size: 12]
Vector[] ShootingMachineLocationList;//[Offset: 0x1e0 , Size: 16]
void TryReqMoveToLocationByParam(Vector Desc, FString Param);// 0x2d64800
void TryReqMoveToLocation(Vector Desc);// 0x2d64784
void TryReqMoveToCharacter(FString PlayerUID);// 0x2d646dc
void TickCloseToTarget(STExtraPlayerController* PC, float DeltaTime);//
0x2d6461c
void StopMove();// 0x2d64600
void ServerCacheMoveToLocationByParam(Vector Desc, FString Param);//
0x2d64518
void ServerCacheMoveToCharacter(FString PlayerUID);// 0x2d64470
void RspGetPath(const Vector[] RspPathPoints, enum FindResult, FString
PlayerName);// 0x2d6431c
void RspGetMoveOperatorCache(PlayerAutoNavOperator Operator);// 0x2d641c0
void ReqMoveToLocation(Vector Desc);// 0x2d6410c
void ReqMoveToCharacter(FString PlayerUID);// 0x2d64030
void ReqMoveOperatorCache();// 0x2d63fd0
void OnStartAutoMove(STExtraPlayerController* PC);// 0x2d63f4c
Vector GetNearestShootingMachineLocation();// 0x2d63f14
FString GetMoveParam();// 0x2d63e70
bool CheckCharacterPoseState(STExtraPlayerController* PC);// 0x2d63dd8
--------------------------------
Class: PlayerAutoNavOperator
bool bIsCached;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 ,
Size: 1]
enum CurMode;//[Offset: 0x1 , Size: 1]
FString TargetParam;//[Offset: 0x8 , Size: 16]
Vector TargetDesc;//[Offset: 0x18 , Size: 12]
--------------------------------
Class: PlayerControllerChangePawnComp.ActorComponent.Object
enum ChangeTargetPawnType;//[Offset: 0x110 , Size: 1]
byte ChangeCharState;//[Offset: 0x111 , Size: 1]
bool IsChangeCharRecvPosses;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x112 , Size: 1]
STExtraPlayerController* OwnerPlayerController;//[Offset: 0x118 , Size: 8]
void SetChangeCharacterState(byte NewChangeState);// 0x2d65644
void SetCacheReceiveRespawnZombie(bool isReceive);// 0x2d655c0
void RPC_Server_ChangeToInfection(enum PawnSubType);// 0x2d65510
void RPC_Client_ZombieRespawn(enum PawnSubType);// 0x2d6548c
void RPC_Client_BeforeChangeCharacter(enum TargetPawnType);// 0x2d65408
void RPC_Client_AfterChangeCharacter(enum TargetPawnType);// 0x2d65384
void PlayFirstChangeToZombieEffect();// 0x2d65370
void PlayChangeToAvengerEffect();// 0x2d6535c
void OnRep_ChangeTargetPawnType();// 0x2d65348
bool IsChangeCharForbidenSetViewTarget(bool Check);// 0x2d652b0
bool IsCacheReceiveRespawnZombie(bool bCheck);// 0x2d65218
void DelayCallRespawnSelectZombie();// 0x2d65204
void BeforeChangeCharacter(enum TargetPawnType, bool IsDirectlyChange);//
0x2d65144
--------------------------------
Class: DamageType_LowTemperatureDamage.DamageType.Object
--------------------------------
Class: STExtraProp.Actor.Object
bool bKeepRelevantWhenHiddenInGame;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x398 , Size: 1]
STExtraBaseCharacter* OwnerPlayer;//[Offset: 0x3a0 , Size: 8]
STExtraBaseCharacter* LastOwnerPlayer;//[Offset: 0x3a8 , Size: 8]
Transform OriginTrans;//[Offset: 0x3b0 , Size: 48]
FName PropAttachSocket;//[Offset: 0x3e0 , Size: 8]
AkAudioEvent* EquipSound;//[Offset: 0x3e8 , Size: 8]
AkAudioEvent* UnEquipSound;//[Offset: 0x3f0 , Size: 8]
--------------------------------
Class: PlayerEquipmentProp.STExtraProp.Actor.Object
byte EquipmentLevel;//[Offset: 0x3f8 , Size: 1]
float DamageMultiplyAdditionalRate;//[Offset: 0x3fc , Size: 4]
--------------------------------
Class: PlayerHunterRevivalComponent.ActorComponent.Object
int RevivalCountDownTime;//[Offset: 0x110 , Size: 4]
int[] RevivalCircleBlackList;//[Offset: 0x118 , Size: 16]
int SelfRevivalTombBoxSkinID;//[Offset: 0x128 , Size: 4]
int GotoSpectatingTime;//[Offset: 0x12c , Size: 4]
FString SelfRevivalGotoSpectatingTips;//[Offset: 0x130 , Size: 16]
FString ShopRevivalGotoSpectatingTips;//[Offset: 0x140 , Size: 16]
STExtraPlayerController* OwningPC;//[Offset: 0x160 , Size: 8]
void ShowSelfRevivalTombBoxSkin(Object* InFocusTarget);// 0x2d68d78
void OnPlayerShopRevived(STExtraPlayerController* SaviorPC);// 0x2d68cfc
void OnPlayerSelfRevived(STExtraPlayerController* SaviorPC);// 0x2d68c80
void OnPlayerQuitSpectating();// 0x2d68c6c
void OnPlayerGotoSpectating();// 0x2d68c58
void OnPlayerExitGame();// 0x2d68c44
void OnPlayerEscapeWhenGameEnd(bool bIsPlayerAlive);// 0x2d68bc0
void LeaveShopReivalState(uint32 SaviorKey);// 0x2d68b44
void LeaveSelfReivalState(uint32 SaviorKey);// 0x2d68ac8
bool IsInWaittingRevivalState();// 0x2d68a90
void EnterShopRevivalState();// 0x2d68a7c
void EnterSelfRevivalState();// 0x2d68a68
void EnterRevivalState();// 0x2d68a54
bool CanSelfRevival();// 0x2d68a1c
--------------------------------
Class: PlayerLogicInterface.Interface.Object
--------------------------------
Class: PlayerSecurityInfoCollector.ActorComponent.Object
int[] EnergyItemIDList;//[Offset: 0x110 , Size: 16]
int[] EnergySpeedUpPhaseIndexList;//[Offset: 0x120 , Size: 16]
bool bEnableDetailFlowLog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x130 , Size: 1]
bool bEnableDetailHurtFlowLog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x131 , Size: 1]
ClientCircleFlow CurCircleFlow;//[Offset: 0x138 , Size: 312]
ClientCircleFlow CollectCircleFlow;//[Offset: 0x270 , Size: 312]
HurtFlow CurHurtFlow;//[Offset: 0x3a8 , Size: 288]
ClientJumpFlow JumpFlow;//[Offset: 0x4c8 , Size: 168]
ClientSecPlayerKillFlow SecPlayerKillFlow;//[Offset: 0x570 , Size: 120]
InexistentAvatarFlow InexistentAvatarFlow;//[Offset: 0x818 , Size: 480]
void StartOnPlane();// 0x2d6b8f4
void PlayerCanJump();// 0x2d6b8e0
void HandleSyncCircleInfo(int Index);// 0x2d6b864
void HandleCharacterSafeZoneTips(float SafeZoneTime);// 0x2d6b7e8
void HandleCharacterCircleWaveOver(int Index);// 0x2d6b76c
void HandleCharacterCircleSizeAndPosition(Vector BlueCircleSync, Vector
WhiteCircleSync, int Index);// 0x2d6b678
void HandleCharacterBlueCircleRun(float BlueCircleRunTime);// 0x2d6b5fc
void HandleCharacterBlueCirclePreWarning(float BlueCirclePreWarningTime);//
0x2d6b580
void HandleCharacterAttrChangedWithDetail(Actor* nowActor, FString AttrName,
float ValueDelta, float ResultValue);// 0x2d6b424
void ExitParachute();// 0x2d6b410
void EnterParachute();// 0x2d6b3fc
void EnterJumping();// 0x2d6b3e8
--------------------------------
Class: InexistentAvatarFlow
--------------------------------
Class: PoisonFogArea.Actor.Object
--------------------------------
Class: PoseWithFriendComponent.ActorComponent.Object
bool bPoseWithFriend;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x120 , Size: 1]
AnimSequence* PoseWithFriendAnimSeq;//[Offset: 0x128 , Size: 8]
UAEDataTable* FriendPoseTable;//[Offset: 0x130 , Size: 8]
void PoseWithFriend(bool IsSelfMale, bool IsRight, bool IsFriendMale);//
0x2d7d290
void OnPoseWithFriendLoaded(Object* LoadedObject);// 0x2d7d214
void CancelPoseWithFriend();// 0x2d7d200
--------------------------------
Class:
PostFillGasWeaponState.WeaponStateBase.WeaponLogicBaseComponent.ActorComponent.Obje
ct
STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x1a8 , Size: 8]
--------------------------------
Class: PostProcessManager.Actor.Object
LinearColor OutlineColor;//[Offset: 0x398 , Size: 16]
float OutlineThickness;//[Offset: 0x3a8 , Size: 4]
bool IsPPEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ac
, Size: 1]
<enum,OutlineConfig> DifferentOutline;//[Offset: 0x3b0 , Size: 80]
void SetMobileCustomDepth(bool IsEnable, int Depth);// 0x2d7da74
PostProcessVolume* GetPPVByTag(FName TagName);// 0x2d7d9e8
static PostProcessManager* GetInstance();// 0x2d7d9b4
PostProcessVolume* GetActivePPV();// 0x2d7d980
void EnableDrawOutlineEffect(bool IsEnable);// 0x2d7d8fc
--------------------------------
Class: OutlineConfig
LinearColor Color;//[Offset: 0x0 , Size: 16]
float Thickness;//[Offset: 0x10 , Size: 4]
bool IsEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14 ,
Size: 1]
--------------------------------
Class: PostureRecognitionComponent.SceneComponent.ActorComponent.Object
delegate OnAccelerateMoveUpdate;//[Offset: 0x2d0 , Size: 16]
delegate OnDecelerateMoveUpdate;//[Offset: 0x2e0 , Size: 16]
delegate OnUniformMoveUpdate;//[Offset: 0x2f0 , Size: 16]
delegate OnChangeMovingState;//[Offset: 0x300 , Size: 16]
float MinAccelerationThreshold;//[Offset: 0x310 , Size: 4]
float MinDccelerationThreshold;//[Offset: 0x314 , Size: 4]
Vector CurMoveSpeed;//[Offset: 0x318 , Size: 12]
Vector CurMoveAcc;//[Offset: 0x324 , Size: 12]
byte CurMovingType;//[Offset: 0x330 , Size: 1]
--------------------------------
Class: ProjectileDecoratorActor.DecoratorActor.Actor.Object
bool bSimulateStop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3e3 , Size: 1]
ProjectileMovementComponent* ProjectileMovement;//[Offset: 0x3e8 , Size: 8]
RotatingMovementComponent* RotatingMovement;//[Offset: 0x3f0 , Size: 8]
void SetVelocityMulticast(Vector Velocity);// 0x2d81fa0
void SetRotateRateMulticast(Rotator RotationRate);// 0x2d81f1c
void OnRep_SimulateStop();// 0x2d81f08
void OnProjectileStop(out const HitResult ImpactResult);// 0x2d81e68
void OnProjectileBounce(out const HitResult ImpactResult, out const Vector
ImpactVelocity);// 0x2d81d74
--------------------------------
Class: PropDropOutMethodInterface.Interface.Object
void RandomCircleDrop(out const PickUpItemData[] PropDatas, Transform
PawnTrans, Actor* IgnorePawn, Actor* KillerActor);// 0x2d82cfc
void NineGridDrop(out const PickUpItemData[] PropDatas, Transform
PawnTrans);// 0x2d82bdc
bool DropToTreasureBox(out const DropPropData[] PropData, Actor* TargetActor,
FString BoxName, enum BoxType, Vector Offset, bool bIsAutoExpand, bool
bFixBoxName);// 0x2d828c4
void DropToTombBox(out const PickUpItemData[] PropData, Character*
DeadPawn);// 0x2d827cc
void DropToTarget(ItemDefineID DefineID, int Count, BackpackComponent*
BackPack);// 0x2d826c0
Actor* DropToGround(out const PickUpItemData PropData, Transform
WrapperTrans);// 0x2d82518
void DropOutProps(out const DropPropData[] PropData, Character* KillerPawn,
Actor* DeadPawn);// 0x2d823d4
--------------------------------
Class: PubgmAutoRun.ActorComponent.Object
delegate PubgmAutoRunSimulateAction;//[Offset: 0x110 , Size: 16]
bool bRoutePointInited;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x120 , Size: 1]
XTPoint*[] RoutePoints;//[Offset: 0x128 , Size: 16]
void VehicleTowardTo(float X, float Y, float Z);// 0x2d86810
void VehicleMoveTo(float X, float Y, float Z);// 0x2d86720
void VehicleMoveAndTowardTo(float X, float Y, float Z, float x1, float y1,
float Z1);// 0x2d86580
void OnPubgmAutoRunSimulateAction__DelegateSignature(int SimActionType);//
0x37db6c4
static bool NeedCmdAutoRun();// 0x2d86548
void NativeSimulateAction(int SimActionType);// 0x2d864cc
void InitRoutePoint();// 0x2d864b8
void GMGotoPosition(int X, int Y, int Z);// 0x2d863c8
Vector[] GetRangeActorsPostions(int ActorType, Vector OriginPos, float
RangeRadius);// 0x2d8625c
Vector GetPoisonCircleLocation();// 0x2d86224
static float GetPlayerSpeed(int SpeedIdx);// 0x2d861a0
bool GetNearestXTPointToVehicle(out Transform FirstPoint, out Transform
SecendPoint, bool bNext);// 0x2d8602c
float ForceVehiclePosPull(bool bNext);// 0x2d85f98
--------------------------------
Class: XTPoint.Actor.Object
int CustomIValue;//[Offset: 0x398 , Size: 4]
int GetIntValueTwo();// 0x2fbb088
int GetIntValueThree();// 0x2fbb04c
int GetIntValueOne();// 0x2fbb010
--------------------------------
Class: PVEAutoRunTest.ActorComponent.Object
Vector[] DstPointArray;//[Offset: 0x110 , Size: 16]
int MaxMoveTime;//[Offset: 0x120 , Size: 4]
int MaxDstStayTime;//[Offset: 0x124 , Size: 4]
int KillAllTime;//[Offset: 0x128 , Size: 4]
int StatRecordTime;//[Offset: 0x12c , Size: 4]
--------------------------------
Class:
PVECircleMgrComponent.CircleMgrComponent.TimerRegistComponent.ActorComponent.Object
int CircleIndex;//[Offset: 0x340 , Size: 4]
<int,int> CircleIDToCircleIndexMap;//[Offset: 0x348 , Size: 80]
CirCleCfg PrevCircleCfg;//[Offset: 0x398 , Size: 152]
bool IsFirstCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x430 , Size: 1]
void OnCircleMoveEnd(int Index);// 0x2d8720c
void NextCircleWithCircleID(int CircleID);// 0x2d87190
void NextCircle();// 0x2d8717c
void InitPVECircleDeployConfig(out GameLevelDesc LevelDesc, out LevelData
LevelData);// 0x2d87018
--------------------------------
Class: PVEProjectileBase.Actor.Object
PVEProjectileMovementComponent* PMComp;//[Offset: 0x398 , Size: 8]
bool bDestroyAfterHitCharacter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3a0 , Size: 1]
enum DamageTiming;//[Offset: 0x3a1 , Size: 1]
float HitDamage;//[Offset: 0x3a4 , Size: 4]
bool bIgnoreOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3a8 , Size: 1]
UTSkill* OwnerSkill;//[Offset: 0x3b0 , Size: 8]
<Actor*,int> ActorImpactTimes;//[Offset: 0x3b8 , Size: 80]
Vector TargetActorLocation;//[Offset: 0x408 , Size: 12]
Vector TargetActorOffset;//[Offset: 0x414 , Size: 12]
Vector InitLocation;//[Offset: 0x420 , Size: 12]
Vector LastLocation;//[Offset: 0x42c , Size: 12]
float TraceGroundDepth;//[Offset: 0x438 , Size: 4]
bool bUseHighArc;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x43c
, Size: 1]
bool bIsRay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x43d ,
Size: 1]
bool bIsHorizontal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x43e , Size: 1]
bool bNeedCheckMaxDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x43f , Size: 1]
float DelayFlyTime;//[Offset: 0x440 , Size: 4]
FName AttachSocketName;//[Offset: 0x448 , Size: 8]
bool bAttachToMovePlatform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x450 , Size: 1]
bool bIsHoming;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x451 ,
Size: 1]
float HomingAccelerationMagnitude;//[Offset: 0x454 , Size: 4]
float Speed;//[Offset: 0x458 , Size: 4]
float MaxDistance;//[Offset: 0x45c , Size: 4]
float ProjectileGravityScale;//[Offset: 0x460 , Size: 4]
Actor* TargetActor;//[Offset: 0x468 , Size: 8]
bool bHasBeenThrowedOut;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x470 , Size: 1]
HighArcParam[] HighArcGravityScales;//[Offset: 0x478 , Size: 16]
void StartFly(Vector InVelocity, float InGravityScale);// 0x2d925c0
void OnStartFly();// 0x2d925ac
void OnRep_AttachSocketName();// 0x2d92598
void OnProjectileDestroy();// 0x2d92584
void OnImpact(out const HitResult _ImpactResult);// 0x2d924e4
void CauseDamageToActor(Actor* ImpactActor);// 0x2d92468
void BPOnStartFly();// 0x37db6c4
void BPDealDamage();// 0x37db6c4
--------------------------------
Class:
PVEProjectileMovementComponent.ProjectileMovementComponent.MovementComponent.ActorC
omponent.Object
SceneComponent* LastUpdateComponentBeforeStop;//[Offset: 0x1b8 , Size: 8]
--------------------------------
Class: HighArcParam
float HeightDiff;//[Offset: 0x0 , Size: 4]
float GravityScale;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: PVPBossComponent.ActorComponent.Object
BossBornPoint[] BossBornPointArray;//[Offset: 0x110 , Size: 16]
int Radius;//[Offset: 0x120 , Size: 4]
PVPBossFlow*[] BossFlowGroup;//[Offset: 0x128 , Size: 16]
PVPBossFlow* CurBossFlow;//[Offset: 0x138 , Size: 8]
Vector StartBornPosition;//[Offset: 0x140 , Size: 12]
int CountDownValue;//[Offset: 0x14c , Size: 4]
int CurBossCount;//[Offset: 0x150 , Size: 4]
RepBossBornPoint[] AliveBossArray;//[Offset: 0x158 , Size: 16]
delegate BossBeginFlow;//[Offset: 0x168 , Size: 16]
delegate BossBeginCountDown;//[Offset: 0x178 , Size: 16]
delegate BossCurCountChanged;//[Offset: 0x188 , Size: 16]
int BaseFlowId;//[Offset: 0x198 , Size: 4]
int BossItemIconID;//[Offset: 0x19c , Size: 4]
int BossWarningItemIconID;//[Offset: 0x1a0 , Size: 4]
<int,int> BossItemInstanceIDMap;//[Offset: 0x1a8 , Size: 80]
<int,int> BossWarningItemInstanceIDMap;//[Offset: 0x1f8 , Size: 80]
void StartBornBossPosition(int BossId, int WaitTime, int CountTime, Vector
Position);// 0x2d93808
void StartBornBoss(int BossId, int WaitTime, int CountTime);// 0x2d93718
void SetStartBornPosition(out const Vector InPos);// 0x2d93688
void SetCountDownValue(int Value);// 0x2d93610
void OnRep_CurBossChange();// 0x2d935fc
void OnReconnected(int InCountDown, out const Vector InStartBornPosition);//
0x2d93538
void OnBossSpawn(int ID);// 0x2d934bc
void OnBossDead(int ID);// 0x2d93440
Vector GetStartBornPosition();// 0x2d93418
int GetCountDownValue();// 0x2d933fc
void ClearBossPoint();// 0x2d933e8
bool CheckIsInBossArea(Vector CheckPos, float CheckPosRadius);// 0x2d9331c
void BroadStartBossFlow(Vector StartPosition, int FlowId);// 0x2d9325c
void BroadBeginCountDown(int CountTime);// 0x2d931d8
void AddBossBornPoint(Vector BornPoint);// 0x2d9315c
--------------------------------
Class: BossBornPoint
Vector BornPosition;//[Offset: 0x0 , Size: 12]
--------------------------------
Class: PVPBossFlow.Object
int FlowId;//[Offset: 0x28 , Size: 4]
Vector BornPosition;//[Offset: 0x2c , Size: 12]
int BossId;//[Offset: 0x38 , Size: 4]
int CurCountDownTime;//[Offset: 0x3c , Size: 4]
PVPBossComponent* BossComponent;//[Offset: 0x40 , Size: 8]
void StartFlow(int InBossId, int WaitTime, int CountTime, PVPBossComponent*
BossComp);// 0x2d940c8
void ProduceBossCarrier();// 0x2d940b4
void CountDown();// 0x2d940a0
void BeginCountDown();// 0x2d9408c
--------------------------------
Class: RepBossBornPoint
int FlowId;//[Offset: 0x0 , Size: 4]
Vector BornPosition;//[Offset: 0x4 , Size: 12]
--------------------------------
Class: PVPBossMgr.ActorComponent.Object
--------------------------------
Class:
ZombieBaseGameMode.BattleRoyaleGameModeTeam.BattleRoyaleGameMode.BattleRoyaleGameMo
deBase.UAEGameMode.GameMode.GameModeBase.Info.Actor.Object
float BackupEnterTimer;//[Offset: 0x1d0c , Size: 4]
bool IsEnableBackupPlane;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1d10 , Size: 1]
bool IsGMEnablePoisonFog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1d11 , Size: 1]
int[] WeatherPhases;//[Offset: 0x1d20 , Size: 16]
int CurWeatherPhaseIndex;//[Offset: 0x1d30 , Size: 4]
int CurWeatherPhase;//[Offset: 0x1d34 , Size: 4]
enum[] WeatherProcessArray;//[Offset: 0x1d38 , Size: 16]
enum CurrentNightStatus;//[Offset: 0x1d48 , Size: 1]
float AIAttackZombieScale;//[Offset: 0x1d4c , Size: 4]
bool IsForbidNightVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1d50 , Size: 1]
bool IsConfigRegionItemGenerate;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x1d51 , Size: 1]
bool IsConfigZombieDestroyActor;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x1d52 , Size: 1]
byte ConfigLastCircleCountToDestroyActor;//[Offset: 0x1d53 , Size: 1]
bool IsConfigRefreshWorldActiveRange;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x1d54 , Size: 1]
bool IsConfigPoisonFog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1d55 , Size: 1]
Actor*[] OccupiedPlayerStartGroupList;//[Offset: 0x1d58 , Size: 16]
STExtraPlayerStartGroup*[] UnOccupiedPlayerStartGroupList;//[Offset: 0x1d68 ,
Size: 16]
int CaculateCatchUpByMonsterInterFrame;//[Offset: 0x1d78 , Size: 4]
int TmpCatchUpInterTimes;//[Offset: 0x1d7c , Size: 4]
bool bMapLoaded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d80
, Size: 1]
int iRandomPolicestationIndex;//[Offset: 0x1d84 , Size: 4]
void SetNightStatus(enum Status);// 0x2fbbe04
void SetGameEndReportData();// 0x2fbbde8
void SetForbidNightVehicle(bool isForbid);// 0x2fbbd64
void NotifyGameModeInit();// 0x2fbbd48
void NextWeatherPhaseByType(enum DayPhase);// 0x2fbbccc
void NextWeatherPhase();// 0x2fbbcb8
void LoadMapFinished();// 0x2fbbca4
bool IsInNight();// 0x2fbbc64
int GetWeatherPhase();// 0x2fbbc28
Actor*[] GetOccupiedPlayerStartGroupList();// 0x2fbbb28
int GetCurWeatherStateTimes();// 0x2fbbaf4
enum GetCurWeatherState();// 0x2fbbac0
int GetCurWeatherPhaseIndex();// 0x2fbba84
void GenerateCatchupByMonsterDistance();// 0x2fbba70
--------------------------------
Class: STExtraPlayerStartGroup.Actor.Object
int AreaID;//[Offset: 0x398 , Size: 4]
int GroupID;//[Offset: 0x39c , Size: 4]
bool bUseAsStandAlone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3a0 , Size: 1]
Actor*[] RelativeActors;//[Offset: 0x3a8 , Size: 16]
bool bMarkOccupied;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3b8 , Size: 1]
int CampID;//[Offset: 0x3bc , Size: 4]
int TeamID;//[Offset: 0x3c0 , Size: 4]
float OccupiedMarkTime;//[Offset: 0x3c4 , Size: 4]
--------------------------------
Class:
PVPZombieBaseGameMode.ZombieBaseGameMode.BattleRoyaleGameModeTeam.BattleRoyaleGameM
ode.BattleRoyaleGameModeBase.UAEGameMode.GameMode.GameModeBase.Info.Actor.Object
--------------------------------
Class:
PVPZombieGameMode.PVPZombieBaseGameMode.ZombieBaseGameMode.BattleRoyaleGameModeTeam
.BattleRoyaleGameMode.BattleRoyaleGameModeBase.UAEGameMode.GameMode.GameModeBase.In
fo.Actor.Object
--------------------------------
Class:
ZombieWalkingDeadGameMode.ZombieBaseGameMode.BattleRoyaleGameModeTeam.BattleRoyaleG
ameMode.BattleRoyaleGameModeBase.UAEGameMode.GameMode.GameModeBase.Info.Actor.Objec
t
class Pawn* MaleZombiePawn;//[Offset: 0x1d88 , Size: 8]
class Pawn* FemaleZombiePawn;//[Offset: 0x1d90 , Size: 8]
<uint32,WDSpawnZombieParams> SpawnZombieParamsMap;//[Offset: 0x1d98 , Size:
80]
int IndependencyTeamID;//[Offset: 0x1de8 , Size: 4]
bool CheckNoHumanExist();// 0x2fbe2c4
--------------------------------
Class: WDSpawnZombieParams
--------------------------------
Class:
PVPZombieStandardGameMode.ZombieWalkingDeadGameMode.ZombieBaseGameMode.BattleRoyale
GameModeTeam.BattleRoyaleGameMode.BattleRoyaleGameModeBase.UAEGameMode.GameMode.Gam
eModeBase.Info.Actor.Object
--------------------------------
Class:
PVPZombieStandardGameMode_WD.ZombieWalkingDeadGameMode.ZombieBaseGameMode.BattleRoy
aleGameModeTeam.BattleRoyaleGameMode.BattleRoyaleGameModeBase.UAEGameMode.GameMode.
GameModeBase.Info.Actor.Object
--------------------------------
Class: QPSBPLibrary.BlueprintFunctionLibrary.Object
static void ResetLandScape();// 0x2d94c3c
static void ReleaseLandScape();// 0x2d94c28
static bool IsPublishVersion();// 0x2d94bf0
static int GetHZBValue();// 0x2d94bbc
static float GetDistanceCullingFactor();// 0x2d94b88
static void GatherLandScape(const Object* WorldContextObject);// 0x2d94b14
static void ChangeLandScapeLODDistanceFactor(float factor);// 0x2d94aa0
--------------------------------
Class: QuickSignMarkWidget.UAEUserWidget.UserWidget.Widget.Visual.Object
bool IsSelfMark;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3d0 , Size: 1]
float MaxAlpha;//[Offset: 0x3d4 , Size: 4]
float MinAlpha;//[Offset: 0x3d8 , Size: 4]
Vector4 Limit;//[Offset: 0x3e0 , Size: 16]
Vector2D UIOffset;//[Offset: 0x3f0 , Size: 8]
Vector4 ActiveCenterRect;//[Offset: 0x400 , Size: 16]
FString DistAppendix;//[Offset: 0x410 , Size: 16]
bool IsInActiveCenter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x420 , Size: 1]
TextBlock* TextBlock_Distance;//[Offset: 0x428 , Size: 8]
CanvasPanelSlot* SelfCanvasSlot;//[Offset: 0x430 , Size: 8]
STExtraPlayerController* STExtraPlayerController;//[Offset: 0x438 , Size: 8]
void SetWorldPos(out const Vector Loc);// 0x2d971f4
void OnWidgetAlphaChange(const float NewAlpha);// 0x37db6c4
void OnCenterOffsetChange(out const Vector2D CenterOffset);// 0x37db6c4
--------------------------------
Class: RadiationCircle.Actor.Object
StaticMeshComponent* CylinderMesh;//[Offset: 0x398 , Size: 8]
StaticMeshComponent* CylinderMeshBase;//[Offset: 0x3a0 , Size: 8]
STExtraGameStateBase* SGameStatNew;//[Offset: 0x3a8 , Size: 8]
MaterialInstanceDynamic* DynamicMat;//[Offset: 0x3c0 , Size: 8]
MaterialInstanceDynamic* DynamicMatBase;//[Offset: 0x3c8 , Size: 8]
void PostInitRadiationCircle();// 0x37db6c4
void InitRadiationCircle();// 0x2d988a0
void HandleOnSafeZoneTips(float Val);// 0x2d98824
void CloseCircle();// 0x2d98810
--------------------------------
Class: RefitVehicleHandle.Object
<int,FString> SlotConfig;//[Offset: 0x28 , Size: 80]
float Scale;//[Offset: 0x78 , Size: 4]
Vector Location;//[Offset: 0x7c , Size: 12]
Texture2D* GroundTexture;//[Offset: 0x88 , Size: 40]
--------------------------------
Class:
ReloadWeaponState.WeaponStateBase.WeaponLogicBaseComponent.ActorComponent.Object
STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x1a8 , Size: 8]
--------------------------------
Class: RememberTeamIDActor.Actor.Object
int OwnerTeamID;//[Offset: 0x398 , Size: 4]
void NotifyHadAssignTeamID();// 0x37db6c4
bool IsLocalControllerSameTeam();// 0x2d98e4c
--------------------------------
Class: ReuseListMultiSize.ScrollBox.PanelWidget.Widget.Visual.Object
bool bScrollUpWhenSizeChange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xa58 , Size: 1]
bool bDelayLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xa59 , Size: 1]
Vector2D ItemSize;//[Offset: 0xa5c , Size: 8]
float Padding;//[Offset: 0xa64 , Size: 4]
int InitObjectNum;//[Offset: 0xa68 , Size: 4]
delegate OnRefreshItem;//[Offset: 0xa70 , Size: 16]
delegate OnItemCreated;//[Offset: 0xa80 , Size: 16]
delegate OnScrollToBegin;//[Offset: 0xa90 , Size: 16]
delegate OnScrollToEnd;//[Offset: 0xaa0 , Size: 16]
delegate GetItemSize;//[Offset: 0xab0 , Size: 16]
class Widget* itemType;//[Offset: 0xb68 , Size: 8]
<Widget*> DirtyWidgets;//[Offset: 0xb80 , Size: 80]
CanvasPanel* CanvasPanel;//[Offset: 0xbd0 , Size: 8]
void UserScrolled(float CurrentOffset);// 0x2d9b3f0
void SetItemType(class Widget _ItemType);// 0x2d9b374
bool SetItemCount(int Count, int BeginItemIndex);// 0x2d9b2ac
void ScrollToItem(int Index, bool bScrollThisFrame);// 0x2d9b1ec
void RemoveItem(int Index);// 0x2d9b170
void RefreshItem(int Index);// 0x2d9b0f4
void RefreshAllItems();// 0x2d9b0e0
void OnScrollToEnd__DelegateSignature();// 0x37db6c4
void OnScrollToBegin__DelegateSignature();// 0x37db6c4
void OnRefreshItem__DelegateSignature(Widget* Item, int Index);// 0x37db6c4
void OnItemCreated__DelegateSignature(Widget* Item, int Index);// 0x37db6c4
bool IsScrollToEnd();// 0x2d9b0a8
bool IsScrollToBegin();// 0x2d9b070
void InsertItem(int Index);// 0x2d9aff4
void InitObjectPool(int Count);// 0x2d9af78
int GetWidgetIndex(Widget* Item);// 0x2d9aeec
Vector2D GetViewSize();// 0x2d9aeb8
Vector2D GetItemSize__DelegateSignature(int Index);// 0x37db6c4
int GetItemCount();// 0x2d9ae84
Widget* GetIndexOfWidget(int Index);// 0x2d9adf8
float GetContentSize();// 0x2d9adc4
--------------------------------
Class: RevivalCardItemHandle.BattleItemHandleBase.ItemHandleBase.Object
uint32 DroperPlayerKey;//[Offset: 0xcc , Size: 4]
FString DroperPlayerName;//[Offset: 0xd0 , Size: 16]
BackpackComponent* pBackpackComp;//[Offset: 0xe0 , Size: 8]
void TimerUseSelf();// 0x2d9bdd8
bool HandleUse(BattleItemUseTarget Target, enum Reason);// 0x2d9bcdc
bool HandlePickup(out const interface classNone ItemContainer,
BattleItemPickupInfo pickupInfo, enum Reason);// 0x2d9ba28
--------------------------------
Class: RevivalModeComponent.GameModeBaseComponent.ActorComponent.Object
<uint32,int> DynamicBattleRank;//[Offset: 0x120 , Size: 80]
void RemoveDynamicRank(uint32 PlayerKey);// 0x2d9c394
void OnPlayerEscape(STExtraPlayerState* PlayerState, bool bIsPlayerAlive);//
0x2d9c2d4
bool IsAllTeamInRevival(int TeamID);// 0x2d9c244
DynamicBattleRankInfo[] GetDynamicBattleRankInfoList();// 0x2d9c1a0
void AddDynamicRankWinner(uint32 PlayerKey);// 0x2d9c124
void AddDynamicRank(uint32 PlayerKey);// 0x2d9c0a8
--------------------------------
Class: DynamicBattleRankInfo
int BattleRank;//[Offset: 0x0 , Size: 4]
uint64 PlayerUID;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: RevivalPointInteractionWidget.UAEUserWidget.UserWidget.Widget.Visual.Object
STExtraPlayerController* MyPC;//[Offset: 0x3d0 , Size: 8]
Image* Image_ItemCDBar;//[Offset: 0x3d8 , Size: 8]
TextBlock* TextBlock_ItemCDTime;//[Offset: 0x3e0 , Size: 8]
int TimeToShowDigist;//[Offset: 0x3e8 , Size: 4]
bool bShowRevivalCountDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3f4 , Size: 1]
bool bResetCountDownTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3f5 , Size: 1]
void ShowHideTowerUI(bool isFreeCameraInOB);// 0x2d9d290
--------------------------------
Class: RollItemComponent.ActorComponent.Object
FString LuaFilePath;//[Offset: 0x118 , Size: 16]
RollItemData[] RollItems;//[Offset: 0x128 , Size: 16]
int RollTeamID;//[Offset: 0x138 , Size: 4]
bool bRollFinished;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x13c , Size: 1]
bool RollPickUpCheck(UAECharacter* Character, int AdditionalParam, int
pickCount, int BattleItemClientPickupType);// 0x2d9de54
void OnRep_RollItems();// 0x2d9de38
bool CanPlayerPickUp(UAECharacter* Character, out const PickUpItemData
PickUpItemData);// 0x2d9dcb8
--------------------------------
Class: RollItemData
uint64 InstanceID;//[Offset: 0x0 , Size: 8]
uint32 OwnerPlayerKey;//[Offset: 0x8 , Size: 4]
bool bFinished;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc ,
Size: 1]
--------------------------------
Class: RollPlayerComponent.ActorComponent.Object
FString LuaFilePath;//[Offset: 0x118 , Size: 16]
byte RollState;//[Offset: 0x128 , Size: 1]
float RollStateEndTime;//[Offset: 0x12c , Size: 4]
RollItemResult[] RollResults;//[Offset: 0x130 , Size: 16]
void OnRep_RollStateEndTime();// 0x2d9e460
void OnRep_RollState();// 0x2d9e444
void OnRep_RollResults();// 0x2d9e428
--------------------------------
Class: RollItemResult
PickUpItemData ItemData;//[Offset: 0x0 , Size: 56]
int Roll;//[Offset: 0x38 , Size: 4]
bool bIsMine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c ,
Size: 1]
--------------------------------
Class: SafeZoneCountDown.UAEUserWidget.UserWidget.Widget.Visual.Object
TextBlock* TextCountDown;//[Offset: 0x3d0 , Size: 8]
CanvasPanel* PanelRoot;//[Offset: 0x3d8 , Size: 8]
Image* ImageItemCDBar;//[Offset: 0x3e0 , Size: 8]
Image* ImageDangrous;//[Offset: 0x3e8 , Size: 8]
int TimeToShowDigist;//[Offset: 0x3f4 , Size: 4]
int TimeToShowDangrous;//[Offset: 0x3f8 , Size: 4]
STExtraPlayerController* PC;//[Offset: 0x400 , Size: 8]
bool bShowSignalAreaChangeAnimation;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x431 , Size: 1]
void SignalHPRemainingTimeChange(float InRemainingTime);// 0x2d9efb0
void SignalHpChange(float _CurrentSignalHP, float _PreSignalHP, float
_RadioSignalHP);// 0x2d9eec0
void SetTimeCDYellowEffect();// 0x2d9eea4
void SetCountDownVisible(bool Visible);// 0x2d9ee20
void OnFreeViewChangedHandle(bool bInFreeView);// 0x2d9ed9c
--------------------------------
Class:
ScaleableHierarchicalInstancedStaticMeshComponent.HierarchicalInstancedStaticMeshCo
mponent.InstancedStaticMeshComponent.StaticMeshComponent.MeshComponent.PrimitiveCom
ponent.SceneComponent.ActorComponent.Object
float HighLevelDeviceScale;//[Offset: 0x9c0 , Size: 4]
float MediumLevelDeviceScale;//[Offset: 0x9c4 , Size: 4]
float LowLevelDeviceScale;//[Offset: 0x9c8 , Size: 4]
float VeryLowLevelDeviceScale;//[Offset: 0x9cc , Size: 4]
--------------------------------
Class: ScaleableHISMActor.Actor.Object
ScaleableHierarchicalInstancedStaticMeshComponent*
ScaleableInstancedMeshComponent;//[Offset: 0x398 , Size: 8]
--------------------------------
Class: ScoreBoardActor.Actor.Object
StaticMeshComponent* ScoreBoard;//[Offset: 0x3a8 , Size: 8]
void OnScoreChanged();// 0x2d9f748
int GetRedTeamScore();// 0x2d9f714
int GetBlueTeamScore();// 0x2d9f6e0
void BP_UpdateDisplay(int BlueScore, int RedScore);// 0x37db6c4
--------------------------------
Class: ScriptGameplayStatics.BlueprintFunctionLibrary.Object
static Actor* SpawnActor(Object* WorldContextObject, class Object ActorClass,
out const Vector Location, out const Rotator Rotation, out const Vector Scale3D);//
0x2da2864
static bool IsTargetVisibility(const Actor* SrcActor, const Actor* DstActor,
float TraceZOffset, bool doReturnCheck);// 0x2da272c
static uint32 GetRandomAIPlayerKey();// 0x2da26f8
static PlayerController*[] GetPlayerControllers(Object*
WorldContextObject);// 0x2da2614
static PlayerController* GetPlayerControllerByPlayerKey(Object*
WorldContextObject, uint32 PlayerKey);// 0x2da255c
static Character* GetCharacterByPlayerKey(Object* WorldContextObject, uint32
PlayerKey);// 0x2da24a4
static Actor*[] GetActorsOfClass(Object* WorldContextObject, class Object
ActorClass);// 0x2da2388
static ActorComponent*[] FindComponents(Actor* Actor, class Object
ComponentClass);// 0x2da226c
static ActorComponent* FindComponent(Actor* Actor, class Object
ComponentClass);// 0x2da21b8
static class Object FindClass(FString ClassName);// 0x2da2110
--------------------------------
Class: SecretRoom.UAERegionActor.Actor.Object
SceneComponent* Root;//[Offset: 0x3a8 , Size: 8]
void SpawnItems();// 0x2da36c4
--------------------------------
Class: SecurityLogWeaponCollector.ActorComponent.Object
STExtraBaseCharacter* OwnerCH;//[Offset: 0x110 , Size: 8]
SecuryInfoComponent* SecurityLogSender;//[Offset: 0x118 , Size: 8]
void OnCharacterWeaponStartFire();// 0x2da3d8c
void OnCharacterWeaponShootHit(out const ShootWeaponDamageEvent DamageDetail,
out const BulletHitInfoUploadData HitData, out const LocalShootHitData
LocalHitData);// 0x2da3bb8
void OnCharacterUsingWeaponChanged(byte TargetChangeSlot);// 0x2da3b34
void OnCharacterShootTarget(Actor* InHitActor, out const
SecurityLogHitTargetInfo TargetInfo);// 0x2da3a34
void OnCharacterAimModeChanged(byte Mode);// 0x2da39b0
bool IsInADSAimState();// 0x2da3994
void CheckReportSecAttackFlowWithAttackFlow(out const AttackFlow
AttackFlow);// 0x2da38d8
void CheckReportSecAttackFlow();// 0x2da38c4
--------------------------------
Class:
SeekAndLockProjectileComponent.NormalProjectileComponent.STEShootWeaponProjectCompo
nent.STExtraShootWeaponComponent.WeaponLogicBaseComponent.ActorComponent.Object
float ShootDirectFlyTime;//[Offset: 0x620 , Size: 4]
float TurnDirectionRadSpeed;//[Offset: 0x624 , Size: 4]
<enum,float> FollowTargetTimeByStageMap;//[Offset: 0x628 , Size: 80]
SeekAndLockRPGBulletUploadData SeekAndLockRPGBulletUploadData;//[Offset:
0x678 , Size: 16]
--------------------------------
Class: SequenceBox.MonsterTreasureBox.UAEHouseActor.UAENetActor.Actor.Object
bool UseGoUpAnimation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x8d8 , Size: 1]
SceneComponent* NeedAnimationComponent;//[Offset: 0x8e0 , Size: 8]
void OnBPRespawned();// 0x2dac18c
void BPOnStopMonsterTreasureBox();// 0x37db6c4
void BPOnStartMonsterTreasureBox();// 0x37db6c4
void BPOnHideLightColumn();// 0x37db6c4
void BPOnCountdownEnd();// 0x37db6c4
void BPOnBreakMonsterTreasureBox();// 0x37db6c4
void BPOnAnimationStop();// 0x37db6c4
void BPOnAnimationAkAudioStop();// 0x37db6c4
void BPOnAnimationAkAudioStart();// 0x37db6c4
--------------------------------
Class: ServerSwitchComponent.ActorComponent.Object
delegate OnFPSMonitorConfigSwitchRecv;//[Offset: 0x110 , Size: 16]
delegate OnFPSLowWarning;//[Offset: 0x120 , Size: 16]
FPSMonitorConfigSwitch FPSMonitorConfigSwitch;//[Offset: 0x130 , Size: 20]
float LowFPSWarningTipsLastTime;//[Offset: 0x144 , Size: 4]
FString[] FPSLowWarningSDKMatch;//[Offset: 0x148 , Size: 16]
bool bLocalSwitcherFPSLowWarning;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x158 , Size: 1]
void RequireConfigRPC();// 0x2daca2c
void OnUserQualitySettingChanged(int renderlevel);// 0x2dac9b0
void MakeLowFPSWarningEx();// 0x2dac99c
void MakeLowFPSWarning(float targetFPS, float currentFPS);// 0x2dac8e8
void CountingDown();// 0x2dac8d4
void CloseFPSCheck();// 0x2dac8c0
void AnswerconfigRPC(FPSMonitorConfigSwitch configswitch);// 0x2dac810
--------------------------------
Class: FPSMonitorConfigSwitch
bool bFPSMonitor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 ,
Size: 1]
float FPSCollectInternal;//[Offset: 0x4 , Size: 4]
int FPSCollectCountForGroup;//[Offset: 0x8 , Size: 4]
float FPSThreshold;//[Offset: 0xc , Size: 4]
int FPSLowActionType;//[Offset: 0x10 , Size: 4]
--------------------------------
Class:
ShearScrollBox.LoopScrollBox.LoopScrollBase.ScrollBox.PanelWidget.Widget.Visual.Obj
ect
CanvasPanel* CanvasPanelOuter;//[Offset: 0xb90 , Size: 8]
CanvasPanel* CanvasPanelInner;//[Offset: 0xb98 , Size: 8]
bool bApplyParentShear;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xbb0 , Size: 1]
enum CustomClipping;//[Offset: 0xbb1 , Size: 1]
--------------------------------
Class: ShootingPracticeScoreTarget.DecoratorActor.Actor.Object
SceneComponent* MoveRoot;//[Offset: 0x3e8 , Size: 8]
<FString,TargetBodyData> TargetBodyDataMap;//[Offset: 0x3f0 , Size: 80]
int CurrentWave;//[Offset: 0x440 , Size: 4]
bool bIsUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x444 ,
Size: 1]
bool bIsRotating;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x445
, Size: 1]
float UpDownChangeSpeed;//[Offset: 0x448 , Size: 4]
Rotator HorizontalMeshRelativeRot;//[Offset: 0x44c , Size: 12]
Rotator VerticalMeshRelativeRot;//[Offset: 0x458 , Size: 12]
bool bMoveForward;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x464 , Size: 1]
bool bClearBulletHole;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x465 , Size: 1]
Vector Point1;//[Offset: 0x468 , Size: 12]
Vector Point2;//[Offset: 0x474 , Size: 12]
float centerZ;//[Offset: 0x480 , Size: 4]
int nPosX;//[Offset: 0x484 , Size: 4]
float nMoveSpeed;//[Offset: 0x488 , Size: 4]
float nRandomPosition;//[Offset: 0x48c , Size: 4]
int nCurrentIndex;//[Offset: 0x490 , Size: 4]
bool bSetDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x494 ,
Size: 1]
void ShowUpAndPos(int PosX);// 0x2daf20c
void ShowUp(float MoveSpeed);// 0x2daf190
void SetUpOrDown(bool bUp);// 0x2daf10c
int SetProperty(int Index, float RandomPosition, bool retRandom);// 0x2daf000
void SetDebug();// 0x2daefec
void RotateUp(bool IsUp);// 0x2daef68
void OnUp();// 0x37db6c4
int GetHitBodyType(FString HitPart);// 0x2daee1c
void ClientHitEffect(int Score);// 0x37db6c4
void ClearBulletHoles();// 0x2daee08
bool CheckDebug();// 0x2daedd0
--------------------------------
Class: TargetBodyData
enum DamagePosition;//[Offset: 0x0 , Size: 1]
enum TargetBodyType;//[Offset: 0x1 , Size: 1]
float DamageScale;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: ShootingPracticeTarget.Actor.Object
float MaxHealth;//[Offset: 0x398 , Size: 4]
float UpDownChangeSpeed;//[Offset: 0x39c , Size: 4]
Rotator HorizontalMeshRelativeRot;//[Offset: 0x3a0 , Size: 12]
Rotator VerticalMeshRelativeRot;//[Offset: 0x3ac , Size: 12]
float ResetAndGetUpTimeAfterShootDown;//[Offset: 0x3b8 , Size: 4]
float CurHealth;//[Offset: 0x3bc , Size: 4]
bool bIsUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c0 ,
Size: 1]
bool bHasActivatedMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3c1 , Size: 1]
delegate DestroyShootingPracticeTargetDelegate;//[Offset: 0x3c8 , Size: 16]
StaticMeshComponent* StaticMeshComp;//[Offset: 0x3d8 , Size: 8]
SmoothActorMoveComponent* MoveComp;//[Offset: 0x3e0 , Size: 8]
void SetUpOrDownOnServer(bool bUp);// 0x2dafa48
void RPC_NetMulticast_SetUpOrDownOnServer(bool bUp);// 0x2daf984
void RPC_NetMulticast_NotifyBroken();// 0x2daf924
void ResetAndGetUpOnServer();// 0x2daf910
void OnRep_bIsUp();// 0x2daf8fc
void OnRep_bHasActivatedMove();// 0x2daf8e8
void HandleBroken(bool bFromClientBeginPlay);// 0x2daf85c
--------------------------------
Class: SmoothActorMoveComponent.ActorComponent.Object
SegamentData[] MoveData;//[Offset: 0x110 , Size: 16]
bool bAutoMoveWhenStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x120 , Size: 1]
enum LoopMoveMode;//[Offset: 0x121 , Size: 1]
bool bRecaulateMoveTargetRefActor;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x122 , Size: 1]
Vector ActorStartLocation;//[Offset: 0x124 , Size: 12]
bool bIsMoving;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x130 ,
Size: 1]
float WeakTickScreenSize;//[Offset: 0x144 , Size: 4]
void StopMove();// 0x2dca354
void StartMove();// 0x2dca340
--------------------------------
Class: SegamentData
Vector TargetLocation;//[Offset: 0x0 , Size: 12]
float MoveSpeed;//[Offset: 0xc , Size: 4]
--------------------------------
Class: ShootingUIWidget.UAEUserWidget.UserWidget.Widget.Visual.Object
float ReloadingCD;//[Offset: 0x3d0 , Size: 4]
FText ReloadCountDownText;//[Offset: 0x3d8 , Size: 24]
FText GunBulletText;//[Offset: 0x3f0 , Size: 24]
FText BulletLeftCount;//[Offset: 0x408 , Size: 24]
Image* ReloadCDMask;//[Offset: 0x420 , Size: 8]
Image* ReloadBtnBG;//[Offset: 0x428 , Size: 8]
Button* SprintBtn;//[Offset: 0x430 , Size: 8]
Button* ReloadBtn;//[Offset: 0x438 , Size: 8]
Image* FireBtn;//[Offset: 0x440 , Size: 8]
STExtraBaseCharacter* CurPlayerBaseCharacter;//[Offset: 0x448 , Size: 8]
delegate OnReloadCountDownChangeDelegate;//[Offset: 0x450 , Size: 16]
delegate OnGunBulletNumChangeDelegate;//[Offset: 0x460 , Size: 16]
delegate OnBulletLeftNumChangeDelegate;//[Offset: 0x470 , Size: 16]
--------------------------------
Class:
ShootVerifyBaseComp.LagCompensationComponentBase.EntityAntiCheatComponent.ActorComp
onent.Object
--------------------------------
Class:
ShootWeaponStateManager.WeaponStateManager.WeaponLogicBaseComponent.ActorComponent.
Object
--------------------------------
Class: ShowActorFrameComponent.SceneComponent.ActorComponent.Object
FrameUITransformData FrameUITransformData;//[Offset: 0x2d0 , Size: 64]
MaterialBillboardComponent* FrameUI;//[Offset: 0x310 , Size: 8]
int TranslucentSortPriority;//[Offset: 0x318 , Size: 4]
MaterialInterface* Material;//[Offset: 0x320 , Size: 8]
CurveFloat* DistanceToOpacityCurve;//[Offset: 0x328 , Size: 8]
bool bSizeIsInScreenSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x330 , Size: 1]
CurveFloat* DistanceToSizeCurve;//[Offset: 0x338 , Size: 8]
FString FrameDetailsUIPath;//[Offset: 0x340 , Size: 16]
FString FrameDetailsParentWidgetName;//[Offset: 0x350 , Size: 16]
FString FrameDetailsParentOuterName;//[Offset: 0x360 , Size: 16]
FString BPFunction_WhenWidgetCreate;//[Offset: 0x370 , Size: 16]
FString BPFunction_WhenWidgetDestroy;//[Offset: 0x380 , Size: 16]
ActorPositionWidget* DetailsWidget;//[Offset: 0x390 , Size: 8]
ActorPositionWidget* GetDetailsWidget();// 0x2db2864
void DestroyFrameUI();// 0x2db2850
bool CreateFrameUI(int ParamIfNecessary);// 0x2db27c0
--------------------------------
Class: FrameUITransformData
Transform Offset;//[Offset: 0x0 , Size: 48]
float BaseSizeX;//[Offset: 0x30 , Size: 4]
float BaseSizeY;//[Offset: 0x34 , Size: 4]
--------------------------------
Class: SignalUIWidget.UAEUserWidget.UserWidget.Widget.Visual.Object
float RedBarActualPercentage;//[Offset: 0x3d0 , Size: 4]
float RedBarDisplayPercentage;//[Offset: 0x3d4 , Size: 4]
float DelayTimeBeforeLerp;//[Offset: 0x3d8 , Size: 4]
float RedBarDisplayLerpSpeed;//[Offset: 0x3dc , Size: 4]
delegate DisplayPercentageChanged;//[Offset: 0x3e0 , Size: 16]
delegate OnRedCompleted;//[Offset: 0x3f0 , Size: 16]
float MoFoTickRate;//[Offset: 0x400 , Size: 4]
TimerHandle AnimStartTimer;//[Offset: 0x408 , Size: 8]
TimerHandle MaunalTickHandle;//[Offset: 0x410 , Size: 8]
void StartRedbarAnimation(float NewActualPercentage);// 0x2db2c3c
--------------------------------
Class: SimpleDeadBox.UAERegionActor.Actor.Object
SceneComponent* DefaultRoot;//[Offset: 0x3a8 , Size: 8]
int[] DropIdList;//[Offset: 0x3b0 , Size: 16]
float ItemBoxZ;//[Offset: 0x3c0 , Size: 4]
enum PickUpBoxType;//[Offset: 0x3c4 , Size: 1]
--------------------------------
Class: SimpleHelicopter.FlightVehicle.Actor.Object
SkeletalMeshComponent* Mesh;//[Offset: 0x398 , Size: 8]
float TakeOffCountDownTime;//[Offset: 0x3a0 , Size: 4]
byte CurState;//[Offset: 0x3a4 , Size: 1]
--------------------------------
Class:
SimpleLagCompensationComponent.LagCompensationComponentBase.EntityAntiCheatComponen
t.ActorComponent.Object
--------------------------------
Class: SimpleProjectileBox.UAERegionActor.Actor.Object
bool bHasUpdateload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3a3 , Size: 1]
int[] DropIdList;//[Offset: 0x3a8 , Size: 16]
float ItemBoxZ;//[Offset: 0x3b8 , Size: 4]
Vector FinalPosServer;//[Offset: 0x3bc , Size: 12]
enum PickUpBoxType;//[Offset: 0x3c8 , Size: 1]
void UploadFinalPosition(Vector FinalPosClient);// 0x2db3d14
void RecieveFinalPosition(Vector FinalPosClient);// 0x37db6c4
void OnRep_AttachmentReplication();// 0x2db3cf8
void GenerateItems();// 0x2db3ce4
--------------------------------
Class: VehicleAnimInstance.AnimInstance.Object
WheeledVehicleMovementComponent* WheeledVehicleMovementComponent;//[Offset:
0x8b0 , Size: 8]
WheeledVehicle* GetVehicle();// 0x621b590
--------------------------------
Class: WheeledVehicle.Pawn.Actor.Object
SkeletalMeshComponent* Mesh;//[Offset: 0x3f8 , Size: 8]
WheeledVehicleMovementComponent* VehicleMovement;//[Offset: 0x400 , Size: 8]
--------------------------------
Class: STVehicleAnimInstance.VehicleAnimInstance.AnimInstance.Object
bool ForceUpdateAnimation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x8b8 , Size: 1]
Vector RotationInputDir;//[Offset: 0x8bc , Size: 12]
Vector MoveInput;//[Offset: 0x8c8 , Size: 12]
Vector MoveInputExt;//[Offset: 0x8d4 , Size: 12]
bool HelicopterEngineStarted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x8e0 , Size: 1]
float HelicopterStartAnimationRate;//[Offset: 0x8e4 , Size: 4]
bool HelicopterWingStartFinish;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x8e8 , Size: 1]
bool HelicopterWingEndFinish;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x8e9 , Size: 1]
bool HelicopterMoveStartUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x8ea , Size: 1]
bool HelicopterMoveStartUpStop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x8eb , Size: 1]
bool HelicopterIsinIdle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x8ec , Size: 1]
bool MotorcycleHandleStand;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x8ed , Size: 1]
Rotator MotorcycleHandleDirOrg;//[Offset: 0x8f0 , Size: 12]
FName MotorcycleHandleBoneName;//[Offset: 0x900 , Size: 8]
float MotorcycleHandleMaxAngle;//[Offset: 0x908 , Size: 4]
Rotator RotSpeedLeft;//[Offset: 0x90c , Size: 12]
Rotator RotSpeedRight;//[Offset: 0x918 , Size: 12]
float SpeedMax;//[Offset: 0x924 , Size: 4]
Rotator RotRPMLeft;//[Offset: 0x928 , Size: 12]
Rotator RotRPMRight;//[Offset: 0x934 , Size: 12]
float RPMMax;//[Offset: 0x940 , Size: 4]
bool TickIndicator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x944 , Size: 1]
Rotator MPHNeedleRot;//[Offset: 0x948 , Size: 12]
Rotator RPMNeedleRot;//[Offset: 0x954 , Size: 12]
void UpdateHelicopterEffect(bool IsShow);// 0x2ef1560
--------------------------------
Class:
SimulatedSlidingAnimInstance.STVehicleAnimInstance.VehicleAnimInstance.AnimInstance
.Object
STExtraVehicleBase* OwnerVehicle;//[Offset: 0x960 , Size: 8]
SimulatedSlidingMovementComponent* SimulatedSlidingMovementComp;//[Offset:
0x968 , Size: 8]
float C_ForwardSpeed;//[Offset: 0x970 , Size: 4]
enum C_SnowBoardState;//[Offset: 0x974 , Size: 1]
bool C_HandleBrake;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x975 , Size: 1]
bool PlayingBrakeMontage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x976 , Size: 1]
AnimSequence* Ski_CurrentPlayingLandAnim;//[Offset: 0x978 , Size: 8]
AnimSequence* Ski_CurrentPlayingJumpAnim;//[Offset: 0x980 , Size: 8]
bool bIsSkiJumping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x988 , Size: 1]
bool bIsSkiFalling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x989 , Size: 1]
bool bIsSkiLanding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x98a , Size: 1]
bool bIsSkiPlayingLandAnimEnd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x98b , Size: 1]
bool bIsSkiPlayingJumpAnimEnd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x98c , Size: 1]
AnimSequence* Ski_JumpStationary;//[Offset: 0x990 , Size: 8]
AnimSequence* Ski_DownTurnLR;//[Offset: 0x998 , Size: 8]
AnimSequence* Ski_DownTurnRL;//[Offset: 0x9a0 , Size: 8]
AnimSequence* Ski_DownTurnFD;//[Offset: 0x9a8 , Size: 8]
AnimSequence* Ski_Falling;//[Offset: 0x9b0 , Size: 8]
AnimSequence* Ski_DownFallLandingAdditive;//[Offset: 0x9b8 , Size: 8]
AnimSequence* Ski_DownFallLandingHard;//[Offset: 0x9c0 , Size: 8]
CurveFloat* SkiSpeedToMaxTurnCurve;//[Offset: 0x9c8 , Size: 8]
CurveFloat* SkiSpeedToMaxCrouchCurve;//[Offset: 0x9d0 , Size: 8]
float SkiBlendSpaceXInput;//[Offset: 0x9d8 , Size: 4]
float SkiBlendSpaceYInput;//[Offset: 0x9dc , Size: 4]
float SkiPlayJumpAnimRate;//[Offset: 0x9e0 , Size: 4]
float SkiPlayJumpAnimRateMin;//[Offset: 0x9e4 , Size: 4]
float SkiPlayJumpAnimRateMax;//[Offset: 0x9e8 , Size: 4]
float SkiJumpStationaryRiseRate;//[Offset: 0x9ec , Size: 4]
float SkiDownTurnLRRate;//[Offset: 0x9f0 , Size: 4]
float SkiDownTurnRLRate;//[Offset: 0x9f4 , Size: 4]
float SkiDownTurnFDRate;//[Offset: 0x9f8 , Size: 4]
void PlayLoopBrakeMontage();// 0x37db6c4
void PlayEndBrakeMontage();// 0x37db6c4
--------------------------------
Class:
SimulatedSlidingMovementComponent.STExtraVehicleMovementComponent4W.WheeledVehicleM
ovementComponent4W.WheeledVehicleMovementComponent.PawnMovementComponent.NavMovemen
tComponent.MovementComponent.ActorComponent.Object
float StartBrakeMontageSpeed;//[Offset: 0x648 , Size: 4]
float EndBrakeMontageSpeed;//[Offset: 0x64c , Size: 4]
float SpeedThresholds;//[Offset: 0x650 , Size: 4]
float SpeedUpImpulse;//[Offset: 0x654 , Size: 4]
float JumpImpulse;//[Offset: 0x658 , Size: 4]
float JumpImpulseBig;//[Offset: 0x65c , Size: 4]
float ImpulseMinusGradeCompensate;//[Offset: 0x660 , Size: 4]
float MaxStayAirTimeUseServerCtr;//[Offset: 0x664 , Size: 4]
float StayAirTimer;//[Offset: 0x668 , Size: 4]
float FallingLandHardThreshold;//[Offset: 0x66c , Size: 4]
float JumpRiseBaseTime;//[Offset: 0x680 , Size: 4]
float AutoExitHeightThreshold;//[Offset: 0x684 , Size: 4]
float HitTestToSeaLevelBias;//[Offset: 0x688 , Size: 4]
enum SnowBoardState;//[Offset: 0x68c , Size: 1]
float BigJumpAnimReadyTime;//[Offset: 0x690 , Size: 4]
enum BigJumpAnimSnowBoardState;//[Offset: 0x694 , Size: 1]
bool EnableFppCameraJumpChange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x695 , Size: 1]
float FppCameraJumpChangeTimer;//[Offset: 0x698 , Size: 4]
float FallingEnterTime;//[Offset: 0x6a8 , Size: 4]
float FlyingEnterTime;//[Offset: 0x6b0 , Size: 4]
bool IsEnableExitAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x6b4 , Size: 1]
float DisToLand;//[Offset: 0x6c0 , Size: 4]
Vector ImpactPoint;//[Offset: 0x6c4 , Size: 12]
Vector ImpactNormal;//[Offset: 0x6d0 , Size: 12]
byte LastSurfaceType;//[Offset: 0x6dc , Size: 1]
PhysicalMaterial* LastSurfacePhysicalMaterial;//[Offset: 0x6e0 , Size: 8]
float SpeedUpJumpDelay;//[Offset: 0x6ec , Size: 4]
float SpeedUpForwardParm;//[Offset: 0x6f0 , Size: 4]
<byte,float> VehiclePhysicalSurfaceDragConfig;//[Offset: 0x710 , Size: 80]
float NoMappingLinearDamping;//[Offset: 0x760 , Size: 4]
float AirLinearDamping;//[Offset: 0x764 , Size: 4]
float GravityMaxLandDis;//[Offset: 0x768 , Size: 4]
float InitPowerTime;//[Offset: 0x76c , Size: 4]
float InitPowerCD;//[Offset: 0x770 , Size: 4]
CurveFloat* InitPowerCurve;//[Offset: 0x778 , Size: 8]
float SlideThrottleFactor;//[Offset: 0x780 , Size: 4]
float BackoffThrottleFactor;//[Offset: 0x784 , Size: 4]
float InitPowerSpeed;//[Offset: 0x788 , Size: 4]
float LandTraceMaxHeight;//[Offset: 0x78c , Size: 4]
float LandTraceForwardOffset;//[Offset: 0x790 , Size: 4]
int SlidingWheelNotInAirMinNum;//[Offset: 0x794 , Size: 4]
float SlidingSpeedTolerate;//[Offset: 0x798 , Size: 4]
float SlidingSpeedCosAngle;//[Offset: 0x79c , Size: 4]
float PlayAnimDisToLand;//[Offset: 0x7a0 , Size: 4]
float InitPowerTimeCounter;//[Offset: 0x7a4 , Size: 4]
bool RepValidInitPower;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x7bc , Size: 1]
float MinRotatorSteerInput;//[Offset: 0x7c0 , Size: 4]
float SecondRotatorYaw;//[Offset: 0x7c4 , Size: 4]
float MinRotatorSpeed;//[Offset: 0x7c8 , Size: 4]
float StandRotatingSteerInput;//[Offset: 0x7cc , Size: 4]
void ServerSetSnowBoardState(enum InState);// 0x2db4ce0
void ServerInitPower(bool IsEnterVehicle);// 0x2db4c1c
void ServerDoJumpRoll(enum State);// 0x2db4b6c
void ServerDoJump();// 0x2db4b0c
void OnRep_SnowBoardState();// 0x2db4af8
void OnExitVehicle();// 0x2db4ae4
void OnEnterVehicle(bool IsSucc);// 0x2db4a60
bool IsSpeedReachJumpThreshold();// 0x2db4a28
void EnterOrExitVehicleJump(bool IsEnter);// 0x2db49a4
void DelaySpeedUpJump();// 0x2db4990
void ClientSetSnowBoardState(enum InState);// 0x2db48e0
void BroadcastClientSpeedUp(bool IsEnterVehicle);// 0x2db481c
--------------------------------
Class: SingleIDComponent.ActorComponent.Object
--------------------------------
Class: SingleTraining_GameModeStateActive.GameModeStateActive.GameModeState.Object
--------------------------------
Class:
SingleTraining_GameModeStateFighting.GameModeStateFighting.GameModeState.Object
--------------------------------
Class:
SingleTraining_GameModeStateFinished.GameModeStateFinished.GameModeState.Object
--------------------------------
Class:
SingleTrainingGameMode.IslandGameMode.BattleRoyaleGameMode.BattleRoyaleGameModeBase
.UAEGameMode.GameMode.GameModeBase.Info.Actor.Object
<int,STExtraPlayerStart*> PlayerStarts;//[Offset: 0x1c00 , Size: 80]
Controller*[] WaitLandLoadPlayers;//[Offset: 0x1c50 , Size: 16]
PlayerController*[] WaitLandAllLoadedPlayers;//[Offset: 0x1c60 , Size: 16]
float CheckLandScapeTime;//[Offset: 0x1c70 , Size: 4]
float CheckLandAllLoadedTime;//[Offset: 0x1c74 , Size: 4]
DynamicLevelGenerator* LevelGenerator;//[Offset: 0x1c78 , Size: 8]
<Vector> DynamicBuildingMap;//[Offset: 0x1c80 , Size: 80]
float TickVehicleTime;//[Offset: 0x1cd0 , Size: 4]
delegate OnPlayerExitSingleTrainingDelegate;//[Offset: 0x1cd8 , Size: 16]
void TickVehicles(float DeltaTime);// 0x2db8f68
void ResetRealTimeWeaponRecord(uint32 PlayerID);// 0x2db8eec
void ResetPositionAndRotation(STExtraBaseCharacter* Character, Vector
ResetPosition, Rotator ResetRotation);// 0x2db8df8
void OnAITrainFinished(STExtraBaseCharacter* Character);// 0x2db8d7c
void LoadDynamicBuildingGroup(Controller* Controller);// 0x2db8d00
void HandleNavigationInfo(Controller* Controller);// 0x2db8c84
bool GetWeaponRecord(uint32 PlayerID, out int FireCount, out int HeadShoot,
out int LimbsShoot, out int BodyShoot, out int HandShoot, out int FootShoot);//
0x2db8a08
DynamicLevelGenerator* GetLevelGenerator();// 0x2db89d4
PlayerController* GetCurrentLandPlayer(Vector ActorLocation);// 0x2db8948
void CheckLandscapeLoad(float DeltaTime);// 0x2db88cc
--------------------------------
Class:
SingleTrainingGameState.IslandGameState.STExtraGameStateBase.UAEGameState.GameState
.GameStateBase.Info.Actor.Object
int EndStateTime;//[Offset: 0xdfc , Size: 4]
void SyncPlayerExit(STExtraPlayerController* NewPlayer);// 0x2db95a8
void SyncNewPlayer(STExtraPlayerController* NewPlayer);// 0x2db952c
void OnRep_EndStateTime();// 0x2db9518
bool IsEnableDamageInfo();// 0x2db94d8
--------------------------------
Class:
SingleTrainingPlayerState.STExtraPlayerState.UAEPlayerState.PlayerState.Info.Actor.
Object
bool bEnableAITraining;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x12d9 , Size: 1]
enum OverrideAutoPickUp;//[Offset: 0x12da , Size: 1]
--------------------------------
Class: SIslandCircleDirectionWidget.UAEUserWidget.UserWidget.Widget.Visual.Object
Vector TargetLoc;//[Offset: 0x3d0 , Size: 12]
CanvasPanelSlot* CanvasPanel;//[Offset: 0x3e0 , Size: 8]
CanvasPanel* CanvasRoot;//[Offset: 0x3e8 , Size: 8]
Image* AngelImage;//[Offset: 0x3f0 , Size: 8]
Vector4 Limit;//[Offset: 0x400 , Size: 16]
Vector2D UIOffset;//[Offset: 0x410 , Size: 8]
Vector LocOffset;//[Offset: 0x418 , Size: 12]
float ProjectCenterRadius;//[Offset: 0x424 , Size: 4]
void UpdateWidgetPosition();// 0x2db9c88
--------------------------------
Class: SIslandDuelComponent.ActorComponent.Object
bool bHandleDuelReq;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x110 , Size: 1]
float ReqDuelCD;//[Offset: 0x114 , Size: 4]
float MaxDuelStartDistance;//[Offset: 0x11c , Size: 4]
delegate OnRecDuelRequireEvent;//[Offset: 0x120 , Size: 16]
float RecDeulReqProtectedTime;//[Offset: 0x130 , Size: 4]
float PreRefuseReqTime;//[Offset: 0x134 , Size: 4]
float DuelEndProtectedTime;//[Offset: 0x138 , Size: 4]
float PreDuelEndTime;//[Offset: 0x13c , Size: 4]
float ReqDuelAndNoResProtectedTime;//[Offset: 0x140 , Size: 4]
float PreReqDuelAndNoResTime;//[Offset: 0x144 , Size: 4]
FString CurDuelTargetName;//[Offset: 0x148 , Size: 16]
int BattleID;//[Offset: 0x158 , Size: 4]
bool bCanAcceptSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x15c , Size: 1]
STExtraPlayerController* CurDuelTargetPlayer;//[Offset: 0x160 , Size: 8]
float CurReceiveDuelReqTime;//[Offset: 0x168 , Size: 4]
float ReceiveDuelResponcePretectTimeForDS;//[Offset: 0x16c , Size: 4]
float ReceiveDuelReqPretectTimeForDS;//[Offset: 0x170 , Size: 4]
void SetRepDuelState(int iState, float EndTime);// 0x2dbabec
void SetRepDuelData(int iState, float EndTime, STExtraBaseCharacter*
DuelPlayer);// 0x2dbaaf8
void ServerResponseDuelReq(STExtraBaseCharacter* Orign, enum
IslandDuelReqResponse);// 0x2dbaa08
void ServerReqDuel(STExtraBaseCharacter* SelectTarget);// 0x2dba958
void RPC_Client_DuelResult(enum DResult);// 0x2dba8d4
void ResponseDuelReq(STExtraBaseCharacter* Orign, bool bAgree);// 0x2dba814
void ReqDuel(STExtraBaseCharacter* SelectTarget);// 0x2dba798
void RecReqDuelResponse(STExtraBaseCharacter* SelectTarget, enum
IslandDuelReqResponse);// 0x2dba6d8
void OnResponseDuelReq(STExtraBaseCharacter* Orign, bool bAgree);// 0x2dba610
void OnRecReqDuelResponse(STExtraBaseCharacter* SelectTarget, enum
IslandDuelReqResponse);// 0x2dba550
void OnDuelDataChange(out const IslandDuelData PreDuelData);// 0x2dba4b8
void OnClientRecDuelReq(STExtraBaseCharacter* Orign);// 0x2dba434
bool IsPlayerCurStateCanDuel(STExtraPlayerController* STPlayer);// 0x2dba39c
void HandleDuelResult(out const enum PreDuelData);// 0x2dba308
void EnableDuelOutline(STExtraCharacter* TargetChar, bool bEnable);//
0x2dba248
void ClientRecDuelReq(STExtraBaseCharacter* Orign);// 0x2dba1c4
void ClearDuelData();// 0x2dba1b0
--------------------------------
Class: IslandDuelData
enum DState;//[Offset: 0x0 , Size: 1]
float EndTime;//[Offset: 0x4 , Size: 4]
STExtraBaseCharacter* DuelPlayer;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: SIslandInteractEmoteComponent.ActorComponent.Object
STExtraPlayerController* OwnerPlayerController;//[Offset: 0x110 , Size: 8]
<int,SocialIslandInteractEmoteData> SIslandInteractEmoteTableMap;//[Offset:
0x118 , Size: 80]
FString SIslandInteractEmoteTablePath;//[Offset: 0x168 , Size: 16]
float InteactViewPitch;//[Offset: 0x178 , Size: 4]
void SetInteractEmoteRotation(STExtraBaseCharacter* Target);// 0x2dbcc84
void ServerStopReqInteractEmote(int EmoteDataID);// 0x2dbcbd4
void ServerResponseInteractEmoteReq(STExtraBaseCharacter* OrignTarget, int
EmoteDataID, int IslandInteractEmoteResponse);// 0x2dbcaac
void ServerReqPlayInteractEmote(STExtraBaseCharacter* SelectTarget, int
EmoteDataID, int EmoteId, int TargetEmoteID);// 0x2dbc944
void ServerFinishEmote(STExtraBaseCharacter* SelectTarget, int
EmoteDataID);// 0x2dbc854
void OnServerStopReqInteractEmote(int EmoteDataID);// 0x2dbc7d0
void OnServerResponseInteractEmoteReq(STExtraBaseCharacter* OrignTarget, int
EmoteDataID, int IslandInteractEmoteResponse);// 0x2dbc6d8
void OnServerReqPlayInteractEmote(STExtraBaseCharacter* SelectTarget, int
EmoteDataID, int EmoteId, int TargetEmoteID);// 0x2dbc5a4
void OnClientStopReqInteractEmote(STExtraBaseCharacter* OrignTarget, int
EmoteDataID);// 0x2dbc4e4
void OnClientRecResponseInteractEmoteResponse(STExtraBaseCharacter*
EmoteTarget, out const SocialIslandInteractEmoteData EmoteData, int
IslandInteractEmoteResponse);// 0x2dbc394
void OnClientRecInteractEmoteReq(STExtraBaseCharacter* OrignTarget, out const
SocialIslandInteractEmoteData EmoteDat);// 0x2dbc28c
bool IsPlayerCurStateCanInteractEmote(STExtraPlayerController* STPlayer);//
0x2dbc1f4
void InitSIslandInteractEmoteTable();// 0x2dbc1e0
void ClientStopReqInteractEmote(STExtraBaseCharacter* OrignTarget, int
EmoteDataID);// 0x2dbc120
void ClientRecResponseInteractEmoteResponse(STExtraBaseCharacter*
EmoteTarget, int EmoteDataID, int IslandInteractEmoteResponse);// 0x2dbc028
void ClientRecInteractEmoteReq(STExtraBaseCharacter* OrignTarget, int
EmoteDataID);// 0x2dbbf68
--------------------------------
Class: SocialIslandInteractEmoteData
int ID;//[Offset: 0x0 , Size: 4]
int MyEmoteID;//[Offset: 0x4 , Size: 4]
int TargetEmoteID;//[Offset: 0x8 , Size: 4]
int PrepareEmoteId;//[Offset: 0xc , Size: 4]
int EmoteTipTextID;//[Offset: 0x10 , Size: 4]
FString EmoteTipTexPath;//[Offset: 0x18 , Size: 16]
--------------------------------
Class: SkillUtils.Object
static bool IsCurUseGrenade(STExtraBaseCharacter* pChar);// 0x2dbd500
static STExtraPlayerController* GetPlayerController(Pawn* OwnerPawn);//
0x2dbd484
static void GetParticleComps(Actor* UserActor, FName ParticleTagName, out
ParticleSystemComponent*[] OutParArr);// 0x2dbd35c
static MeshComponent* GetMeshCompFromCharacter(STExtraBaseCharacter* pChar,
FName MeshTagName);// 0x2dbd2a8
--------------------------------
Class: SkirtAnimInstanceBase.AvatarDynamicAnimInstance.AnimInstance.Object
byte CurrentPoseType;//[Offset: 0x3d0 , Size: 1]
bool IsOnMotorbike;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3d1 , Size: 1]
int gender;//[Offset: 0x3e0 , Size: 4]
bool IsBackpackEquipped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3e4 , Size: 1]
bool AllowSKMeshCorrect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3e5 , Size: 1]
STExtraPlayerCharacter* OwnerCharacter;//[Offset: 0x3e8 , Size: 8]
STExtraLobbyCharacter* OwnerLobbyCharacter;//[Offset: 0x3f0 , Size: 8]
void OnStateInterrupted(int stateID, int InterruptedBy);// 0x2dbde44
bool isCothAnimEnable();// 0x2dbde0c
void HandleStateChanged(enum EnteredState);// 0x2dbdd90
void HandleCorectSkMeshAnim(bool bOpenCorrect);// 0x2dbdd0c
void EnableClothAnim();// 0x2dbdcf8
void DisableClothAnim();// 0x2dbdce4
--------------------------------
Class: SmartBearerConfigCenter.Object
TextureLODBiasOverrideInfo[] OverrideTextureGroup;//[Offset: 0x28 , Size: 16]
MeshOptConfig[] MeshOptConfig;//[Offset: 0x38 , Size: 16]
bool bWeaponUsedParentBounds;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x48 , Size: 1]
float MainWeaponSceenSizeCullFactor;//[Offset: 0x4c , Size: 4]
float OtherWeaponSceenSizeCullFactor;//[Offset: 0x50 , Size: 4]
int SociallandSubModeIDBegin;//[Offset: 0x54 , Size: 4]
int SociallandSubModeIDEnd;//[Offset: 0x58 , Size: 4]
bool bForceUseOnlyTickWhenRenderFlagForSkelet;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x5c , Size: 1]
float OverrideShadowDistanceScale;//[Offset: 0x60 , Size: 4]
int OverrideCSMCascadeNum;//[Offset: 0x64 , Size: 4]
int OverrideMaxCSMResolution;//[Offset: 0x68 , Size: 4]
FString[] OverrideShadowInfoGpuFamily;//[Offset: 0x70 , Size: 16]
FString[] PreLoadAssetsPath;//[Offset: 0xd0 , Size: 16]
--------------------------------
Class: TextureLODBiasOverrideInfo
byte Group;//[Offset: 0x0 , Size: 1]
int[] OverrideLODBias;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: MeshOptConfig
byte DeviceLevel;//[Offset: 0x0 , Size: 1]
byte LODBias;//[Offset: 0x1 , Size: 1]
float StaticMeshOverrideScreenSize;//[Offset: 0x4 , Size: 4]
float SkeletMeshOverrideScreenSize;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: SmartBearerManager.Actor.Object
BaseBearerUnit*[] AllBearerUnit;//[Offset: 0x398 , Size: 16]
BaseBearerUnit*[] WaitForInitUnit;//[Offset: 0x3a8 , Size: 16]
STExtraPetCharacter*[] WaitForAddPet;//[Offset: 0x458 , Size: 16]
STExtraWeapon*[] WaitForAddWeapon;//[Offset: 0x4b8 , Size: 16]
void SetEnabled(bool Enable);// 0x2dc9224
void SetBandWeaponDIYUnit(bool Enable);// 0x2dc91a0
void SetBandPetUnit(bool Enable);// 0x2dc911c
void SetBandOtherCharacterUnit(bool Enable);// 0x2dc9098
void SetBandAdvanceVehicleUnit(bool Enable);// 0x2dc9014
void OnUserQualityChange(int renderlevel);// 0x2dc8f98
void OnSwitchGameStatusEvent(FString Status);// 0x2dc8ef0
void OnPreMatchSuccess(int submode_id);// 0x2dc8e74
bool IsEnabled();// 0x2dc8e3c
--------------------------------
Class: SmartBearerManagerBPLibrary.BlueprintFunctionLibrary.Object
static int GetCurrentGradeLevel();// 0x2dc97ec
static int GetCurrentDeviceLevel();// 0x2dc97b8
static float GetCurrentBearerNum();// 0x2dc9784
--------------------------------
Class: SmartBearerManagerLuaBridge.Object
static void SetSmartBearerNumData(FString Data);// 0x2dc9da0
static void SetIsMyTeam(delegate IsMyTeamDel);// 0x2dc9d0c
static void SetIsMyFriend(delegate IsMyFriendDel);// 0x2dc9c78
static void OnPreMatchSuccess(int submode_id);// 0x2dc9c04
static void OnChatUIVisibleChange(bool bVisible);// 0x2dc9b88
--------------------------------
Class:
SocialIslandGameMode.IslandGameMode.BattleRoyaleGameMode.BattleRoyaleGameModeBase.U
AEGameMode.GameMode.GameModeBase.Info.Actor.Object
delegate OnPlayerEnterIsland;//[Offset: 0x1c00 , Size: 16]
delegate OnPlayerExitIsland;//[Offset: 0x1c10 , Size: 16]
delegate OnPlayerSwitchSocialIsland;//[Offset: 0x1c20 , Size: 16]
delegate OnPlayerPreSwitchSocialIsland;//[Offset: 0x1c30 , Size: 16]
int TestLandId;//[Offset: 0x1c40 , Size: 4]
<int,SocialIslandPlayerStartGroup> PlayerStartGroup;//[Offset: 0x1c48 , Size:
80]
SocialIslandSwitchLand[] SwitchLands;//[Offset: 0x1c98 , Size: 16]
bool bEnableEarlyCloseIslandSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x1ca8 , Size: 1]
bool bIsOpenDuelMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1ca9 , Size: 1]
float ConfigClearTlogTimer;//[Offset: 0x1cac , Size: 4]
bool bForceGC;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1cb0 ,
Size: 1]
float SwitchIslandDelay;//[Offset: 0x1cb4 , Size: 4]
float ClearTlogTimer;//[Offset: 0x1cb8 , Size: 4]
int DSRuntimeCloseInter;//[Offset: 0x1cbc , Size: 4]
bool bIsIceDrinkEquipable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1cc0 , Size: 1]
<int,IslandItemSpotData> ItemSpotData;//[Offset: 0x1cc8 , Size: 80]
bool TriggerEnterDuel(uint64 DuelOrignUID, uint64 DuelTargetUID, int
DuelType);// 0x2dcb270
bool TransferToPlayerStart(uint64 UId, FString PlayerStartType);// 0x2dcb0e8
void TimerToClearTlogData();// 0x2dcb0d4
void SwitchPlayerSocialIsland(STExtraPlayerController* STExtraPC, int
TargetLandId);// 0x2dcb01c
void SetIslandInactivePlayerKickoutTime(int KickOutTime);// 0x2dcafa0
void ResetPlayerData(STExtraPlayerController* STExtraPC);// 0x2dcaf24
void RefreshItemSpot(int LandId, FString ItemSpotTag, bool IsEnabled);//
0x2dcad64
STExtraPlayerStart* GetPlayerStart(int LandId);// 0x2dcacd8
void EquipIceDrinkItemsByUID(uint64 InPlayerUID, int InItemID1, int
InItemID2, int InItemID3);// 0x2dcabac
void AddItemSpotData(ItemGroupRepeatSpotComponent* ItemGroup);// 0x2dcab30
--------------------------------
Class: SocialIslandPlayerStartGroup
int LandId;//[Offset: 0x0 , Size: 4]
STExtraPlayerStart*[] PlayerStarts;//[Offset: 0x8 , Size: 16]
<FString,SocialIslandBattleStartGroup> BattleStarts;//[Offset: 0x18 , Size:
80]
Vector LandLeftTop;//[Offset: 0x68 , Size: 12]
Vector LandRightBottom;//[Offset: 0x74 , Size: 12]
--------------------------------
Class: SocialIslandBattleStartGroup
STExtraPlayerStart*[] PlayerStarts;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: SocialIslandSwitchLand
STExtraPlayerController* Controller;//[Offset: 0x0 , Size: 8]
int TargetLandId;//[Offset: 0x8 , Size: 4]
float SwitchDelayTime;//[Offset: 0xc , Size: 4]
--------------------------------
Class: IslandItemSpotData
<FString,ItemGroupRepeatSpotComponent*> ItemGroups;//[Offset: 0x0 , Size: 80]
int LandId;//[Offset: 0x50 , Size: 4]
--------------------------------
Class:
ItemGroupRepeatSpotComponent.GroupSpotSceneComponent.ItemSceneComponent.SceneCompon
ent.ActorComponent.Object
int GenerateNumPerFrame;//[Offset: 0x2dc , Size: 4]
float RepeatGenerateItemTimer;//[Offset: 0x2e0 , Size: 4]
int GroupID;//[Offset: 0x2e4 , Size: 4]
FString GroupTag;//[Offset: 0x2e8 , Size: 16]
ItemSpotSceneComponent*[] Spots;//[Offset: 0x2f8 , Size: 16]
ItemSpotSceneComponent*[] PendingGenerateSpots;//[Offset: 0x308 , Size: 16]
ItemGeneratorComponent* ItemGenerator;//[Offset: 0x318 , Size: 8]
SpotGroupProperty SpotGroupProperty;//[Offset: 0x320 , Size: 40]
<byte,SpotTypeProperty> SpotTypePropertys;//[Offset: 0x348 , Size: 80]
bool bInitialize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x398
, Size: 1]
bool bEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x399 ,
Size: 1]
void Stop();// 0x33d5b14
void SetPropertySpotAll();// 0x33d5b00
UAEGameMode* GetGameMode();// 0x33d5acc
void GenerateSpotAll();// 0x33d5ab8
void ClearAllSpotItems();// 0x33d5aa4
--------------------------------
Class:
SocialIslandGameState.IslandGameState.STExtraGameStateBase.UAEGameState.GameState.G
ameStateBase.Info.Actor.Object
int CheckPlayerNumTimeInter;//[Offset: 0xdfc , Size: 4]
int RankLimit;//[Offset: 0xe00 , Size: 4]
bool ShowDuelEnemyInMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xe04 , Size: 1]
int FirstShowEnemyTime;//[Offset: 0xe08 , Size: 4]
int EnemyShowingTimes;//[Offset: 0xe0c , Size: 4]
int EnemyShowingInterval;//[Offset: 0xe10 , Size: 4]
TargetTrainData[] Rank1;//[Offset: 0xe18 , Size: 16]
TargetTrainData[] Rank2;//[Offset: 0xe28 , Size: 16]
TargetTrainData[] Rank3;//[Offset: 0xe38 , Size: 16]
TargetTrainData[] Rank4;//[Offset: 0xe48 , Size: 16]
delegate OnBroadcastHighTargetScore;//[Offset: 0xe58 , Size: 16]
delegate OnIslandPlayerChangeDelegate;//[Offset: 0xe68 , Size: 16]
delegate OnIslandPlayerTeamInfoChangedDelegate;//[Offset: 0xe78 , Size: 16]
delegate OnIslandAIMarkInfoChangedDelegate;//[Offset: 0xe88 , Size: 16]
bool bIsSystemIsland;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xe98 , Size: 1]
void TestSislandPlayerTeam(FString mate1, FString mate2, FString mate,
FString mate4);// 0x2dcca08
void SyncPlayerExit(STExtraPlayerController* NewPlayer);// 0x2dcc98c
void SyncNewPlayer(STExtraPlayerController* NewPlayer);// 0x2dcc910
void SubmitTrainData(TargetTrainData TrainData, TargetTrainComponent*
TargetTrain);// 0x2dcc798
void ShowAllPlayersMark(float VisDistance);// 0x2dcc71c
void SetCompressEnable(bool bEnable);// 0x2dcc698
void ResetRoomTimeInfo(out IslandRoomData RoomData, bool
bPlayerNumIsEnough);// 0x2dcc580
void RefreshTeammate(out const FString[] teammates);// 0x2dcc46c
void OnIslandAIMarkInfoChangedDelegate__DelegateSignature(out const
SIslandAIPlayerMarkInfo[] SIslandPlayerMarkInfoArray, float VisDistance);//
0x37db6c4
void NotifyPlayersEndStateTimeChange(out IslandRoomData RoomData);//
0x2dcc3a4
bool IsNonePlayerOnIsland();// 0x2dcc36c
void GMCleintShowAllMark(const SIslandAIPlayerMarkInfo[] AllAIs, float
VisDistance);// 0x2dcc230
void CheckPlayerNum(out IslandRoomData RoomData, bool bForceCheck);//
0x2dcc118
bool CheckDamage(STExtraBaseCharacter* AttackCharacter, STExtraBaseCharacter*
TargetBaseCharacter);// 0x2dcc048
void CheckAllRooms();// 0x2dcc02c
int BroadcastMessageToIsland(int ID, out const byte[] Content, int LandId,
uint64 ExcludeUid);// 0x2dcbea8
void BroadcastHighTargetScore(FString UIDStr, int Score, int IslandID);//
0x2dcbd50
void AddTrainDataToRank(out TargetTrainData[] Rank, TargetTrainData
TrainData);// 0x2dcbb44
--------------------------------
Class: TargetTrainData
FString UId;//[Offset: 0x0 , Size: 16]
int TimeStamp;//[Offset: 0x10 , Size: 4]
int Score;//[Offset: 0x14 , Size: 4]
int Duration;//[Offset: 0x18 , Size: 4]
int IslandID;//[Offset: 0x1c , Size: 4]
--------------------------------
Class: TargetTrainComponent.ActorComponent.Object
TargetTrainData[] TrainDataRank;//[Offset: 0x110 , Size: 16]
TargetTrainData[] TrainDataList;//[Offset: 0x120 , Size: 16]
int InAreaID;//[Offset: 0x130 , Size: 4]
bool IsBanned;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x134 ,
Size: 1]
bool IsShooting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x135 , Size: 1]
delegate OnUpdateRankData;//[Offset: 0x138 , Size: 16]
delegate OnFullRankUpdate;//[Offset: 0x148 , Size: 16]
delegate OnTrainDataListUpdate;//[Offset: 0x158 , Size: 16]
delegate OnInAreaIDUpdate;//[Offset: 0x168 , Size: 16]
delegate OnEndPlay;//[Offset: 0x178 , Size: 16]
int CurrentCanDamagePart;//[Offset: 0x188 , Size: 4]
int ShootingAreaID;//[Offset: 0x18c , Size: 4]
void SubmitRecentTrain();// 0x2efa10c
void OnRep_TrainDataRank();// 0x2efa0f8
void OnRep_TrainDataList();// 0x2efa0e4
void OnRep_InAreaID();// 0x2efa0d0
FString GetNowTimeStamp();// 0x2efa02c
static DateTime GetDateTime(int TimeStamp);// 0x2ef9fb0
void ClientUpdateRankData(TargetTrainData NewData);// 0x2ef9e6c
void ClientUpdateFullRank(const TargetTrainData[] Rank);// 0x2ef9d60
bool CheckNeedShowHitDamage(out bool OutHitHead, enum HitBodyType, const
ShootingPracticeScoreTarget* HitScoreTarget);// 0x2ef9c44
void AddTrainData(int Score, int Duration);// 0x2ef9b90
--------------------------------
Class: SIslandAIPlayerMarkInfo
uint32 PlayerKey;//[Offset: 0x0 , Size: 4]
FString PlayerName;//[Offset: 0x8 , Size: 16]
GameModePlayerAliasInfo PlayerAliasInfo;//[Offset: 0x18 , Size: 72]
STExtraBaseCharacter* AIPlayer;//[Offset: 0x60 , Size: 8]
--------------------------------
Class: SocialIslandMapData.MapDataBase.Object
UserWidget* DuelEnemyWidget;//[Offset: 0x60 , Size: 8]
--------------------------------
Class:
SocialIslandPlayerState.STExtraPlayerState.UAEPlayerState.PlayerState.Info.Actor.Ob
ject
delegate OnInteractiveStateChange;//[Offset: 0x12e0 , Size: 16]
uint64 RoomId;//[Offset: 0x12f0 , Size: 8]
int RoomMode;//[Offset: 0x12f8 , Size: 4]
int LandId;//[Offset: 0x12fc , Size: 4]
uint64 FollowUID;//[Offset: 0x1300 , Size: 8]
int FollowType;//[Offset: 0x1308 , Size: 4]
int EndStateTime;//[Offset: 0x130c , Size: 4]
bool bIsInExtreme;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1310 , Size: 1]
int TeamState;//[Offset: 0x1314 , Size: 4]
Actor* Character;//[Offset: 0x1318 , Size: 8]
int EnterTime;//[Offset: 0x1320 , Size: 4]
SocialIslandGameResult GameResult;//[Offset: 0x1328 , Size: 112]
int LBSMemberID;//[Offset: 0x1398 , Size: 4]
int InteractiveState;//[Offset: 0x139c , Size: 4]
int BattleID;//[Offset: 0x13a0 , Size: 4]
IslandDuelData DuelData;//[Offset: 0x13a8 , Size: 16]
IslandBattleData BattleData;//[Offset: 0x13b8 , Size: 16]
void SetRepDuelState(int iState, float EndTime);// 0x2dcfc94
void SetRepDuelData(int iState, float EndTime, STExtraBaseCharacter*
DuelPlayer);// 0x2dcfba0
void SetRepBattleState(int iState, float EndTime);// 0x2dcfae8
void SetRepBattleData(int iState, float EndTime, STExtraBaseCharacter*
BattlePlayer);// 0x2dcf9f4
void ServerSetLBSMemberId(int memberID);// 0x2dcf944
void OnRep_LandId();// 0x2dcf930
void OnRep_InteractiveState(int OldState);// 0x2dcf8b4
void OnRep_FollowType();// 0x2dcf8a0
void OnRep_DuelData(out const IslandDuelData PreDuelData);// 0x2dcf810
void OnRep_BattleData(out const IslandBattleData PreBattleData);// 0x2dcf780
void OnDuelDataChange(out const IslandDuelData PreDuelData);// 0x2dcf6e8
void OnBattleDataChange(out const IslandBattleData PreBattleData);//
0x2dcf650
bool HasInteractiveState(enum StateType);// 0x2dcf5c0
void HandleFollowReq();// 0x2dcf5ac
enum GetRepBattleState();// 0x2dcf578
void ExitInteractiveState(enum StateType);// 0x2dcf4fc
bool EqualInteractiveState(int InState);// 0x2dcf46c
void EnterInteractiveState(enum StateType);// 0x2dcf3f0
void EnableDuelOutline(bool bEnable);// 0x2dcf36c
void ClientPreEnterInteractiveState(enum StateType, float Duration);//
0x2dcf2b4
void ClearDuelData();// 0x2dcf2a0
void ClearBattleData();// 0x2dcf28c
bool CanPlayerStartDuel();// 0x2dcf24c
bool CanPlayerStartBattle();// 0x2dcf20c
void BP_PlayerInfoNotify(int LandId);// 0x37db6c4
void AddDuelDuelApplyCount(int numb);// 0x2dcf190
--------------------------------
Class: SocialIslandGameResult
uint64 UId;//[Offset: 0x0 , Size: 8]
uint32 PlayerKey;//[Offset: 0x8 , Size: 4]
DailyTaskStoreInfo[] TaskInfo;//[Offset: 0x10 , Size: 16]
DailyTaskAwardInfo[] RewardInfo;//[Offset: 0x20 , Size: 16]
int HighScoreCount;//[Offset: 0x30 , Size: 4]
int TrainCount;//[Offset: 0x34 , Size: 4]
int TotalTargetScore;//[Offset: 0x38 , Size: 4]
uint64[] Interaction;//[Offset: 0x40 , Size: 16]
int StayTime;//[Offset: 0x50 , Size: 4]
int[] DuelDurations;//[Offset: 0x58 , Size: 16]
int DuelApplyCount;//[Offset: 0x68 , Size: 4]
int DuelStartCount;//[Offset: 0x6c , Size: 4]
--------------------------------
Class: IslandBattleData
enum BattleState;//[Offset: 0x0 , Size: 1]
float EndTime;//[Offset: 0x4 , Size: 4]
STExtraBaseCharacter* BattlePlayer;//[Offset: 0x8 , Size: 8]
--------------------------------
Class:
SocialIslandSeatActor.ActivityInteractiveActor.ActivityActorBase.CustomDecoratorAct
or.DecoratorActor.Actor.Object
float CheckTimeDelta;//[Offset: 0x578 , Size: 4]
byte MontageIdx;//[Offset: 0x580 , Size: 1]
void OnRep_MontageIdx();// 0x2dd09fc
void OnHandleSkillEndEvent(Character* Character, enum StopReason, int
SkillID);// 0x2dd0900
bool LocalInterruptActive(Character* Character);// 0x2dd0868
void BPUpdateSeatMontage();// 0x37db6c4
--------------------------------
Class:
SocialIslandSwingActor.MultipleInteractiveActor.ActivityInteractiveActor.ActivityAc
torBase.CustomDecoratorActor.DecoratorActor.Actor.Object
FString[] PlayerKeySeatAList;//[Offset: 0x588 , Size: 16]
FString[] PlayerKeySeatBList;//[Offset: 0x598 , Size: 16]
void OnRep_PlayerKeySeatBList();// 0x2dd0fac
void OnRep_PlayerKeySeatAList();// 0x2dd0f98
void OnPlayerKeySeatBListChanged();// 0x37db6c4
void OnPlayerKeySeatAListChanged();// 0x37db6c4
void OnHandleSkillEndEvent(Character* Character, enum StopReason, int
SkillID);// 0x2dd0e9c
--------------------------------
Class: SoundFilterComponent.ActorComponent.Object
void SetFilterActor(Actor* Filter, bool bSet);// 0x2dd18c8
--------------------------------
Class: SpotGroupLocSceneComponent.SceneComponent.ActorComponent.Object
byte GroupType;//[Offset: 0x2c9 , Size: 1]
int SpotProbability;//[Offset: 0x2cc , Size: 4]
--------------------------------
Class: SpotLocSceneComponent.SceneComponent.ActorComponent.Object
byte SpotType;//[Offset: 0x2c9 , Size: 1]
int SpotProbability;//[Offset: 0x2cc , Size: 4]
bool bNearItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d0 ,
Size: 1]
--------------------------------
Class: TslDamageField.Actor.Object
Actor* ParentGrenade;//[Offset: 0x398 , Size: 8]
void SetParentGrenade(Actor* Val);// 0x2de7e34
Actor* GetParentGrenade();// 0x2de7e18
--------------------------------
Class: SpreadingFieldActor.TslDamageField.Actor.Object
int OverlapSphereOffset;//[Offset: 0x3a0 , Size: 4]
int InnerSkillID;//[Offset: 0x3a4 , Size: 4]
int OuterSkillID;//[Offset: 0x3a8 , Size: 4]
STBuffApplifierSpreading* ParentSpreading;//[Offset: 0x3b0 , Size: 8]
SphereComponent* SphereActor;//[Offset: 0x3b8 , Size: 8]
void SetSphereActor(SphereComponent* inSphereActor);// 0x2dd2a14
void CheckVehicleOverlap();// 0x2dd2a00
--------------------------------
Class: STBuffApplifierSpreading.Actor.Object
Actor* ParentGrenade;//[Offset: 0x398 , Size: 8]
SceneComponent* SceneRoot;//[Offset: 0x3b0 , Size: 8]
Rotator[] InitialTraceArray;//[Offset: 0x3b8 , Size: 16]
int StepsPerTick;//[Offset: 0x3c8 , Size: 4]
int SpreadDirectionCount;//[Offset: 0x3cc , Size: 4]
int MaxInstanceCount;//[Offset: 0x3d0 , Size: 4]
int MaxMaterialAdditiveInstanceCount;//[Offset: 0x3d4 , Size: 4]
float InitialTraceLenClamp;//[Offset: 0x3d8 , Size: 4]
FName BlockingTag;//[Offset: 0x3e0 , Size: 8]
float NormalLimitZ;//[Offset: 0x3e8 , Size: 4]
float GroundTraceNormalScale_Start;//[Offset: 0x3ec , Size: 4]
float InitialGroundTraceHeightZ;//[Offset: 0x3f0 , Size: 4]
float ConcurrentGroundTraceHeightZ;//[Offset: 0x3f4 , Size: 4]
float ProcessedHitLenClamp;//[Offset: 0x3f8 , Size: 4]
float SphereRadius;//[Offset: 0x3fc , Size: 4]
float SpreadXY;//[Offset: 0x400 , Size: 4]
float SpreadZ;//[Offset: 0x404 , Size: 4]
class TslDamageField* DamageFieldClass;//[Offset: 0x408 , Size: 8]
float DamageTickInterval;//[Offset: 0x410 , Size: 4]
bool bModifyEffectLifetime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x414 , Size: 1]
float InitialEffectLifetime;//[Offset: 0x418 , Size: 4]
float MinEffectLifetimeForStart;//[Offset: 0x41c , Size: 4]
float EffectLifetimeVariation;//[Offset: 0x420 , Size: 4]
byte[] InterestedSurfaceTypes;//[Offset: 0x428 , Size: 16]
float DamageFieldOffGround;//[Offset: 0x438 , Size: 4]
bool bMergeTwoBurningGrenade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x43c , Size: 1]
SphereComponent*[] BlockerArray;//[Offset: 0x458 , Size: 16]
SphereComponent*[] MaterialBlockerArray;//[Offset: 0x468 , Size: 16]
TslDamageField*[] DamageFieldArray;//[Offset: 0x478 , Size: 16]
STExtraBaseCharacter*[] CharacterInEffectArray;//[Offset: 0x488 , Size: 16]
float VehicleWarOverlapCheckInternal;//[Offset: 0x530 , Size: 4]
int VehicleWarInnerSkillID;//[Offset: 0x534 , Size: 4]
int VehicleWarOuterSkillID;//[Offset: 0x538 , Size: 4]
void TickDamageFields();// 0x2de88a4
void SetParentGrenade(Actor* Val);// 0x2de882c
void SetMaxMaterialAdditiveInstanceCount(int Val);// 0x2de87b4
void SetLastImpactVelocity(Vector InVelocity);// 0x2de8734
void SetInitialEffectLifetime(float Val);// 0x2de86bc
Actor* GetParentGrenade();// 0x2de86a0
int GetMaxMaterialAdditiveInstanceCount();// 0x2de8684
float GetInitialEffectLifetime();// 0x2de8668
void Client_ShowDebugString(Vector InLocation, FString InText, Actor*
InActor, Color InColor, float InTime);// 0x2de84c8
void Client_ShowDebugSphere(Vector InLocation, float InRadius, Color InColor,
float InTime);// 0x2de8394
void Client_ShowDebugLine(Vector InStart, Vector InEnd, Color InColor, float
InTime);// 0x2de8260
--------------------------------
Class: SRadarChartUserWidget.Widget.Visual.Object
SlateBrushAsset* RadarBrush;//[Offset: 0x110 , Size: 8]
Image* CenterPointImg;//[Offset: 0x118 , Size: 8]
Color[] VertexColor;//[Offset: 0x120 , Size: 16]
Image*[] VertexFarPointImg;//[Offset: 0x130 , Size: 16]
float[] VertexScale;//[Offset: 0x140 , Size: 16]
Vector2D[] VertexUV;//[Offset: 0x150 , Size: 16]
void OnHide();// 0x2dd2dc8
void FreshChartDataToContent();// 0x2dd2db4
--------------------------------
Class: STAISenseEvent_Hearing.AISenseEvent.Object
STAINoiseEvent Event;//[Offset: 0x28 , Size: 56]
--------------------------------
Class: StandradVehicleBearerUnit.BaseBearerUnit.Object
void OnVehicleBeforeWheelDestroy(int Index);// 0x2dd3d90
void OnVehicleAvatarEquiped();// 0x2dd3d7c
void OnUpdateSeatGUI();// 0x2dd3d68
--------------------------------
Class: STExtraBuffSystemComponent.STBaseBuffSystemComponent.ActorComponent.Object
--------------------------------
Class:
UAESkeletalMeshComponent.SkeletalMeshComponent.SkinnedMeshComponent.MeshComponent.P
rimitiveComponent.SceneComponent.ActorComponent.Object
bool bEnableConfig;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xcb0 , Size: 1]
bool bEnableShouldUseLodMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xcb1 , Size: 1]
bool bEnableShouldUseMidLod;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xcb2 , Size: 1]
bool bEnableUseSkipMapForDistanceFactor;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xcb3 , Size: 1]
float[] ConfigBaseVisibleDistanceFactorThesholds;//[Offset: 0xcb8 , Size: 16]
LODToSkipFrame[] ConfigLODToFrameSkipMap;//[Offset: 0xcc8 , Size: 16]
float ConfigMinDistFromMainChar;//[Offset: 0xcd8 , Size: 4]
float ConfigMaxDistFromMainChar;//[Offset: 0xcdc , Size: 4]
int ConfigBaseNonRenderedUpdateRate;//[Offset: 0xce0 , Size: 4]
int ModifyLODBias;//[Offset: 0xce4 , Size: 4]
bool bEnableNewURO;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xce8 , Size: 1]
bool bShouldUseMinLod;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xce9 , Size: 1]
bool bShouldUseLodMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xcea , Size: 1]
bool bUseSkipMapForDistanceFactor;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xceb , Size: 1]
float[] BaseVisibleDistanceFactorThesholds;//[Offset: 0xcf0 , Size: 16]
<int,int> LODToFrameSkipMap;//[Offset: 0xd00 , Size: 80]
float MinDistFromMainChar;//[Offset: 0xd50 , Size: 4]
float MaxDistFromMainChar;//[Offset: 0xd54 , Size: 4]
int BaseNonRenderedUpdateRate;//[Offset: 0xd58 , Size: 4]
--------------------------------
Class: LODToSkipFrame
int LODLevel;//[Offset: 0x0 , Size: 4]
int SkipFrame;//[Offset: 0x4 , Size: 4]
--------------------------------
Class:
STAnimalMeshComponent.UAESkeletalMeshComponent.SkeletalMeshComponent.SkinnedMeshCom
ponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
bool UseModifyLODBias;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xd5c , Size: 1]
int LowLevelDeviceLODBias;//[Offset: 0xd60 , Size: 4]
--------------------------------
Class: StatePC.State.Object
--------------------------------
Class: StatePC_Dead.StatePC.State.Object
--------------------------------
Class: StatePC_Fight.StatePC.State.Object
float DelayClearParachuteTime;//[Offset: 0x30 , Size: 4]
void DelayStopSound();// 0x2dd60b4
void DelayClearParachute();// 0x2dd60a0
--------------------------------
Class: StatePC_Finish.StatePC.State.Object
--------------------------------
Class: StatePC_InExPlane.StatePC.State.Object
--------------------------------
Class: StatePC_Initial.StatePC.State.Object
--------------------------------
Class: StatePC_InPlane.StatePC.State.Object
--------------------------------
Class: StatePC_Launch.StatePC.State.Object
float LaunchExitVelocityZ;//[Offset: 0x30 , Size: 4]
float CanOpenParachuteHeightWhenLaunch;//[Offset: 0x34 , Size: 4]
float ForceOpenParachuteHeightWhenLaunch;//[Offset: 0x38 , Size: 4]
float CloseParachuteHeightWhenLaunch;//[Offset: 0x3c , Size: 4]
float LaunchTime;//[Offset: 0x40 , Size: 4]
float ParachuteAllowZDistance;//[Offset: 0x54 , Size: 4]
--------------------------------
Class: StatePC_ParachuteJump.StatePC.State.Object
float JumpRadius;//[Offset: 0x30 , Size: 4]
float JumpHeight;//[Offset: 0x34 , Size: 4]
float JumpHeightMin;//[Offset: 0x38 , Size: 4]
float JumpHeightMax;//[Offset: 0x3c , Size: 4]
bool bClientCheckOpenParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4c , Size: 1]
float ClientCheckOpenParachuteInternal;//[Offset: 0x54 , Size: 4]
--------------------------------
Class: StatePC_ParachuteOpen.StatePC.State.Object
float ForwardDiffHeightThreshold;//[Offset: 0x48 , Size: 4]
FName IgnoreOpen;//[Offset: 0x50 , Size: 8]
--------------------------------
Class: StatHUD.HUD.Actor.Object
void ToggleSlateStat();// 0x2dd8a68
--------------------------------
Class: StaticMeshActorFM.Actor.Object
HierarchicalInstancedStaticMeshComponent* InstancedMeshComponent;//[Offset:
0x398 , Size: 8]
--------------------------------
Class: STBuffAction_AddRemoveBuff.STBuffAction.Object
bool IsAdd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40 ,
Size: 1]
int BuffID;//[Offset: 0x44 , Size: 4]
int SkillID;//[Offset: 0x48 , Size: 4]
int CauseSkillConfigArrayNum;//[Offset: 0x4c , Size: 4]
bool UseSelfBuffID;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x50 , Size: 1]
enum TargetSourceType;//[Offset: 0x51 , Size: 1]
float AreaOfRadiusSqr;//[Offset: 0x54 , Size: 4]
float interval;//[Offset: 0x58 , Size: 4]
void OnTick(float DetalTime);// 0x2dd9078
void OnInitialize();// 0x2dd905c
void OnExecute();// 0x2dd9040
void HandleAreaOfMonster(STExtraCharacter* Character, STBuff* Buff);//
0x2dd8f8c
void ExecuteTarget(Actor* Actor, STExtraCharacter* Character, STBuff*
Buff);// 0x2dd8e9c
--------------------------------
Class: STBuffAction_AddRemoveMapMarkForActorClass.STBuffAction.Object
ActorMarkData[] ActorMarkDatas;//[Offset: 0x40 , Size: 16]
void OnTick(float DetalTime);// 0x2dd9570
void OnExecute();// 0x2dd9554
void OnEnd();// 0x2dd9538
--------------------------------
Class: ActorMarkData
class Actor* MarkActorClass;//[Offset: 0x0 , Size: 8]
int TypeID;//[Offset: 0x8 , Size: 4]
enum MapAdded;//[Offset: 0xc , Size: 1]
bool bLocalData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd ,
Size: 1]
float DistanceToMark;//[Offset: 0x10 , Size: 4]
bool bUpdateRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x14 , Size: 1]
--------------------------------
Class: STBuffAction_AIMoveToLocation.STBuffAction.Object
Vector TargetLocation;//[Offset: 0x40 , Size: 12]
void OnTakeDamageEvent(float Damage, out const DamageEvent DamageEvent,
Actor* Victim, Actor* Causer);// 0x2dd99f0
void OnInitialize();// 0x2dd99d4
void OnForceMoveToLocationEvent(Vector MoveToPos);// 0x2dd9958
void OnExecute();// 0x2dd993c
void OnDestroy();// 0x2dd9920
void DoForceMoveToLocation(bool bStart);// 0x2dd989c
--------------------------------
Class: STBuffAction_Attachment.STBuffAction.Object
BuffAttachmentItem[] Attachments;//[Offset: 0x40 , Size: 16]
<FString,ParticleSystem*> DecentParticles;//[Offset: 0x130 , Size: 80]
void OnExecute();// 0x2dd9fe0
void OnEnd();// 0x2dd9fc4
void DestroyAttachment();// 0x2dd9fb0
void CreateAttachment();// 0x2dd9f9c
void AsyncLoadFinish();// 0x2dd9f88
void AsyncLoad();// 0x2dd9f74
--------------------------------
Class: BuffAttachmentItem
SceneComponent* Component;//[Offset: 0x0 , Size: 8]
ParticleSystem* ParticleSystem;//[Offset: 0x8 , Size: 40]
FName SocketName;//[Offset: 0x30 , Size: 8]
enum TargetType;//[Offset: 0x38 , Size: 1]
SceneComponent* Instance;//[Offset: 0x40 , Size: 8]
int SoftPathIndex;//[Offset: 0x48 , Size: 4]
--------------------------------
Class: STBuffAction_AttrModifier.STBuffAction.Object
FString AttrName;//[Offset: 0x40 , Size: 16]
float ModifyValue;//[Offset: 0x50 , Size: 4]
bool MultiplyOnLayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x54 , Size: 1]
enum AttrRefValueType;//[Offset: 0x55 , Size: 1]
enum DoActionNetRole;//[Offset: 0x56 , Size: 1]
AttrDynamicModifyItem AttrModifyItem;//[Offset: 0x58 , Size: 40]
Actor* TargetActor;//[Offset: 0x80 , Size: 8]
void OnInitialize();// 0x2dda39c
void OnExecute();// 0x2dda380
void OnEnd();// 0x2dda364
AttrModifyComponent* GetAttrModify();// 0x2dda330
--------------------------------
Class: AttrDynamicModifyItem
Object* Causer;//[Offset: 0x1c , Size: 8]
--------------------------------
Class: STBuffAction_BaseHitFilter.STBuffAction.Object
enum FilterType;//[Offset: 0x40 , Size: 1]
<int> FilterGunIDs;//[Offset: 0x48 , Size: 80]
<int> FilterBulletIDs;//[Offset: 0x98 , Size: 80]
bool FilterGun(Actor* shooter);// 0x2dda81c
bool FilterBullet(Actor* shooter);// 0x2dda78c
bool CheckFilter(Actor* shooter);// 0x2dda6fc
--------------------------------
Class: STBuffAction_Blueprint.STBuffAction.Object
void OnTick(float DetalTime);// 0x2ddb2e8
void OnInitialize();// 0x2ddb2cc
void OnExecute();// 0x2ddb2b0
void OnEnd();// 0x2ddb294
void OnDestroy();// 0x2ddb278
void OnChangeNotify();// 0x2ddb25c
void OnBPTick(float DetalTime);// 0x37db6c4
void OnBPInitialize();// 0x37db6c4
void OnBPExecute();// 0x37db6c4
void OnBPEnd();// 0x37db6c4
void OnBPDestroy();// 0x37db6c4
void OnBPChangeNotify();// 0x37db6c4
void BPTryTryGetInt(FString Key, out int OutValue);// 0x2ddb164
void BPTryGetIntArray(FString Key, out int[] OutValue);// 0x2ddb044
void BPTryGetFString(FString Key, out FString OutValue);// 0x2ddaf24
void BPTryGetFloat(FString Key, out float OutValue);// 0x2ddae2c
STBuff* BPGetOwnerBuff();// 0x2ddadf8
Actor* BPGetOwner();// 0x2ddadc4
Actor* BPGetCauser();// 0x2ddad90
--------------------------------
Class: STBuffAction_BPCallEvent.STBuffAction.Object
delegate OnExecuteDelegate;//[Offset: 0x40 , Size: 16]
delegate OnEndDelegate;//[Offset: 0x50 , Size: 16]
void OnInitialize();// 0x2ddbaf8
void OnExecute();// 0x2ddbadc
void OnEnd();// 0x2ddbac0
void BPInitialize();// 0x37db6c4
Actor* BPGetOwner();// 0x2ddba8c
--------------------------------
Class: STBuffAction_CameraAnim.STBuffAction.Object
class CameraShake* CameraShakeClass;//[Offset: 0x40 , Size: 8]
float CameraShakeScale;//[Offset: 0x48 , Size: 4]
byte CameraShakePlaySpace;//[Offset: 0x4c , Size: 1]
Rotator CameraShakeUserPlaySpaceRot;//[Offset: 0x50 , Size: 12]
void OnExecute();// 0x2ddbe58
void OnEnd();// 0x2ddbe3c
--------------------------------
Class: STBuffAction_CameraTracker.STBuffAction.Object
void OnExecute();// 0x2ddc100
void OnEnd();// 0x2ddc0e4
--------------------------------
Class: STBuffAction_ChangeRectiftAvatar.STBuffAction.Object
enum AvatarSlotType;//[Offset: 0x40 , Size: 1]
int ItemID;//[Offset: 0x44 , Size: 4]
void OnExecute();// 0x2ddc398
void OnEnd();// 0x2ddc37c
--------------------------------
Class: STBuffAction_DirectMove.STBuffAction.Object
<byte,float> MovementToSpeed;//[Offset: 0x40 , Size: 80]
bool bUseDynamicDirction;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x90 , Size: 1]
FName DynamicDirectionKeyName;//[Offset: 0x98 , Size: 8]
Vector Direction;//[Offset: 0xa0 , Size: 12]
float ObstructCD;//[Offset: 0xac , Size: 4]
bool ConsiderWaterVolume;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xb0 , Size: 1]
CharacterMovementComponent* OwnerMoveComponent;//[Offset: 0xb8 , Size: 8]
STExtraBaseCharacter* CacheOwnerCharacter;//[Offset: 0xd8 , Size: 8]
void OnTick(float DetalTime);// 0x2ddc650
void OnExecute();// 0x2ddc634
void OnEnd();// 0x2ddc618
--------------------------------
Class: STBuffAction_Dot.STBuffAction.Object
float DotValue;//[Offset: 0x40 , Size: 4]
float interval;//[Offset: 0x44 , Size: 4]
bool MultiplyOnLayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x48 , Size: 1]
enum DotValueType;//[Offset: 0x49 , Size: 1]
bool UsePercent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4a ,
Size: 1]
FString ValueAttrRateRef;//[Offset: 0x50 , Size: 16]
void TakeDotValue();// 0x2ddd1b8
void OnTick(float DetalTime);// 0x2ddd134
void OnInitialize();// 0x2ddd118
void OnExecute();// 0x2ddd0fc
void HandleShootWeaponDamage(STBuff* Buff, float RealDotValue);// 0x2ddd044
void HandlePoisonFogDamage(STBuff* Buff, float RealDotValue);// 0x2ddcf8c
void HandleBurningDamage(STBuff* Buff, float RealDotValue);// 0x2ddced4
void HandleAddWeaponDurability(STBuff* Buff, float RealDotValue);// 0x2ddce1c
void HandleAddHelmet(STBuff* Buff, float RealDotValue);// 0x2ddcd64
void HandleAddHealth(STBuff* Buff, float RealDotValue);// 0x2ddccac
void HandleAddEnergy(STBuff* Buff, float RealDotValue);// 0x2ddcbf4
void HandleAddBulletNum(STBuff* Buff, float RealDotValue);// 0x2ddcb3c
void HandleAddArmor(STBuff* Buff, float RealDotValue);// 0x2ddca84
--------------------------------
Class: STBuffAction_DotBullet.STBuffAction.Object
float interval;//[Offset: 0x40 , Size: 4]
bool MultiplyOnLayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x44 , Size: 1]
bool UsePercent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x45 ,
Size: 1]
BuffDotBulletItem[] DotBullets;//[Offset: 0x48 , Size: 16]
void TakeDotValue();// 0x2ddd9a8
void OnTick(float DetalTime);// 0x2ddd924
void OnInitialize();// 0x2ddd908
void OnExecute();// 0x2ddd8ec
void HandleAddBulletNum(STBuff* Buff);// 0x2ddd870
float CaculateDotValue(float OriginValue);// 0x2ddd7e4
--------------------------------
Class: BuffDotBulletItem
int ItemID;//[Offset: 0x0 , Size: 4]
int Number;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: STBuffAction_EnterState.STBuffAction.Object
enum State;//[Offset: 0x40 , Size: 1]
enum MonsterState;//[Offset: 0x44 , Size: 4]
void OnExecute();// 0x2dddd80
void OnEnd();// 0x2dddd64
--------------------------------
Class: STBuffAction_EquipmentWeightAttr.STBuffAction.Object
FString AttrName;//[Offset: 0x40 , Size: 16]
enum AttrRefValueType;//[Offset: 0x50 , Size: 1]
bool MultiplyOnLayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x51 , Size: 1]
CurveFloat* WeightSpeedCurve;//[Offset: 0x58 , Size: 8]
FString WeightSpeedScaleAttrName;//[Offset: 0x60 , Size: 16]
enum WeightSpeedScaleModifyChannel;//[Offset: 0x70 , Size: 1]
enum DoActionNetRole;//[Offset: 0x71 , Size: 1]
AttrDynamicModifyItem SpeedRateAttrModifyItem;//[Offset: 0x78 , Size: 40]
AttrDynamicModifyItem WeightSpeedScaleAttrModifyItem;//[Offset: 0xa0 , Size:
40]
void OnTick(float DetalTime);// 0x2dde05c
void OnInitialize();// 0x2dde040
void OnExecute();// 0x2dde024
void OnEnd();// 0x2dde008
--------------------------------
Class: STBuffAction_GameTipWithMsg.STBuffAction.Object
int GameTipMsgID;//[Offset: 0x40 , Size: 4]
FString GameTipParam1;//[Offset: 0x48 , Size: 16]
FString GameTipParam2;//[Offset: 0x58 , Size: 16]
bool bIsWaringMsg;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x68
, Size: 1]
void OnInitialize();// 0x2dde3bc
void OnExecute();// 0x2dde3a0
--------------------------------
Class:
STBuffAction_GenBulletHitEffect.STBuffAction_BaseHitFilter.STBuffAction.Object
float GenProbility;//[Offset: 0xe8 , Size: 4]
float GenProtectTime;//[Offset: 0xec , Size: 4]
float PreGenEffectTime;//[Offset: 0xf0 , Size: 4]
class Actor* ActorTemplate;//[Offset: 0xf8 , Size: 8]
PropSkillExplodeParam ExplodeParam;//[Offset: 0x100 , Size: 36]
class Actor* ActorExplodeTemplate;//[Offset: 0x128 , Size: 8]
float DefaultDamage;//[Offset: 0x130 , Size: 4]
CurveFloat*[] CurveLevelTimeArray;//[Offset: 0x138 , Size: 16]
bool bImmediatelyTriggerAtOrigin;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x148 , Size: 1]
bool bAddScreenEdgeEff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x149 , Size: 1]
int ScreenEdgeEffBuffID;//[Offset: 0x14c , Size: 4]
float ActorOffect;//[Offset: 0x150 , Size: 4]
Actor* SpawnedActor;//[Offset: 0x168 , Size: 8]
Actor* SpawnedExplodeActor;//[Offset: 0x170 , Size: 8]
void SpawnExplodeActor(Vector SpawnEffActorPos);// 0x2dde930
void SpawnEffectActor(Vector SpawnEffActorPos);// 0x2dde8b4
void OnServerBulleteHitEvent(const Actor* Causer, const Actor* Victim, out
const Vector HitPos);// 0x2dde7b8
void OnInitialize();// 0x2dde79c
void OnExecute();// 0x2dde780
void OnDestroy();// 0x2dde764
void OnClientBulleteHitEvent(const Actor* Causer, const Actor* Victim, out
const Vector HitPos);// 0x2dde668
void AddScreenEdgeEff();// 0x2dde654
--------------------------------
Class: PropSkillExplodeParam
float GenProbility;//[Offset: 0x0 , Size: 4]
int PropSkillLevel;//[Offset: 0x4 , Size: 4]
float PlayerInnerDamageHealthRatio;//[Offset: 0x8 , Size: 4]
float PlayerOuterDamageHealthRatio;//[Offset: 0xc , Size: 4]
float ZombieInnerDamageHealthRatio;//[Offset: 0x10 , Size: 4]
float ZombieOuterDamageHealthRatio;//[Offset: 0x14 , Size: 4]
float WallWeakenDamageRatio;//[Offset: 0x18 , Size: 4]
float InnerDamageRadius;//[Offset: 0x1c , Size: 4]
float OuterDamageRadius;//[Offset: 0x20 , Size: 4]
--------------------------------
Class:
STBuffAction_GenBulletHitExplode.STBuffAction_BaseHitFilter.STBuffAction.Object
float GenExplodeHurtRadius;//[Offset: 0xe8 , Size: 4]
float CheckInterval;//[Offset: 0xec , Size: 4]
PropSkillExplodeParam[] ExplodeDamageParam;//[Offset: 0xf0 , Size: 16]
class Actor* ActorTemplate;//[Offset: 0x100 , Size: 8]
bool bAddScreenEdgeEff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x108 , Size: 1]
int ScreenEdgeEffBuffID;//[Offset: 0x10c , Size: 4]
Actor* SpawnedActor;//[Offset: 0x118 , Size: 8]
void RemoveExplodeEffect();// 0x2ddf130
void OnServerBulleteHitEvent(const Actor* Causer, const Actor* Victim, out
const Vector HitPos);// 0x2ddf034
void OnInitialize();// 0x2ddf018
void OnDestroy();// 0x2ddeffc
void OnClientBulleteHitEvent(const Actor* Causer, const Actor* Victim, out
const Vector HitPos);// 0x2ddef00
void AddScreenEdgeEff();// 0x2ddeeec
--------------------------------
Class:
STBuffAction_GenBulletPosionHitEffect.STBuffAction_BaseHitFilter.STBuffAction.Objec
t
PropSkillPosionParam[] BulletHitPosionParam;//[Offset: 0xe8 , Size: 16]
void OnServerBulleteHitEvent(const Actor* Causer, const Actor* Victim, out
const Vector HitPos);// 0x2ddf710
void OnInitialize();// 0x2ddf6f4
void OnDestroy();// 0x2ddf6d8
void OnClientBulleteHitEvent(const Actor* Causer, const Actor* Victim, out
const Vector HitPos);// 0x2ddf5dc
--------------------------------
Class: PropSkillPosionParam
float GenProbility;//[Offset: 0x0 , Size: 4]
int PropSkillLevel;//[Offset: 0x4 , Size: 4]
float CheckPeriod;//[Offset: 0x8 , Size: 4]
int HumanBuffID;//[Offset: 0xc , Size: 4]
int ZombieBuffID;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: STBuffAction_GenCureAmplifier.STBuffAction.Object
PropSkillCureRangeParam PusleCureRangeParam;//[Offset: 0x40 , Size: 16]
class Actor* ActorTemplate;//[Offset: 0x50 , Size: 8]
Actor* SpawnedActor;//[Offset: 0x58 , Size: 8]
void OnInitialize();// 0x2de1a38
void OnExecute();// 0x2de1a1c
void OnDestroy();// 0x2de1a00
void GenCureEffect();// 0x2de19ec
--------------------------------
Class: PropSkillCureRangeParam
float RangeLifeSpan;//[Offset: 0x0 , Size: 4]
float CheckPeriod;//[Offset: 0x4 , Size: 4]
float RangeRadius;//[Offset: 0x8 , Size: 4]
int CureBuffID;//[Offset: 0xc , Size: 4]
--------------------------------
Class:
STBuffAction_GenEffectAtPosition.STBuffAction_BaseHitFilter.STBuffAction.Object
bool IsActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe8 ,
Size: 1]
enum TargetType;//[Offset: 0xe9 , Size: 1]
byte KillDamageType;//[Offset: 0xea , Size: 1]
enum MonsterType;//[Offset: 0xeb , Size: 1]
float CheckInterval;//[Offset: 0xec , Size: 4]
ParticleSystem* TemplateParticle_Effect;//[Offset: 0xf0 , Size: 8]
void OnParticleSystemFinished(ParticleSystemComponent* PSC);// 0x2de2094
void OnInitialize();// 0x2de2078
void OnDestroy();// 0x2de205c
void OnClientTakeDamageEvent(float Damage, out const DamageEvent DamageEvent,
Actor* Victim, Actor* Causer);// 0x2de1f08
void OnClientPushDamageEvent(float Damage, out const DamageEvent DamageEvent,
Actor* Causer, Actor* Victim);// 0x2de1db4
void GenDieEffect(Vector GenPosition);// 0x2de1d38
--------------------------------
Class:
STBuffAction_GenNoiseAmplifier.STBuffAction_BaseHitFilter.STBuffAction.Object
PropSkillNoiseRangeParam[] NoiseRangeParam;//[Offset: 0xe8 , Size: 16]
class Actor* ActorTemplate;//[Offset: 0xf8 , Size: 8]
bool bImmediatelyTriggerAtOrigin;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x100 , Size: 1]
bool bAddScreenEdgeEff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x101 , Size: 1]
int ScreenEdgeEffBuffID;//[Offset: 0x104 , Size: 4]
Actor* SpawnedActor;//[Offset: 0x108 , Size: 8]
void SpawnEffectActor(Vector SpawnEffActorPos);// 0x2de27c4
void OnServerBulleteHitEvent(const Actor* Causer, const Actor* Victim, out
const Vector HitPos);// 0x2de26c8
void OnInitialize();// 0x2de26ac
void OnExecute();// 0x2de2690
void OnDestroy();// 0x2de2674
void OnClientBulleteHitEvent(const Actor* Causer, const Actor* Victim, out
const Vector HitPos);// 0x2de2578
void GenBulletHitEffect(Vector GenPosition);// 0x2de24fc
void AddScreenEdgeEff();// 0x2de24e8
--------------------------------
Class: STBuffAction_GenPosionExtractor.STBuffAction.Object
--------------------------------
Class: STBuffAction_GenSmokeAmplifier.STBuffAction.Object
PropSkillSmokeDamageParam[] SmokeDamageParam;//[Offset: 0x40 , Size: 16]
class Actor* ActorTemplate;//[Offset: 0x50 , Size: 8]
Actor* SpawnedActor;//[Offset: 0x58 , Size: 8]
void RemoveSmokeEffect();// 0x2de2e10
void OnInitialize();// 0x2de2df4
void OnExecute();// 0x2de2dd8
void OnDestroy();// 0x2de2dbc
void GenSmokeEffect();// 0x2de2da8
--------------------------------
Class: STBuffAction_InGameUIMsg.STBuffAction.Object
FString UIMessage;//[Offset: 0x40 , Size: 16]
bool AppendShowAndHide;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x50 , Size: 1]
void OnExecute();// 0x2de3168
void OnEnd();// 0x2de314c
--------------------------------
Class: STBuffAction_Invincible.STBuffAction.Object
void OnExecute();// 0x2de3414
void OnEnd();// 0x2de33f8
--------------------------------
Class: STBuffAction_ModifyDuration.STBuffAction.Object
enum ModifyType;//[Offset: 0x40 , Size: 1]
CurveFloat* CurveDistanceRef;//[Offset: 0x48 , Size: 8]
<int,float> MonsterTypeTimeRef;//[Offset: 0x50 , Size: 80]
FString OtherAttrTimeRef;//[Offset: 0xa0 , Size: 16]
void OnInitialize();// 0x2de3714
--------------------------------
Class: STBuffAction_MPCSpeedScale.STBuffAction.Object
float[] SpeedScales;//[Offset: 0x40 , Size: 16]
enum AttrRefenceValeType;//[Offset: 0x50 , Size: 1]
bool IsChangeByState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x51 , Size: 1]
bool IsTickCatchState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x52 , Size: 1]
bool MultiplyOnLayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x53 , Size: 1]
AttrDynamicModifyItem AttrModifyItem;//[Offset: 0x58 , Size: 40]
enum LastMobWalkType;//[Offset: 0x84 , Size: 1]
void OnTick(float DetalTime);// 0x2de39e8
void OnInitialize();// 0x2de39cc
void OnExecute();// 0x2de39b0
void OnEnd();// 0x2de3994
void OnDestroy();// 0x2de3978
--------------------------------
Class: STBuffAction_MultiAttrModifier.STBuffAction.Object
BuffAttrModifierItem[] MultiAttrModifiers;//[Offset: 0x40 , Size: 16]
bool MultiplyOnLayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x50 , Size: 1]
enum DoActionNetRole;//[Offset: 0x51 , Size: 1]
AttrDynamicModifyItem[] MultiAttrModifyItems;//[Offset: 0x58 , Size: 16]
Actor* TargetActor;//[Offset: 0x68 , Size: 8]
void OnInitialize();// 0x2de3eb4
void OnExecute();// 0x2de3e98
void OnEnd();// 0x2de3e7c
AttrModifyComponent* GetAttrModify();// 0x2de3e48
--------------------------------
Class: BuffAttrModifierItem
FString AttrName;//[Offset: 0x0 , Size: 16]
float ModifyValue;//[Offset: 0x10 , Size: 4]
enum AttrRefValueType;//[Offset: 0x14 , Size: 1]
--------------------------------
Class: STBuffAction_PetVisible.STBuffAction.Object
bool bPetVisible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x40 , Size: 1]
void OnInitialize();// 0x2de41c8
void OnExecute();// 0x2de41ac
void OnEnd();// 0x2de4190
--------------------------------
Class: STBuffAction_PlayAkAudio.STBuffAction.Object
AkAudioEvent* NormalSound;//[Offset: 0x40 , Size: 8]
AkAudioEvent* FemaleSound;//[Offset: 0x48 , Size: 8]
FName RTPCName;//[Offset: 0x50 , Size: 8]
float RTPCValue;//[Offset: 0x58 , Size: 4]
float TickInterval;//[Offset: 0x5c , Size: 4]
bool StopWhenBuffEnd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x60 , Size: 1]
AkComponent* AkComponent;//[Offset: 0x68 , Size: 8]
FString DummyString;//[Offset: 0x70 , Size: 16]
void OnTick(float DeltaTime);// 0x2de44ec
void OnInitialize();// 0x2de44d0
void OnExecute();// 0x2de44b4
void OnEnd();// 0x2de4498
--------------------------------
Class: STBuffAction_PlayAnimation.STBuffAction.Object
UAESkillAction_PlayMontage* PlayMontage;//[Offset: 0x40 , Size: 8]
void OnTick(float DetalTime);// 0x2de48d0
void OnInitialize();// 0x2de48b4
void OnExecute();// 0x2de4898
void OnEnd();// 0x2de487c
--------------------------------
Class:
UAESkillAction_PlayMontage.UAESkillAction.UTSkillAction.UTSkillEffect.UTSkillBaseWi
dget.ActorComponent.Object
AnimMontage* AnimMontage;//[Offset: 0x188 , Size: 40]
bool AnimStopAfterPhase;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1b0 , Size: 1]
bool ModifyWithActivityAcotr;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1b1 , Size: 1]
FString AnimPlayRateAdjustAttr;//[Offset: 0x1b8 , Size: 16]
bool bKeepAnimation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1c8 , Size: 1]
FName StartSectionName;//[Offset: 0x1d0 , Size: 8]
void OnAsyncLoadAnimResFinished(PlayMontageAsyncloadParams loadParams);//
0x2f32ec0
--------------------------------
Class:
UAESkillAction.UTSkillAction.UTSkillEffect.UTSkillBaseWidget.ActorComponent.Object
--------------------------------
Class: PlayMontageAsyncloadParams
--------------------------------
Class:
STExtraBuffAction.UAESkillAction.UTSkillAction.UTSkillEffect.UTSkillBaseWidget.Acto
rComponent.Object
--------------------------------
Class:
STBuffAction_PlaySCAppearance.STExtraBuffAction.UAESkillAction.UTSkillAction.UTSkil
lEffect.UTSkillBaseWidget.ActorComponent.Object
FString AppearanceKeyString;//[Offset: 0x188 , Size: 16]
MaterialInterface* AppearanceMaterial;//[Offset: 0x198 , Size: 8]
float LifeSpan;//[Offset: 0x1a0 , Size: 4]
MaterialInstanceDynamic* DynamicMat;//[Offset: 0x1a8 , Size: 8]
--------------------------------
Class: STBuffAction_PlayScreenEffect.STBuffAction.Object
FString AppearanceKeyString;//[Offset: 0x40 , Size: 16]
MaterialInterface* AppearanceMaterial;//[Offset: 0x50 , Size: 8]
float LifeSpan;//[Offset: 0x58 , Size: 4]
FName MatInstParamName;//[Offset: 0x60 , Size: 8]
CurveFloat* ParamCurve;//[Offset: 0x68 , Size: 8]
bool DisableOnLowCPU;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x70 , Size: 1]
bool bVehicleEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x71 , Size: 1]
bool bNeedAddAllPassenger;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x72 , Size: 1]
bool bNeedRemoveAllPassenger;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x73 , Size: 1]
void OnExecute();// 0x2de4f38
void OnEnd();// 0x2de4f1c
--------------------------------
Class: STBuffAction_SetEyeEffect.STBuffAction.Object
float LightSwitch;//[Offset: 0x40 , Size: 4]
LinearColor LightColor;//[Offset: 0x44 , Size: 16]
float DefaultSwitch;//[Offset: 0x54 , Size: 4]
LinearColor DefaultColor;//[Offset: 0x58 , Size: 16]
void OnInitialize();// 0x2de5270
void OnExecute();// 0x2de5254
void OnEnd();// 0x2de5238
--------------------------------
Class: STBuffAction_SetMaterialParameter.STBuffAction.Object
CustomMatConfig[] MatConfigs;//[Offset: 0x40 , Size: 16]
bool bOpenWeaponMatConfig;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x50 , Size: 1]
FName[] SpecialMeshTags;//[Offset: 0x58 , Size: 16]
bool bResetUseOriginMatConfig;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x68 , Size: 1]
void SetMatParameter(MeshComponent* MeshComp, CustomMatConfig Config, bool
End, int MeshConfigIndex);// 0x2de5588
void OnExecute();// 0x2de556c
void OnEnd();// 0x2de5550
--------------------------------
Class: STBuffAction_ShowAirDrop.STBuffAction.Object
float interval;//[Offset: 0x40 , Size: 4]
bool bShowSuperDrop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x44 , Size: 1]
enum ShowType;//[Offset: 0x45 , Size: 1]
int TypeID;//[Offset: 0x48 , Size: 4]
enum MapAdded;//[Offset: 0x4c , Size: 1]
bool bLocalData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4d ,
Size: 1]
void RefreshAirDropInfo();// 0x2de5d54
void OnTick(float DetalTime);// 0x2de5cd0
void OnInitialize();// 0x2de5cb4
void OnExecute();// 0x2de5c98
void OnEnd();// 0x2de5c7c
bool CheckShowAirDrop(int ID);// 0x2de5bec
--------------------------------
Class: STBuffAction_SpawnActor.STBuffAction.Object
BuffSpawnActorItem[] SpawnActorItems;//[Offset: 0x40 , Size: 16]
void OnInitialize();// 0x2de6248
void OnExecute();// 0x2de622c
void OnEnd();// 0x2de6210
void AsyncLoadFinish();// 0x2de61fc
--------------------------------
Class: BuffSpawnActorItem
class Actor* ActorClass;//[Offset: 0x0 , Size: 40]
FName SocketName;//[Offset: 0x28 , Size: 8]
enum TargetType;//[Offset: 0x30 , Size: 1]
Vector RelLocation;//[Offset: 0x34 , Size: 12]
Rotator Rotator;//[Offset: 0x40 , Size: 12]
enum EnableRole;//[Offset: 0x4c , Size: 1]
bool IsDestroyOnBuffEnd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4d , Size: 1]
float NotEndDestroyLifeTime;//[Offset: 0x50 , Size: 4]
Actor* Instance;//[Offset: 0x58 , Size: 8]
int SoftPathIndex;//[Offset: 0x60 , Size: 4]
--------------------------------
Class: STBuffAction_VehicleAddImpulse.STBuffAction.Object
float Impulse;//[Offset: 0x40 , Size: 4]
float TickImpulse;//[Offset: 0x44 , Size: 4]
void OnTick(float DetalTime);// 0x2de6614
void OnInitialize();// 0x2de65f8
void OnExecute();// 0x2de65dc
void OnEnd();// 0x2de65c0
--------------------------------
Class: STBuffAction_VehicleBoostingEffect.STBuffAction.Object
bool bShowBoosting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x40 , Size: 1]
void OnInitialize();// 0x2de69b8
void OnExecute();// 0x2de699c
void OnEnd();// 0x2de6980
--------------------------------
Class: STBuffAction_VehicleDisablePhysicsTimer.STBuffAction.Object
void OnExecute();// 0x2de6ca4
void OnEnd();// 0x2de6c88
--------------------------------
Class:
STBuffAction_VehicleEngineSetup.STBuffAction_MultiAttrModifier.STBuffAction.Object
void OnTick(float DetalTime);// 0x2de6f74
void OnInitialize();// 0x2de6f58
void OnExecute();// 0x2de6f3c
void OnEnd();// 0x2de6f20
--------------------------------
Class: STBuffAction_VehicleFastStart.STBuffAction.Object
int TargetGear;//[Offset: 0x40 , Size: 4]
float Impulse;//[Offset: 0x44 , Size: 4]
void OnTick(float DetalTime);// 0x2de732c
void OnInitialize();// 0x2de7310
void OnExecute();// 0x2de72f4
void OnEnd();// 0x2de72d8
--------------------------------
Class: STBuffAction_VehicleSetLinearVelocity.STBuffAction.Object
float LinearVelocitySize;//[Offset: 0x40 , Size: 4]
bool bAddToCurrent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x44 , Size: 1]
float MoveForwardRate;//[Offset: 0x48 , Size: 4]
void OnTick(float DetalTime);// 0x2de76f0
void OnInitialize();// 0x2de76d4
void OnExecute();// 0x2de76b8
void OnEnd();// 0x2de769c
--------------------------------
Class: STBuffAction_VehicleTriggerFastStart.STBuffAction.Object
int TriggerSkillid;//[Offset: 0x40 , Size: 4]
int TriggerNoPerfectSkillid;//[Offset: 0x44 , Size: 4]
int TriggerTipsId;//[Offset: 0x48 , Size: 4]
void OnTick(float DetalTime);// 0x2de7ac8
void OnInitialize();// 0x2de7aac
void OnExecute();// 0x2de7a90
void OnEnd();// 0x2de7a74
--------------------------------
Class: STBuffCondition.Object
enum AndOrPrev;//[Offset: 0x28 , Size: 1]
bool IsKeepResult;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29
, Size: 1]
STBuffAction* OwnerAction;//[Offset: 0x30 , Size: 8]
STBuff* OwnerBuff;//[Offset: 0x38 , Size: 8]
void OnInitialize();// 0x30734e0
void OnDestroy();// 0x30734c4
STBuffCondition* Copy(Object* Outer);// 0x3073430
bool CheckIsTrue();// 0x30733f0
--------------------------------
Class: STBuffCondition_Drowning.STBuffCondition.Object
STExtraBaseCharacter* Target;//[Offset: 0x48 , Size: 8]
void OnInitialize();// 0x2dead84
bool CheckIsTrue();// 0x2dead44
--------------------------------
Class: STBuffCondition_InPoisonFog.STBuffCondition.Object
int MinFogStage;//[Offset: 0x44 , Size: 4]
int MaxFogStage;//[Offset: 0x48 , Size: 4]
STExtraBaseCharacter* Target;//[Offset: 0x50 , Size: 8]
void OnInitialize();// 0x2deb060
bool CheckIsTrue();// 0x2deb020
--------------------------------
Class: STBuffCondition_IsHealthOn.STBuffCondition.Object
float MinValue;//[Offset: 0x44 , Size: 4]
float MaxValue;//[Offset: 0x48 , Size: 4]
bool IsUsePercent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c
, Size: 1]
float MinPercValue;//[Offset: 0x50 , Size: 4]
float MaxPercValue;//[Offset: 0x54 , Size: 4]
STExtraCharacter* OwnerChar;//[Offset: 0x58 , Size: 8]
float InnerMinValue;//[Offset: 0x60 , Size: 4]
float InnerMaxValue;//[Offset: 0x64 , Size: 4]
void OnInitialize();// 0x2deb344
bool CheckIsTrue();// 0x2deb304
--------------------------------
Class: STBuffCondition_IsHit.STBuffCondition.Object
bool IsActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x41 ,
Size: 1]
enum TargetType;//[Offset: 0x42 , Size: 1]
enum ShootPosition;//[Offset: 0x43 , Size: 1]
byte KillDamageType;//[Offset: 0x44 , Size: 1]
enum MonsterType;//[Offset: 0x45 , Size: 1]
<int> FilterBulletIDs;//[Offset: 0x48 , Size: 80]
enum Role;//[Offset: 0x98 , Size: 1]
float CheckInterval;//[Offset: 0x9c , Size: 4]
enum BeHitSpace;//[Offset: 0xa0 , Size: 1]
enum HitFace;//[Offset: 0xa1 , Size: 1]
bool ConditionResult;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xa2 , Size: 1]
void OnTakeDamageEvent(float Damage, out const DamageEvent DamageEvent,
Actor* Victim, Actor* Causer);// 0x2debc10
void OnPushDamageEvent(float Damage, out const DamageEvent DamageEvent,
Actor* Causer, Actor* Victim);// 0x2debabc
void OnPostTakeDamageEvent(float Damage, out const DamageEvent DamageEvent,
Controller* Controller, Actor* DamageCauser);// 0x2deb968
void OnInitialize();// 0x2deb94c
void OnDestroy();// 0x2deb930
bool IsFilterBullet(Actor* shooter);// 0x2deb8a0
void HandleDamageEvent(float Damage, out const DamageEvent DamageEvent,
Actor* Victim, Actor* Causer);// 0x2deb74c
bool CheckIsTrue();// 0x2deb70c
--------------------------------
Class: STBuffCondition_IsKeepInState.STBuffCondition.Object
enum[] States;//[Offset: 0x48 , Size: 16]
float KeepTime;//[Offset: 0x58 , Size: 4]
FString KeepTimeAttrRef;//[Offset: 0x60 , Size: 16]
bool IsFalseOnHit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x70
, Size: 1]
enum KeepInStateType;//[Offset: 0x71 , Size: 1]
STExtraBaseCharacter* OwnerChar;//[Offset: 0x78 , Size: 8]
bool KeepInState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x80 , Size: 1]
float EnabledTime;//[Offset: 0x84 , Size: 4]
uint64 StateMinUnion;//[Offset: 0x88 , Size: 8]
void OnTakeDamageEvent(float Damage, out const DamageEvent DamageEvent,
Controller* Controller, Actor* DamageCauser);// 0x2dec380
void OnInitialize();// 0x2dec364
void OnDestroy();// 0x2dec348
bool IsInState();// 0x2dec310
void HandlePlayerStateChanged(enum NewState);// 0x2dec294
bool CheckIsTrue();// 0x2dec254
--------------------------------
Class: STBuffCondition_IsKill.STBuffCondition.Object
bool IsActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x41 ,
Size: 1]
enum TargetType;//[Offset: 0x42 , Size: 1]
enum ShootPosition;//[Offset: 0x43 , Size: 1]
byte KillDamageType;//[Offset: 0x44 , Size: 1]
enum MonsterType;//[Offset: 0x45 , Size: 1]
<int> FilterGunIDs;//[Offset: 0x48 , Size: 80]
<int> FilterBulletIDs;//[Offset: 0x98 , Size: 80]
float CheckInterval;//[Offset: 0xe8 , Size: 4]
bool ConditionResult;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xec , Size: 1]
void OnTakeDamageEvent(float Damage, out const DamageEvent DamageEvent,
Actor* Victim, Actor* Causer);// 0x2deccd4
void OnPushDamageEvent(float Damage, out const DamageEvent DamageEvent,
Actor* Causer, Actor* Victim);// 0x2decb80
void OnInitialize();// 0x2decb64
void OnDestroy();// 0x2decb48
bool IsFilterGun(Actor* shooter);// 0x2decab8
bool IsFilterBullet(Actor* shooter);// 0x2deca28
void HandleDamageEvent(float Damage, out const DamageEvent DamageEvent,
Actor* Victim, Actor* Causer);// 0x2dec8d4
bool CheckIsTrue();// 0x2dec894
--------------------------------
Class: STBuffCondition_IsLanded.STBuffCondition.Object
bool IsHitLand;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x41 ,
Size: 1]
void OnLandedEvent(out const HitResult Hit);// 0x2ded320
void OnInitialize();// 0x2ded304
void OnDestroy();// 0x2ded2e8
bool CheckIsTrue();// 0x2ded2a8
--------------------------------
Class: STBuffCondition_IsNearDeath.STBuffCondition.Object
void OnInitialize();// 0x2ded7a8
void OnDestroy();// 0x2ded78c
void IsEnterNearDeath(bool IsEnter);// 0x2ded708
bool CheckIsTrue();// 0x2ded6c8
--------------------------------
Class: STBuffCondition_IsOnVehicle.STBuffCondition.Object
bool EnterOrExit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x41 , Size: 1]
bool ConditionResult;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x42 , Size: 1]
void OnInitialize();// 0x2dedbec
void OnEnterVehicle(bool IsEnter, Actor* Vehicle);// 0x2dedb24
void OnDestroy();// 0x2dedb08
bool CheckIsTrue();// 0x2dedac8
--------------------------------
Class: STBuffCondition_IsOnWater.STBuffCondition.Object
bool CheckIsOnWater;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x41 , Size: 1]
STExtraBaseCharacter* Character;//[Offset: 0x48 , Size: 8]
void OnInitialize();// 0x2dedf8c
void OnDestroy();// 0x2dedf70
bool CheckIsTrue();// 0x2dedf30
--------------------------------
Class: STBuffCondition_IsRescueFinish.STBuffCondition.Object
void OnInitialize();// 0x2dee2e4
void OnDestroy();// 0x2dee2c8
void IsRescueFinish();// 0x2dee2b4
bool CheckIsTrue();// 0x2dee274
--------------------------------
Class: STBuffCondition_IsStartRescue.STBuffCondition.Object
bool CheckStartRescue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x41 , Size: 1]
bool TargetIsBeRescue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x42 , Size: 1]
void OnInitialize();// 0x2dee718
void OnDestroy();// 0x2dee6fc
void IsStartRescue(Actor* BeRescue, bool bIsStart);// 0x2dee63c
bool CheckIsTrue();// 0x2dee5fc
--------------------------------
Class: STBuffCondition_IsWeaponEquip.STBuffCondition.Object
bool IsChecckEquip;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x41 , Size: 1]
bool TargetIsWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x42 , Size: 1]
enum TargetSubype;//[Offset: 0x43 , Size: 1]
void OnInitialize();// 0x2deebf0
void OnDestroy();// 0x2deebd4
void IsUnEquipWeapon(STExtraWeapon* Weapon);// 0x2deeb58
void IsEquipWeapon(STExtraWeapon* Weapon, byte Slot);// 0x2deeaa0
bool CheckIsTrue();// 0x2deea60
--------------------------------
Class: STBuffCondition_LayerMax.STBuffCondition.Object
int LastLayerCount;//[Offset: 0x44 , Size: 4]
bool CheckIsTrue();// 0x2deef6c
--------------------------------
Class: STBuffCondition_LayerSpecific.STBuffCondition.Object
int LayerSpecificCount;//[Offset: 0x44 , Size: 4]
int LastLayerCount;//[Offset: 0x48 , Size: 4]
bool CheckIsTrue();// 0x2def1e8
--------------------------------
Class: STBuffCondition_TeammateDistance.STBuffCondition.Object
float MaxTeammateDistanceSqr;//[Offset: 0x44 , Size: 4]
float MinTeammateDistanceSqr;//[Offset: 0x48 , Size: 4]
int NeedTeamateNum;//[Offset: 0x4c , Size: 4]
bool CheckIsTrue();// 0x2def464
--------------------------------
Class: STBuffConditionACtion_PoisonFog.STBuffAction.Object
PoisonFogStageConfig[] PoisonFogStageConfigs;//[Offset: 0x40 , Size: 16]
int MaxTraceTimes;//[Offset: 0x50 , Size: 4]
float GetFPAreaIntervalTime;//[Offset: 0x54 , Size: 4]
STExtraPlayerController* PController;//[Offset: 0x58 , Size: 8]
STExtraBaseCharacter* Target;//[Offset: 0x60 , Size: 8]
bool IsInFobidPoisonArea(out Vector targetPos);// 0x2def960
int GetPoisonFogStage(int Progress);// 0x2def8d4
bool GetIsInFobidPoisonAreaInterval(out Vector targetPos);// 0x2def838
--------------------------------
Class: PoisonFogStageConfig
float InTime;//[Offset: 0x0 , Size: 4]
float OutTime;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: BuildingActorBase.Actor.Object
class Object[] VisibilitySkipTypes;//[Offset: 0x3b8 , Size: 16]
BuildingActorWorldSnapSetup WorldSnapSetup;//[Offset: 0x3c8 , Size: 36]
float DebugHealthDistance;//[Offset: 0x3ec , Size: 4]
Vector DebugHealthOffset;//[Offset: 0x3f0 , Size: 12]
class Object[] ProhibitedActorTemplateList;//[Offset: 0x400 , Size: 16]
SoftObjectPath PreBuildingEffectPath;//[Offset: 0x410 , Size: 24]
bool CanBuildUnderWater;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x428 , Size: 1]
bool bShouldSnapToWorldGrid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x429 , Size: 1]
float UnderWaterMaxBuildDepth;//[Offset: 0x42c , Size: 4]
Transform DestroyedParticleTransformOffset;//[Offset: 0x430 , Size: 48]
SoftObjectPath DestroyBuildingEffectPath;//[Offset: 0x460 , Size: 24]
Vector ActorCollisionBoxExtern;//[Offset: 0x478 , Size: 12]
Vector ActorCollisionBoxCenter;//[Offset: 0x484 , Size: 12]
float Health;//[Offset: 0x490 , Size: 4]
float MaxDeviation;//[Offset: 0x494 , Size: 4]
float MaxTraceDepth;//[Offset: 0x498 , Size: 4]
bool bDoQuadTrace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x49c , Size: 1]
byte ConstructingMode;//[Offset: 0x49d , Size: 1]
static void SpawnDestroyParticle(bool bSpawnParticle, out const Transform
Loc, out const SoftObjectPath DestroyBuildingEffectPath, World* World);// 0x5fc1090
void PlayDestroyAnimation(bool bUseParticle);// 0x5fc1004
void OnPlayDestroyAnimation(bool bUseParticle);// 0x37db6c4
void OnBuildingActorDamaged(float Health);// 0x5fc0f80
void HandleBuildingTakeAnyDamage(Actor* DamagedActor, float Damage, const
DamageType* DamageType, Controller* InstigatedBy, Actor* DamageCauser);// 0x5fc0e10
int GetBuildID();// 0x5fc0df4
--------------------------------
Class: STBuildingActorBase.BuildingActorBase.Actor.Object
enum[] DamageableGameObjectTypeList;//[Offset: 0x520 , Size: 16]
BoxComponent* DoorDetectBox;//[Offset: 0x530 , Size: 8]
float ReturnRate;//[Offset: 0x538 , Size: 4]
bool bCheckMeshOverlap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x53c , Size: 1]
float PickupRangeSquared;//[Offset: 0x540 , Size: 4]
bool bImmuneToTeammate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x544 , Size: 1]
float VehicleHitDamageFactor;//[Offset: 0x548 , Size: 4]
float MinVehicleHitVelSize;//[Offset: 0x54c , Size: 4]
float MaxVehicleHitVelSize;//[Offset: 0x550 , Size: 4]
FString BuildingQuickSignTypeID;//[Offset: 0x558 , Size: 16]
class Actor* DoorBaseClass;//[Offset: 0x568 , Size: 8]
FString OwnerPlayerUID;//[Offset: 0x570 , Size: 16]
STCustomMeshComponent* StaticMesh;//[Offset: 0x580 , Size: 8]
AnimSequence* BornAnimation;//[Offset: 0x588 , Size: 8]
AnimSequence* LoopAnimation;//[Offset: 0x590 , Size: 8]
bool bCheckDoorCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x598 , Size: 1]
bool UseLoopAnimation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x599 , Size: 1]
AkAudioEvent* DestroyAkEvent;//[Offset: 0x5a0 , Size: 8]
AkAudioEvent* RecycleAkEvent;//[Offset: 0x5a8 , Size: 8]
SkeletalMeshComponent* SkeletalMesh;//[Offset: 0x5b0 , Size: 8]
float LifeSpanBeforeFighting;//[Offset: 0x5b8 , Size: 4]
float VehicleDamageCD;//[Offset: 0x5bc , Size: 4]
bool bRefreshSKillCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x5c0 , Size: 1]
class UTSkill* AssociatedSkill;//[Offset: 0x5c8 , Size: 40]
float CDScaleFactor;//[Offset: 0x5f0 , Size: 4]
bool bIsBeginAnimationPlayed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x601 , Size: 1]
bool bDestroyAnimationPlayed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x602 , Size: 1]
AIShootingOffsetComponent* AIShootingOffsetComp;//[Offset: 0x608 , Size: 8]
TimerHandle DestroyAnimationTimeHandle;//[Offset: 0x610 , Size: 8]
TimerHandle BornAnimaionTimeHandle;//[Offset: 0x618 , Size: 8]
uint16 TickFrequencyPerCollisionCheck;//[Offset: 0x636 , Size: 2]
FString OverlapCheckComponnentName;//[Offset: 0x638 , Size: 16]
ShapeComponent* OverlapCheckComp;//[Offset: 0x650 , Size: 8]
void OnRespawned();// 0x2df04c4
void OnRep_IsBeginAnimationPlayed();// 0x2df04b0
void OnRecycled();// 0x2df0494
void OnPlayerLeave(STExtraBaseCharacter* Character);// 0x37db6c4
void OnPlayerEnter(STExtraBaseCharacter* Character);// 0x37db6c4
void OnLeaveRegion();// 0x37db6c4
void OnEnterRegion();// 0x37db6c4
void Multicast_PlayDestroyAnimation(bool bUseParticle);// 0x2df03d0
void HandleBuildingTakeAnyDamage(Actor* DamagedActor, float Damage, const
DamageType* DamageType, Controller* InstigatedBy, Actor* DamageCauser);// 0x2df0260
float HandleBuildingModifyDamage(float Damage, const DamageType* DamageType,
Controller* InstigatedBy, Actor* DamageCauser);// 0x2df011c
int GetTeamId();// 0x2df0100
Actor* GetOwnerByUID();// 0x2df00cc
enum[] GetDamageableGameObjectType();// 0x2df0020
void DrawVehicleDebugString(float Vel, float FinalDamageTaken, bool
bTookDamage);// 0x2deff20
void BP_OnRespawned();// 0x37db6c4
void BP_OnRecycled();// 0x37db6c4
--------------------------------
Class:
STCustomMeshComponent.StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneCom
ponent.ActorComponent.Object
class Object[] ObjectsForChecking;//[Offset: 0x788 , Size: 16]
FName[] ObjectsNamesForIgnore;//[Offset: 0x798 , Size: 16]
byte InitCollisionType;//[Offset: 0x7a8 , Size: 1]
void SetCollisionTraceFlag(byte Flag);// 0x2dfab48
void RebuildBodyWithCollisionTraceFlag(byte Flag);// 0x2dfaacc
bool CheckAnyOverlappingActor(World* World, Transform tranx);// 0x2dfa9d8
--------------------------------
Class:
STBuildingActorBase_RandomRocket.STBuildingActorBase.BuildingActorBase.Actor.Object
delegate OnRocketExploded;//[Offset: 0x668 , Size: 16]
bool HasLaunched;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x678
, Size: 1]
bool HasExploded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x679
, Size: 1]
byte DestroyType;//[Offset: 0x67a , Size: 1]
float PreLaunchTime;//[Offset: 0x67c , Size: 4]
float PreBombarmentTime;//[Offset: 0x680 , Size: 4]
float FlyingTime;//[Offset: 0x684 , Size: 4]
float LaunchSpeed;//[Offset: 0x688 , Size: 4]
float LaunchAcceleration;//[Offset: 0x68c , Size: 4]
bool bShouldPlayDestroyAnimationUpHeight;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x690 , Size: 1]
CustomSphereCollisionComponent* CheapCollisionSphere;//[Offset: 0x698 , Size:
8]
class Object[] IgnoreExplosionList;//[Offset: 0x6a0 , Size: 16]
TimerHandle PreLaunchTimeHandle;//[Offset: 0x6b0 , Size: 8]
TimerHandle FlyingTimeHandle;//[Offset: 0x6b8 , Size: 8]
void TernimateAllTimers();// 0x2df0c68
--------------------------------
Class: STBuildingOcclusionPointComponent.SceneComponent.ActorComponent.Object
Vector QueryFloorExtent;//[Offset: 0x2cc , Size: 12]
float HorizontalAngle;//[Offset: 0x2d8 , Size: 4]
float VerticalAngle;//[Offset: 0x2dc , Size: 4]
bool bOpenDebugDraw;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2e0 , Size: 1]
bool bOpenDebugDrawAngle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2e1 , Size: 1]
--------------------------------
Class: BuildSystemComponent.ActorComponent.Object
delegate OnConstructionComplete;//[Offset: 0x110 , Size: 16]
delegate OnDoubleClickMode2Event;//[Offset: 0x120 , Size: 16]
delegate OnDoubleClickMode2PercentEvent;//[Offset: 0x130 , Size: 16]
float MaxmumConstructingDistance;//[Offset: 0x140 , Size: 4]
class SelectBuildActor* BuildingSelectorClass;//[Offset: 0x148 , Size: 8]
class SelectBuildActor* SelectBuildMeshClass;//[Offset: 0x150 , Size: 8]
float UpdateBuildEnableTimer;//[Offset: 0x158 , Size: 4]
float MinBuildDist;//[Offset: 0x15c , Size: 4]
float GridGroundThreshold;//[Offset: 0x160 , Size: 4]
bool AIIsOpenAdsorb;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x164 , Size: 1]
bool AIIsOpenLeftAndRightTry;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x165 , Size: 1]
float GridGroundCheckDepth;//[Offset: 0x168 , Size: 4]
WorldGridData WorldGridData;//[Offset: 0x16c , Size: 12]
bool bCanPlaceOnConstructableActor;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x178 , Size: 1]
int bIsFastPlacementMode;//[Offset: 0x17c , Size: 4]
int Mode2PressTouchBuildIndex;//[Offset: 0x180 , Size: 4]
bool bIsStartPreBuildMode2;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x184 , Size: 1]
Vector2D Mode2PreBuildPos;//[Offset: 0x188 , Size: 8]
float CurrentDoubleClickDuration;//[Offset: 0x190 , Size: 4]
float ValidDoubleClickDuration;//[Offset: 0x194 , Size: 4]
float ValidDoubleClickInterval;//[Offset: 0x198 , Size: 4]
float ValidDoubleClickDistance;//[Offset: 0x19c , Size: 4]
bool bSouldSkipOwningPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1a0 , Size: 1]
bool bNativeTouchActorBuildEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x1a1 , Size: 1]
bool bNativeDoubleCkickBuildEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x1a2 , Size: 1]
<int,class SelectBuildActor> ActorSelectorMap;//[Offset: 0x1a8 , Size: 80]
class Object[] SkippingObjects;//[Offset: 0x1f8 , Size: 16]
bool bDebugDraw;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x208 , Size: 1]
class Object[] FilterTemplates;//[Offset: 0x210 , Size: 16]
class Object[] ActorsShouldSkipVisiblityCheck;//[Offset: 0x220 , Size: 16]
byte BuildingGridChannel;//[Offset: 0x230 , Size: 1]
float MaxCanAdsorbAngle;//[Offset: 0x234 , Size: 4]
float SnappingDistance;//[Offset: 0x238 , Size: 4]
float SnappingDetectRadius;//[Offset: 0x23c , Size: 4]
float AIMaxCanRotateAngle;//[Offset: 0x240 , Size: 4]
SelectBuildActor* SelectBuildActor;//[Offset: 0x248 , Size: 8]
int CachedCDOIndex;//[Offset: 0x270 , Size: 4]
Actor* CachedCDOActor;//[Offset: 0x278 , Size: 8]
void StopPlaceBuilding();// 0x5fc65dc
void StartPrePlaceBuilding(int InBuildID, byte viewType);// 0x5fc651c
void SkipCDTimeByBuildID(int InBuildID, float IncreaseRate);// 0x5fc6464
bool ShouldEnableDoubleTouchMode();// 0x5fc6424
void SetPrebuildEnabled(bool CanBePlaced, bool IsVisible);// 0x5fc6354
void ServerStopPlaceBuilding();// 0x5fc62f4
void ServerStartPrePlaceBuilding();// 0x5fc6294
void ServerPlaceBuildActor(int BuildingIndex, Vector BuildLocation, Rotator
BuildRotation);// 0x5fc615c
void S2C_SkipCDTimeByBuildID(int InBuildID, float IncreaseRate);// 0x5fc609c
void S2C_ResetBuildngCDByBuildID(int InBuildID, float InNewCDTime);//
0x5fc5fdc
void ResetBuildngCDByBuildID(int InBuildID, float InNewCDTime);// 0x5fc5f24
void ResetBuildList();// 0x5fc5f10
void PlaceBuildingWithIndex(int buildIndex);// 0x5fc5e8c
void PlaceBuildingAtLocation(int buildIndex, out const Vector Loc, out const
Rotator Rot);// 0x5fc5d6c
void PlaceBuilding();// 0x5fc5d50
void OverriveDeploymentTransform(out const Rotator rotIn, out const Vector
locIn, out Rotator rotOut, out Vector locOut);// 0x5fc5bcc
void OverrideBuildingMaxBuildDistance(float BuildingMaxDistance, bool SetAll,
int BuildingID);// 0x5fc5ac8
void OnTouchedConstructableBoxEnded(byte FingerIndex, PrimitiveComponent*
TouchedComponent);// 0x5fc5a08
void OnTouchedConstructableBox(byte FingerIndex, PrimitiveComponent*
TouchedComponent);// 0x5fc5948
void OnTouchActorBuild(out const Vector2D ScreenPosition, PlayerController*
Controller);// 0x5fc5870
void OnAsyncLoadingEffectFinished(ParticleSystem* EffectPtr, int
buildIndex);// 0x5fc56f4
void OnAsyncLoadingBuildingFinished(class Actor AcotrPtr, int buildIndex);//
0x5fc5578
bool IsInPreBuildingMode();// 0x5fc5554
bool IsCanPlaceBuildingBP(int InBuildID);// 0x5fc54bc
bool IsCanPlaceBuilding(int InBuildID, byte _TYPE);// 0x5fc53e8
PlayerController* GetOwnerPlayerController();// 0x5fc53ac
float GetMaxDistance();// 0x5fc5370
bool GetIsHasInitData();// 0x5fc5330
int GetIndexByBuildingID(int buildID);// 0x5fc52a4
byte GetCurrentBuildType();// 0x5fc5270
Actor* GetCDOByIndex(int Index);// 0x5fc51e4
BuildingData[] GetBuildingList();// 0x5fc5178
void EnableBuildingByID(int buildID, bool bEnable);// 0x5fc50b8
void DoSceenTouchBuild(int buildIndex, out const Vector2D ScreenPostion, int
PointerIndex, byte _TYPE, bool IsBegin, byte CustomBuildEvent);// 0x5fc4ee8
bool BuildAtWorldLoc(int buildIndex, out const Transform tranx, Vector
EndLocation, bool bUseTrace, byte BuildType);// 0x5fc4d24
void AddBuildingData(BuildingData InData);// 0x5fc4bf8
--------------------------------
Class: SelectBuildActor.Actor.Object
ParticleSystemComponent* SelectBuildEffect;//[Offset: 0x398 , Size: 8]
void SetSelectActorTemplate(ParticleSystem* Template);// 0x5fc74dc
void SetSelectActorPlacementEnable(bool PlacementEnable, bool IsVisible);//
0x5fc740c
void SetIsPlacementEnable(bool Val);// 0x5fc738c
void OnParticleLoaded();// 0x5fc7370
bool IsCurrentPlacementEnable();// 0x5fc7354
bool GetIsPlacementEnable();// 0x5fc7338
--------------------------------
Class: WorldGridData
Vector GridSize;//[Offset: 0x0 , Size: 12]
--------------------------------
Class: BuildingData
int BuildingID;//[Offset: 0x0 , Size: 4]
byte BuildingType;//[Offset: 0x4 , Size: 1]
SoftObjectPath BuildingActorClassPath;//[Offset: 0x8 , Size: 24]
byte[] BlockingChannels;//[Offset: 0x20 , Size: 16]
float MaxBuildDist;//[Offset: 0x30 , Size: 4]
float CDInterval;//[Offset: 0x34 , Size: 4]
int MaxBuildCount;//[Offset: 0x38 , Size: 4]
bool bConstructable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3c , Size: 1]
bool bAutoRefreshCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3d , Size: 1]
--------------------------------
Class: STBuildSystemComponent.BuildSystemComponent.ActorComponent.Object
delegate OnInsufficientMaterial;//[Offset: 0x320 , Size: 16]
int CurrentUIBuildingID;//[Offset: 0x330 , Size: 4]
class ConstructBot* ConstructBotTemplate;//[Offset: 0x338 , Size: 8]
bool hasConnection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x340 , Size: 1]
int MaxmumBuildingAllowed;//[Offset: 0x344 , Size: 4]
ConstructBot* ConstructBot;//[Offset: 0x348 , Size: 8]
STExtraPlayerController* CachedOwnerPlayerController;//[Offset: 0x350 , Size:
8]
STExtraBaseCharacter* OwnerPlayer;//[Offset: 0x360 , Size: 8]
void SpawnConstructBot();// 0x2df1c44
void SetCheatBuilding(bool IsCheat);// 0x2df1bc0
void SetBuildingConfig(const int Config);// 0x2df1b44
void ServerSpawnConstructBot();// 0x2df1ae4
void ServerDestroyConstructBot();// 0x2df1a84
void RestartConstructBot();// 0x37db6c4
void PlayerControllerReconnectedHandler();// 0x2df1a70
void OnUIInterfaceCreated();// 0x2df1a5c
void OnLostConnectionHandler(UAEPlayerController* Controller);// 0x2df19d8
void OnControllerBeginTouch(out const Vector2D ScreenPosition);// 0x2df1950
void OnConnectionRestoredHandler(UAEPlayerController* Controller);//
0x2df18cc
void JoystickTouchBeginHandler(out const Vector2D ScreenPosition, int
PointerIndex, bool IsBegin);// 0x2df17b8
bool IsCanPlaceBuilding(int InBuildID, byte _TYPE);// 0x2df16e4
void InitializeComponent();// 0x2df16c8
void InitBuildDataFromDataTable();// 0x37db6c4
void HandleStopPlaceBuilding();// 0x2df16ac
void HandleStartPlaceBuilding();// 0x2df1690
void HandleServerPlaceBuildingSuccess(Actor* BuiltActor);// 0x2df160c
PlayerController* GetOwnerPlayerController();// 0x2df15d0
STExtraPlayerController* GetExtraPlayerController();// 0x2df159c
int GetCurrentBuildIDFromUI();// 0x2df1560
static bool GetBuildingConsumeDataByID(int InBuildingID, out
BuildingConsumeData OutBuildData);// 0x2df148c
void DoSpawnConstructBot();// 0x2df1478
void DoShutdownConstructBot();// 0x2df1464
void DestroyConstructBot();// 0x2df1450
bool CustomizedCheck(out const BuildingData CurBuildData, out const Rotator
DestRotation, out const Vector DestLocation);// 0x2df12b4
void BindTouchEvents();// 0x2df12a0
void BeginPlay();// 0x2df1284
void AddBuildingConsumeData(BuildingConsumeData InData);// 0x2df11fc
--------------------------------
Class: BuildingConsumeData
int BuildingID;//[Offset: 0x0 , Size: 4]
int ConsumeItemID;//[Offset: 0x4 , Size: 4]
int ConsumeItemCount;//[Offset: 0x8 , Size: 4]
int ReturnItemCount;//[Offset: 0xc , Size: 4]
--------------------------------
Class:
STCharacterMeshComponent.UAESkeletalMeshComponent.SkeletalMeshComponent.SkinnedMesh
Component.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
int EffectiveDeviceLevel;//[Offset: 0xd98 , Size: 4]
--------------------------------
Class: STClothAnimInstance.AnimInstance.Object
enum AnimInstanceType;//[Offset: 0x3b8 , Size: 1]
STExtraBaseCharacter* C_OwnerCharacter;//[Offset: 0x3c0 , Size: 8]
bool C_IsFPPMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c8
, Size: 1]
bool C_IsSimulatCloth;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3c9 , Size: 1]
float C_BlendFactorInLobby;//[Offset: 0x3cc , Size: 4]
float C_BlendFactorInBattle;//[Offset: 0x3d0 , Size: 4]
float C_MoveThreshold;//[Offset: 0x3d4 , Size: 4]
float C_BlendScaleThreshold;//[Offset: 0x3d8 , Size: 4]
float C_BlendScale;//[Offset: 0x3dc , Size: 4]
SkeletalMeshComponent* ParentMesh;//[Offset: 0x3e8 , Size: 8]
Vector LastLocation;//[Offset: 0x3f0 , Size: 12]
SkeletalMeshComponent* TryGetParentMeshComponent();// 0x2dfa644
bool isCothAnimEnable();// 0x2dfa60c
void EnableClothAnim();// 0x2dfa5f8
void DisableClothAnim();// 0x2dfa5e4
--------------------------------
Class: STEActorCacheComponent.ActorComponent.Object
int PoolSizeLimit_Bullet;//[Offset: 0x160 , Size: 4]
int PoolSizeLimit_BulletImpactEffect;//[Offset: 0x164 , Size: 4]
bool PushActorToPool(byte ID, STECachableActor* Target);// 0x2dfb388
STECachableActor* GetActorFromPool(byte ID);// 0x2dfb2fc
--------------------------------
Class: STECachableActor.Actor.Object
STEActorCacheComponent* ActorCacheComponent;//[Offset: 0x398 , Size: 8]
void RegisterCachePool(STEActorCacheComponent* Pool);// 0x2dfb86c
bool PushToPool(byte ID);// 0x2dfb7dc
--------------------------------
Class:
STEFlareGuntProjectComponent.STEShootWeaponProjectComponent.STExtraShootWeaponCompo
nent.WeaponLogicBaseComponent.ActorComponent.Object
--------------------------------
Class:
STEShootWeaponInstantComponent.STExtraShootWeaponComponent.WeaponLogicBaseComponent
.ActorComponent.Object
--------------------------------
Class: STExtraFloatingVehicle.STExtraVehicleBase.Pawn.Actor.Object
float BoostModifier;//[Offset: 0x110c , Size: 4]
STExtraFloatingVehicleMovementComponent* FloatingVehicleMovement;//[Offset:
0x1110 , Size: 8]
void HandleOnMeshAwake(PrimitiveComponent* WakingComponent, FName
BoneName);// 0x2e4f4fc
Vector GetRotationInputDir();// 0x2e4f4bc
--------------------------------
Class:
STExtraAdvancedFloatingVehicle.STExtraFloatingVehicle.STExtraVehicleBase.Pawn.Actor
.Object
class FloatLogic* LogicControllerType;//[Offset: 0x1120 , Size: 8]
bool bUseOldLogic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1128 , Size: 1]
FloatLogic* FloatLogicControl;//[Offset: 0x1130 , Size: 8]
void PlaySfxUnderWater_Out();// 0x2dfd634
void PlaySfxUnderWater_In();// 0x2dfd620
--------------------------------
Class: STExtraAirborne.Character.Pawn.Actor.Object
Vector CurrentForwardSpeedV2;//[Offset: 0x7d8 , Size: 12]
Vector CurrentTurnSpeedV2;//[Offset: 0x7e4 , Size: 12]
AirborneSpeed FallSpeed2;//[Offset: 0x7f0 , Size: 64]
AirborneSpeed OpenSpeed2;//[Offset: 0x830 , Size: 64]
byte AirborneState2;//[Offset: 0x870 , Size: 1]
float CurrentAltitude2;//[Offset: 0x874 , Size: 4]
CameraSettings FreefallCameraSetting2;//[Offset: 0x878 , Size: 20]
CameraSettings OpeningCameraSetting2;//[Offset: 0x88c , Size: 20]
AkComponent* AkComponent;//[Offset: 0x8a0 , Size: 8]
SpringArmComponent* SpringArmFromBP;//[Offset: 0x8a8 , Size: 8]
TimelineComponent* LerpCameraTimeline;//[Offset: 0x8b0 , Size: 8]
CurveFloat* CameraCurve;//[Offset: 0x8b8 , Size: 8]
CameraSettingComponentFromBP* CameraSettingComponentFromBP;//[Offset: 0x8d0 ,
Size: 8]
AkAudioEvent* FreeFallAkEvent;//[Offset: 0x8d8 , Size: 8]
AkAudioEvent* OpeningAkEvent;//[Offset: 0x8e0 , Size: 8]
CameraAnim* AirborneCameraAnim;//[Offset: 0x8e8 , Size: 8]
delegate OnAirborneJump;//[Offset: 0x8f0 , Size: 16]
Pawn* GroundPawnFromBP;//[Offset: 0x900 , Size: 8]
float HaveToOpenAltitude;//[Offset: 0x908 , Size: 4]
delegate AirborneStateChangeDelegate;//[Offset: 0x910 , Size: 16]
CameraAnimInst* CameraAnimInst;//[Offset: 0x920 , Size: 8]
void SwitchCameraFromBP(out CameraSettings CameraSetting);// 0x2dfe314
void StateChangeServerFromBP();// 0x2dfe300
void StateChangeClientFromBP();// 0x2dfe2ec
void ServerSetStateFromBP(const byte AirborneStateBP);// 0x2dfe23c
void ServerAndAirbornAfterLand();// 0x37db6c4
void RotateMulticastFromBP(const Rotator Rotator);// 0x2dfe190
void OnStateChangeServerFromBP();// 0x2dfe130
void OnStateChangeMultiCastFromBP();// 0x2dfe0d0
void OnRep_AirbornStateChange();// 0x2dfe0bc
void OnCameraSettingLerp(float LerpAlpha);// 0x2dfe040
Vector NormalSpeedFromBP();// 0x2dfe008
void MoveRight(float Rate);// 0x2dfdf84
void MoveForward(float Rate);// 0x2dfdf00
bool IsAutonomousFromBP();// 0x2dfdec8
Vector GetVerticalSpeed2();// 0x2dfde90
Vector GetAirborneVelocity2();// 0x2dfde58
void DoMoveRight(float Rate);// 0x37db6c4
void DoMoveForward(float Rate);// 0x37db6c4
void ChangeCurForwardSpeedVFromBP(const Vector Speed);// 0x2dfddac
--------------------------------
Class: AirborneSpeed
Vector minSpeed;//[Offset: 0x0 , Size: 12]
Vector MaxSpeed;//[Offset: 0xc , Size: 12]
Vector NormalSpeed;//[Offset: 0x18 , Size: 12]
Vector VerticalSpeed;//[Offset: 0x24 , Size: 12]
float TurnSpeed;//[Offset: 0x30 , Size: 4]
Vector TurnSpeedV;//[Offset: 0x34 , Size: 12]
--------------------------------
Class: STExtraAIShootWeapon.STExtraShootWeapon.STExtraWeapon.Actor.Object
--------------------------------
Class:
STExtraAmphibiousVehicle.STExtraWheeledVehicle.STExtraVehicleBase.Pawn.Actor.Object
float BoostModifier;//[Offset: 0x13bc , Size: 4]
STExtraFloatingVehicleMovementComponent* FloatingVehicleMovement;//[Offset:
0x13c0 , Size: 8]
AkAudioEvent* Sfx_WaterLoop;//[Offset: 0x13c8 , Size: 8]
STExtraVehicleSfxLoop InWaterSfxLoop;//[Offset: 0x13d0 , Size: 112]
float InOutSoundCD;//[Offset: 0x1440 , Size: 4]
bool RepUseSyncatClient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1448 , Size: 1]
int DisableBuoyancyDistance;//[Offset: 0x144c , Size: 4]
bool DisableBuoyancyTickInLowPlatform;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x1450 , Size: 1]
byte DisableBuoyancyPlatformLevel;//[Offset: 0x1451 , Size: 1]
void SendServerIntoWater(const Vector InWaterLocation);// 0x2dfed40
void OnRep_UseSyncatClient();// 0x2dfed2c
void HandleOnMeshAwake(PrimitiveComponent* WakingComponent, FName
BoneName);// 0x2dfec78
Vector GetRotationInputDir();// 0x2dfec38
--------------------------------
Class:
STExtraAnimInstance_TDM.STExtraAnimInstanceBase.STPawnAnimInstanceBase.AnimInstance
.Object
STExtraAnimInstanceProxy Proxy;//[Offset: 0x690 , Size: 1264]
--------------------------------
Class:
STExtraAnimInstance_VehicleWar.STExtraAnimInstanceBase.STPawnAnimInstanceBase.AnimI
nstance.Object
STExtraAnimInstanceProxy Proxy;//[Offset: 0x690 , Size: 1264]
bool CanDumpThisAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xb80 , Size: 1]
Rotator OwnerAimRotation;//[Offset: 0xb84 , Size: 12]
Rotator C_SightAngledRotOffset;//[Offset: 0xb90 , Size: 12]
bool C_bIsAngledOpticalSight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xb9c , Size: 1]
bool C_MovingOnGround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xb9d , Size: 1]
bool C_MovingOnGroundAndMovbale;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xb9e , Size: 1]
bool C_IsSwimUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xb9f , Size: 1]
bool C_ReloadProne;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xba0 , Size: 1]
bool C_IsObstructed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xba1 , Size: 1]
bool C_IsGrenadeModeHigh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xba2 , Size: 1]
bool C_IsWeaponBolting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xba3 , Size: 1]
Rotator SwimRotate;//[Offset: 0xba4 , Size: 12]
bool C_ShouldPauseAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xbb0 , Size: 1]
bool C_IsHealing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbb1
, Size: 1]
float C_SwimSpeed;//[Offset: 0xbb4 , Size: 4]
float C_ProneHandleAlpha;//[Offset: 0xbb8 , Size: 4]
bool C_IsLeanOutVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xbbc , Size: 1]
float LeftHandShouldNotIKAlpha;//[Offset: 0xbc0 , Size: 4]
bool C_SkipOpenParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xbc4 , Size: 1]
byte C_SeatSpecialType;//[Offset: 0xbc5 , Size: 1]
int WeaponReloadSlotIndex;//[Offset: 0xbc8 , Size: 4]
bool C_IsDoingPickUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xbcc , Size: 1]
bool C_IsDoingReaload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xbcd , Size: 1]
float NeckTurnUILeftAngle;//[Offset: 0xbd0 , Size: 4]
float NeckTurnUIRightAngle;//[Offset: 0xbd4 , Size: 4]
float NeckTurnUIUPAngle;//[Offset: 0xbd8 , Size: 4]
float NeckTurnUIDownAngle;//[Offset: 0xbdc , Size: 4]
float NeckNotTurnAngle;//[Offset: 0xbe0 , Size: 4]
float NeckMapAngleDefault_Horizon;//[Offset: 0xbe4 , Size: 4]
float NeckMapAngleDefault_Portrait;//[Offset: 0xbe8 , Size: 4]
float NeckMapAngleLeft;//[Offset: 0xbec , Size: 4]
float NeckMapAngleRight;//[Offset: 0xbf0 , Size: 4]
float NeckMapAngleUp;//[Offset: 0xbf4 , Size: 4]
float NeckMapAngleDown;//[Offset: 0xbf8 , Size: 4]
float NeckMapCrouchAngleDefault_Horizon;//[Offset: 0xbfc , Size: 4]
float NeckMapCrouchAngleDefault_Portrait;//[Offset: 0xc00 , Size: 4]
float NeckMapCrouchAngleLeft;//[Offset: 0xc04 , Size: 4]
float NeckMapCrouchAngleRight;//[Offset: 0xc08 , Size: 4]
float NeckMapCrouchAngleUp;//[Offset: 0xc0c , Size: 4]
float NeckMapCrouchAngleDown;//[Offset: 0xc10 , Size: 4]
float NeckTurnSpeed;//[Offset: 0xc14 , Size: 4]
byte C_ParachuteState;//[Offset: 0xc18 , Size: 1]
Rotator C_HeadRotOffset;//[Offset: 0xc1c , Size: 12]
bool C_UseFlareGun;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xc28 , Size: 1]
bool C_ShouldAdditiveFlare;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xc29 , Size: 1]
bool C_ShouldAdditiveForegripObstructed;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xc2a , Size: 1]
bool C_ShouldPlayObstructedAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xc2b , Size: 1]
bool C_IsFPPMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc2c
, Size: 1]
float C_HoldingShieldAlpha;//[Offset: 0xc30 , Size: 4]
float C_HoldingShieldAdditive;//[Offset: 0xc34 , Size: 4]
BlendSpace* C_ObstructedAnim;//[Offset: 0xc38 , Size: 8]
AnimSequence* C_ShieldAddtive;//[Offset: 0xc40 , Size: 8]
AnimMontage* C_RevivalMontage;//[Offset: 0xc48 , Size: 8]
bool bIsHelicoptorDirver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xc50 , Size: 1]
Vector C_MoveDirExt;//[Offset: 0xc54 , Size: 12]
Rotator r_C_OwnerAimRotation_SUB_C_OwnerRotation;//[Offset: 0xc60 , Size: 12]
Rotator r_C_OwnerAimRotation_SUB_C_OwnerRotation_Yaw;//[Offset: 0xc6c , Size:
12]
Rotator r_C_ComponentRotationRelToControlRotation;//[Offset: 0xc78 , Size:
12]
bool b_C_IsOnVehicle_AND_C_IsCastingGenerate;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xc84 , Size: 1]
bool b_C_PoseType_EQ_Prone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xc85 , Size: 1]
bool b_C_Move_OR_C_IsOnVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xc86 , Size: 1]
bool b_OnVehicle_LeanOut_NarrowSeat_Reload;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xc87 , Size: 1]
bool b_OnVehicle_LeanOut_SwitchWeapon;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xc88 , Size: 1]
bool b_C_ParachuteState_EQ_FreeFall;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xc89 , Size: 1]
bool b_C_ParachuteState_NEQ_FreeFall;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xc8a , Size: 1]
bool b_C_ParachuteState_EQ_Landing;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xc8b , Size: 1]
bool b_UnarmedFallingToRifleFallLandingHard;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xc8c , Size: 1]
bool b_UnarmedFallingToRifleCombatFallLanding;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xc8d , Size: 1]
bool b_C_LastMovementMode_EQ_Falling;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xc8e , Size: 1]
bool b_C_LastMovementMode_NEQ_Falling;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xc8f , Size: 1]
bool b_C_LastMovementMode_NEQ_Falling_OR_HoldGrenade;//(ByteOffset: 0,
ByteMask: 1, FieldMask: 255)[Offset: 0xc90 , Size: 1]
float f_C_MoveVelocity_Div_SwimSpeed_X;//[Offset: 0xc94 , Size: 4]
float f_C_MoveVelocity_Div_SwimSpeed_Y;//[Offset: 0xc98 , Size: 4]
bool b_C_NotUseGeneralHeadAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xc9c , Size: 1]
bool b_C_MoveVelocity_Turning_NotScoping;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xc9d , Size: 1]
bool b_C_MoveVelocity_SightSlow_High;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xc9e , Size: 1]
bool b_C_MoveVelocity_SightSlow_Low;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xc9f , Size: 1]
bool b_C_DoingPickup_Or_DoingReload;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xca0 , Size: 1]
enum[] DisallowedEyeRotationWithHeadList;//[Offset: 0xca8 , Size: 16]
float C_LeanOut_AimAngle;//[Offset: 0xcb8 , Size: 4]
float C_ShouldIKAlpha;//[Offset: 0xcbc , Size: 4]
float C_SightRotOffsetAlpha;//[Offset: 0xcc0 , Size: 4]
float C_UseHairAnimDynamicAlpha;//[Offset: 0xcc4 , Size: 4]
float LeanOutL_AimAngle;//[Offset: 0xccc , Size: 4]
float LeanOutR_AimAngle;//[Offset: 0xcd0 , Size: 4]
bool bIsLandingHard;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xcd4 , Size: 1]
bool bForcePlayMontage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xcf8 , Size: 1]
void TryToFireFlareGun();// 0x2e02e54
void SetVelocityZFactor(float NewFactor);// 0x2e02dd8
void SetC_ViewRotation(Rotator NewRotator, float DeltaTime);// 0x2e02d18
void PostCacheParamList(float DeltaSeconds);// 0x37db6c4
void DumpAllProperties();// 0x2e02d04
void DumpAllAnimInstancesInThisWorld();// 0x2e02cf0
AnimParamList CacheParamList(float DeltaSeconds);// 0x2e02bb4
PlayerAnimList CacheAnimVarList();// 0x2e02ac4
--------------------------------
Class: STExtraBagPetAnimInstance.AnimInstance.Object
STExtraBaseCharacter* C_OwnerCharacter;//[Offset: 0x3b8 , Size: 8]
SkeletalMeshComponent* C_OwnerSkeletalMesh;//[Offset: 0x3c0 , Size: 8]
float CheckPlayAnimDuration;//[Offset: 0x3c8 , Size: 4]
float AimAtAngleToPlayAnim;//[Offset: 0x3cc , Size: 4]
int RandomIndex;//[Offset: 0x3d0 , Size: 4]
float RandomIndexDuration;//[Offset: 0x3d4 , Size: 4]
bool ShowDebugMaxDistanceFactor;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x3d8 , Size: 1]
void UpdateCheckAdjustAnimFromOwnerCharacter(float DeltaTime);// 0x2e04a00
--------------------------------
Class: STBaseBuffManager.Object
STBaseBuffTemplateItem[] BuffList;//[Offset: 0x28 , Size: 16]
class STBaseBuffList[] BuffListTemplates;//[Offset: 0x38 , Size: 16]
<int,STBaseBuff*> BuffInstancedTemplateMap;//[Offset: 0x48 , Size: 80]
--------------------------------
Class: STBaseBuffTemplateItem
int ID;//[Offset: 0x0 , Size: 4]
FName Name;//[Offset: 0x8 , Size: 8]
STBaseBuff* Buff;//[Offset: 0x10 , Size: 8]
--------------------------------
Class: STBaseBuffList.Object
FString BuffListName;//[Offset: 0x28 , Size: 16]
STBaseBuffTemplateItem[] BuffList;//[Offset: 0x38 , Size: 16]
--------------------------------
Class: STExtraBaseBuffManager.STBaseBuffManager.Object
--------------------------------
Class: STExtraBlueprintFunctionLibrary.BlueprintFunctionLibrary.Object
static Rotator Vector2Rotator(Vector ver);// 0x2e3ceb0
static int UpdateHighPingTagNative(const PlayerController* PlayerController,
float DeltaTime, float ThresholdMid, float ThresholdBad);// 0x2e3cd84
static bool TraceGround(Object* ContextObject, Vector AboveGroundLoc, float
TraceDeepDis, out HitResult HitInfo, bool bForceStatic);// 0x2e3cbd8
static bool TraceBlock(Object* ContextObject, Vector Start, Vector End, out
HitResult HitInfo, out const Actor*[] IgnoreActors, bool bForceStatic);// 0x2e3c9a4
static bool TraceAllBlocks(out HitResult[] OutHits, Object* ContextObject,
Vector Start, Vector End, out HitResult HitInfo, out const Actor*[] IgnoreActors,
bool bForceStatic);// 0x2e3c6f0
static bool SphereTraceAllObjects(Object* WorldContextObject, const Vector
Start, const Vector End, float Radius, out const byte[] ObjectTypes, bool
bTraceComplex, out const Actor*[] ActorsToIgnore, out HitResult[] OutHits, bool
bIgnoreSelf);// 0x2e3c3b4
static ParticleSystemComponent* SpawnEmitterLocationWithMgr(Object*
WorldContextObject, ParticleSystem* EmitterTemplate, Vector Location, Rotator
Rotation, Vector Scale, bool bAutoDestroy, bool bSpawnWithPool);// 0x2e3c1b4
static ParticleSystemComponent* SpawnEmitterAttachedWithMgr(Object*
WorldContextObject, ParticleSystem* EmitterTemplate, SceneComponent*
AttachToComponent, FName AttachPointName, Vector Location, Rotator Rotation, Vector
Scale, byte LocationType, bool bAutoDestroy, bool bSpawnWithPool);// 0x2e3bf04
static CustomParticleSystemComponent*
SpawnCustomEmitterAttached(ParticleSystem* EmitterTemplate, SceneComponent*
AttachToComponent, FName AttachPointName, Vector Location, Rotator Rotation, byte
LocationType, bool bAutoDestroy);// 0x2e3bd1c
static CustomParticleSystemComponent* SpawnCustomEmitterAtLocation(const
Object* WorldContextObject, ParticleSystem* EmitterTemplate, Vector Location,
Rotator Rotation, bool bAutoDestroy);// 0x2e3bbac
static GameModeCorpsDetailData[] SortCorpsByKilledPlayer(out const
GameModeCorpsDetailData[] CorpsInfo);// 0x2e3b9ac
static bool ShouldUpdateSignal(float DeltaTime);// 0x2e3b92c
static void SetUpPostProcessSetting(PostProcessVolume* PostProcessVolume, out
MaterialInstanceDynamic*[] Blends);// 0x2e3b83c
static void SetPostProcessBlendEffectWeightByIndex(PostProcessVolume*
PostProcessVolume, byte Index, float Weight);// 0x2e3b750
static void SetCustomLogo(int TeamNo, FString LogoName, Texture2D*
LogoTexture);// 0x2e3b5a8
static void SetCollisionResponseForBodies(SkeletalMeshComponent* SkelMesh,
byte Channel, byte NewResponse, FName[] BodyNames);// 0x2e3b3b4
static float PointDistanceToLine2D(out const Vector2D Line1Start, out const
Vector2D Line1End, out const Vector2D Point);// 0x2e3b28c
static STExtraBaseCharacter* PickGoldenSuitFistTarget(const Object*
WorldContextObject, STExtraPlayerCharacter* BaseCharacter, FanPickerConfigData
FanData);// 0x2e3b0b0
static Actor*[] OrderByDistance(Actor* Actor, Actor*[] inArray);// 0x2e3aedc
static bool LuaRemoteEventWithObjects(Object* WorldContextObject, FString
EventTag, FString CustomParam, Object* TObject01, Object* TObject02);// 0x2e3ac14
static bool LuaRemoteEventWithObject(Object* WorldContextObject, FString
EventTag, FString CustomParam, Object* TObject);// 0x2e3a984
static bool LuaRemoteEvent(Object* WorldContextObject, FString EventTag,
FString CustomParam);// 0x2e3a730
static Vector LimitVector(out const Vector CurVec, out const Vector
MaxVec);// 0x2e3a650
static Rotator LimitRotator(out const Rotator CurRot, out const Rotator
MaxRot);// 0x2e3a570
static bool IsTwoLineIntersect(out const Vector2D Line1Start, out const
Vector2D Line1End, out const Vector2D Line2Start, out const Vector2D Line2End);//
0x2e3a3f0
static bool IsSlotHasEquipped(Character* Character, enum InSlotType);//
0x2e3a334
static bool IsSamePlayerState(UAEPlayerState* stateA, UAEPlayerState*
stateB);// 0x2e3a27c
static int IsPreLoadInPVEEnabled();// 0x2e3a248
static bool IsPlayerWearingGoldenSuit(const Object* WorldContextObject,
STExtraBaseCharacter* BaseCharacter, enum AvatarSlot);// 0x2e3a154
static bool IsPlayerCantBlock(Actor* DamageCauser, out HitResult
HitResult);// 0x2e3a074
static bool IsLineIntersectWithPolygon(out const Vector2D Line1Start, out
const Vector2D Line1End, out const Vector2D[] PolygonPoints);// 0x2e39f14
static bool IsHiddenByOtherSlot(Character* Character, int ItemResId);//
0x2e39e58
static bool IsDedicatedServer(Object* Obj);// 0x2e39dd8
static bool HasTeammateAlive(STExtraPlayerState* PS);// 0x2e39d58
static void HandleGrenadeExplode(Object* WorldContextObject, Controller*
InstigatedByController, Actor* DamageCauser, int TypeSpecificID);// 0x2e39c34
static bool GetWorldToUIShowLocationRect(Object* WorldContextObject, out
const Vector WorldLocation, out const Vector4 Limit, out const Vector2D UIOffset,
out Vector2D OutPosition, out float Angle);// 0x2e39a1c
static float GetUIShowLocationAngle(Object* WorldContextObject, out const
Vector2D InPosition, out const Vector4 Limit);// 0x2e398f8
static uint32 GetTargetObjectNetGUID(World* World, Object* TargetObj);//
0x2e39844
static FString GetTableData_String(UAEDataTable* Table, FString RowName,
FString TagName);// 0x2e39698
static int GetTableData_Int(UAEDataTable* Table, FString RowName, FString
TagName);// 0x2e3954c
static float GetTableData_Float(UAEDataTable* Table, FString RowName, FString
TagName);// 0x2e39400
static bool GetTableData_Bool(UAEDataTable* Table, FString RowName, FString
TagName);// 0x2e392b0
static Actor*[] GetSphereOverlappingPawns(Object* WorldContextObject, float
Radius, float CollisionFreeRadius, out const Vector Origin, Actor* DamageCauser,
out const Actor*[] IgnoreActors, bool DrawVisibleTraceDebugLine);// 0x2e3900c
static Actor*[] GetSphereOverlappingActors(Object* WorldContextObject, float
Radius, float CollisionFreeRadius, out const Vector Origin, Actor* DamageCauser,
out const Actor*[] IgnoreActors, bool DrawVisibleTraceDebugLine);// 0x2e38d68
static SkeletalMesh* GetSkeletalMeshFromString(const FString Name);//
0x2e38c34
static bool GetScreenLocationOfWorldLoc(Object* WorldContextObject, out const
Vector WorldLoc, out const Vector4 Limit, out Vector2D OutScreenLoc, out float
OutAngle);// 0x2e38a68
static SceneComponent*[] GetSceneComponentAttachedChildren(SceneComponent*
SceneComponent);// 0x2e389a4
static Vector GetRandomPointOnCircle(const float Radius);// 0x2e38924
static Vector GetRandomPointInRadius(const float Radius);// 0x2e388a4
static float GetRadialDamageImpulseAtLocation(Vector Location, const
DamageType* DamageType, Vector Origin, float Radius);// 0x2e38774
static QuickSignComponent* GetQuickSignComponentFromController(Controller*
Controller);// 0x2e386f8
static WeightedBlendable
GetPostProcessBlendEffectWeightByIndex(PostProcessVolume* PostProcessVolume, byte
Index);// 0x2e38640
static Box2D GetPolygonAABB(out const Vector2D[] PolygonPoints);// 0x2e38574
static int GetPlayerWearingGoldenSuitID(const Object* WorldContextObject,
STExtraBaseCharacter* BaseCharacter, enum AvatarSlot);// 0x2e38484
static int GetPlayerPingSignal(int PlayerPing);// 0x2e38408
static int GetPlayerPing(const PlayerController* PlayerController);//
0x2e3838c
static ParticleSystem* GetParticleSystemFromString(const FString Name);//
0x2e38258
static HitResult[] GetOverlappingActorBySphere(Object* WorldContextObject,
Actor* Finder, out const Vector Origin, float Radius);// 0x2e380a8
static FString GetObjName(Object* Obj);// 0x2e37fc4
static FString GetObjFullName(Object* Obj);// 0x2e37ee0
static MaterialInterface* GetMaterialFromString(const FString Name);//
0x2e37dac
static MapUIMarkManager* GetMapUIMarkComponent(Object* WorldContextObject);//
0x2e37d30
static int GetGoldenSuitSkillVariationId(const Object* WorldContextObject,
STExtraBaseCharacter* BaseCharacter, enum AvatarSlot, int SkillID);// 0x2e37c04
static FName GetFNameFromTwoID(int MainID, int SubID);// 0x2e37b50
static DynamicWeatherMgr* GetDynamicWeatherMgr(const Object*
WorldContextObject);// 0x2e37ad4
static float GetDistanceVector2D(out const Vector2D vec1, out const Vector2D
vec2);// 0x2e379d0
static float GetDistanceVector(out const Vector vec1, out const Vector
vec2);// 0x2e378b8
static float GetDistanceToPlayer(const Object* WorldContextObject, out const
Vector Position, int PlayerIndex);// 0x2e377ac
static FString GetDeviceName();// 0x2e37708
static CustomTeamLogoAndColor GetCustomLogoAndColor(int TeamNo);// 0x2e37664
static void GetClassByClassReferenceAsyncWithID(const FString ClassReference,
delegate ClassLoadSuccessDelegate, int resID);// 0x2e374a8
static void GetClassByClassReferenceAsync(const FString ClassReference,
delegate ClassLoadSuccessDelegate);// 0x2e37328
static void GetClassByAssetReferenceAsync(SoftObjectPath AssetReference,
delegate ClassLoadSuccessDelegate);// 0x2e371a0
static class Object GetClassByAssetReference(SoftObjectPath
AssetReference);// 0x2e37064
static ChatComponent* GetChatComponentFromController(Controller*
Controller);// 0x2e36fe8
static ChatComponent* GetChatComponentFromCharacter(Character* Character);//
0x2e36f6c
static Actor*[] GetCapsuleOverlappingActors(Object* WorldContextObject, float
CapsuleRadius, float CapsuleHalfHeight, out const Quat RotQuat, out const Vector
Origin, Actor* DamageCauser, out const Actor*[] IgnoreActors, bool
DrawVisibleTraceDebugLine);// 0x2e36c74
static void GetBuildConfiguration(out FString Configuration);// 0x2e36bc4
static BackpackComponent* GetBackpackComponentFromPawn(Pawn* Character);//
0x2e36b48
static BackpackComponent* GetBackpackComponentFromController(Controller*
Controller);// 0x2e36acc
static BackpackComponent* GetBackpackComponentFromCharacter(Character*
Character);// 0x2e36a50
static void GetAssetByAssetReferenceAsyncWithID(SoftObjectPath
AssetReference, delegate AssetLoadSuccessDelegate, int resID);// 0x2e3688c
static void GetAssetByAssetReferenceAsyncWithFuncName(SoftObjectPath
AssetReference, delegate AssetLoadSuccessDelegate);// 0x2e36704
static void GetAssetByAssetReferenceAsync(SoftObjectPath AssetReference,
delegate AssetLoadSuccessDelegate);// 0x2e3657c
static void GetAssetByAssetReferenceAndOneParamAsync(SoftObjectPath
AssetReference, Object* InputParam, delegate AssetLoadSuccessDelegate);// 0x2e363b8
static Object* GetAssetByAssetReference(SoftObjectPath AssetReference);//
0x2e3627c
static Vector[] Generate3StageBezierPointsSrcToDst(Vector Src, Vector Ctl,
Vector Dst, int Num);// 0x2e360dc
static bool GasolineCanExplosionApplyDamage(Object* WorldContextObject, out
const ApplyRadialDamageParams ApplyRadialDamageParams);// 0x2e35f88
static void FlushSlateZBufferWriteState(World* World);// 0x2e35f14
static STExtraBaseCharacter* FindPlayerByUID(FString InUID, const Object*
WorldContextObject);// 0x2e35e2c
static void FilterActorsByNumLimit(Vector Center, out <Actor*,HitResult>
OutActors, int MaxTargetNum);// 0x2e35cd0
static void EventFunc_Client_OnStartWeakGuidForActor(Actor* GuidActor, int
GuidID);// 0x2e35c20
static void EventFunc_Client_InfectionOnCloseZombieSelectUI(Object*
TriggerObj, int CloseCount);// 0x2e35b70
static void EventFunc_Client_InfectionCloseStageTip(Object* TriggerObj);//
0x2e35afc
static void EventFunc_Client_InfectionCloseFirstTimeTip(Object*
TriggerObj);// 0x2e35a88
static void EventFunc_Client_HeavyWeaponCloseFirstTimeTip(Object*
TriggerObj);// 0x2e35a14
static float DistanceSqToBox(out const Vector Location, out const Vector
BoxCenter, out const Rotator BoxRotation, out const Vector BoxExtent, out Vector
ClosestPoint, bool DebugDraw, World* World, float DeltaTime);// 0x2e35784
static float Dist2D(Vector Src, Vector Dst);// 0x2e356cc
static float Dist(Vector Src, Vector Dst);// 0x2e35614
static int DiffUTCTime();// 0x2e355e0
static void DestroyActorWithParam(Actor* Target, bool bForce, bool
bModifyLevel);// 0x2e354e4
static UserWidget* CreateWidgetByPathName(const FString Name, Object*
ContextObject);// 0x2e35374
static UserWidget* CreateWidgetByClass(class Object ItemClass, Object*
ContextObject);// 0x2e352c0
static bool CreateMyLandscape(Object* WorldContextObject, FString MatPath,
FString GeoPath);// 0x2e35170
static FText ConvertIntSecondTimeToText(int InVal);// 0x2e35024
static bool ComponentIsVisibleFromOrigin(PrimitiveComponent* VictimComp, out
const Vector Origin, Actor* IgnoredActor, out const Actor*[] IgnoreActors, byte
TraceChannel, bool DrawVisibleTraceDebugLine, bool IsConsideringVehicleBlock);//
0x2e34dc8
static bool
ComponentIsVisibleFromExplosionWithEndPosition(PrimitiveComponent* VictimComp, out
const Vector Origin, out const Vector EndPos, Actor* IgnoredActor, out const
Actor*[] IgnoreActors, byte TraceChannel, bool DrawVisibleTraceDebugLine, bool
IsConsideringVehicleBlock);// 0x2e34b20
static bool ComponentIsVisibleFromExplosion(PrimitiveComponent* VictimComp,
out const Vector Origin, Actor* IgnoredActor, out const Actor*[] IgnoreActors, byte
TraceChannel, bool DrawVisibleTraceDebugLine, bool IsConsideringVehicleBlock);//
0x2e348c4
static bool CanKillPlayerByOneFist(const Object* WorldContextObject,
STExtraPlayerCharacter* BaseCharacter, STExtraPlayerCharacter* TargetCharacter,
float TestDamage);// 0x2e34794
static float CalculateKDRatio(const int iKillNum, const int iDeathNum);//
0x2e346e0
static bool ApplyRadiusDamageSTEWithMomentum(Object* WorldContextObject,
float BaseDamage, float MinimumDamage, float BaseMomentumMag, out const Vector
Origin, float DamageInnerRadius, float DamageOuterRadius, float DamageFalloff,
class DamageType DamageTypeClass, out const Actor*[] IgnoreActors, Actor*
DamageCauser, Controller* InstigatedByController, float CollisionFreeRadius,
<byte,float> AddtionalDamage, bool IsVehicleExplode, bool
DrawVisibleTraceDebugLine, float BaseDamageForZombie, float MininumDamageForZombie,
int Type, int TypeSpecificID, byte InDamageType, int MaxTargetNum);// 0x2e33fcc
static bool ApplyRadiusDamageSTEThroughWall(Object* WorldContextObject, float
BaseDamage, float MinimumDamage, float BaseMomentumMag, out const Vector Origin,
float DamageInnerRadius, float DamageOuterRadius, float DamageFalloff, float
ThrowWallDamageScale, class DamageType DamageTypeClass, out const Actor*[]
IgnoreActors, Actor* DamageCauser, Controller* InstigatedByController, float
CollisionFreeRadius, <byte,float> AddtionalDamage, bool DrawVisibleTraceDebugLine,
byte InDamageType, int MaxTargetNum);// 0x2e339b8
static bool ApplyRadiusDamageSTE(Object* WorldContextObject, float
BaseDamage, float MinimumDamage, out const Vector Origin, float DamageInnerRadius,
float DamageOuterRadius, float DamageFalloff, class DamageType DamageTypeClass, out
const Actor*[] IgnoreActors, Actor* DamageCauser, Controller*
InstigatedByController, float CollisionFreeRadius, bool
DrawVisibleTraceDebugLine);// 0x2e33610
static bool ApplyRadialDamage(Object* WorldContextObject, out const
ApplyRadialDamageParams RadialDamageParams);// 0x2e334bc
static bool ApplyDamageToOneVictim(class DamageType DamageTypeClass, const
Actor* Victim, bool IsVehicleExplode, out const HitResult ComponentHits, out const
Vector Origin, float BaseDamage, float MinimumDamage, float DamageInnerRadius,
float DamageOuterRadius, float DamageFalloff, Controller* InstigatedByController,
Actor* DamageCauser, <byte,float> AddtionalDamage, float BaseMomentumMag, bool
bAppliedDamage, int Type, int TypeSpecificID, byte InDamageType);// 0x2e32ec4
static bool AnalysisUIMsgParam(FString InParam, out FString OutStr, out
<FString,FString> OutMap);// 0x2e32cf4
static void AddDistributedImpulseAtLocation(SkeletalMeshComponent* SkelMesh,
Vector Impulse, Vector Location, FName BoneName, float DistriburedImpulseScale);//
0x2e32b90
--------------------------------
Class: CustomTeamLogoAndColor
int TeamNo;//[Offset: 0x0 , Size: 4]
FString TeamName;//[Offset: 0x8 , Size: 16]
FString TeamLogoPath;//[Offset: 0x18 , Size: 16]
Color TeamColor;//[Offset: 0x28 , Size: 4]
Color PlayerColor;//[Offset: 0x2c , Size: 4]
FString CornerMarkPath;//[Offset: 0x30 , Size: 16]
<FString,Texture2D*> TeamLogoTexture;//[Offset: 0x40 , Size: 80]
--------------------------------
Class:
STExtraBuffAction_AdjustSmokePostMat.STExtraBuffAction.UAESkillAction.UTSkillAction
.UTSkillEffect.UTSkillBaseWidget.ActorComponent.Object
CurveFloat* CurveAlphaAlongTime;//[Offset: 0x188 , Size: 8]
CurveFloat* CurveAlphaAlongDistance;//[Offset: 0x190 , Size: 8]
bool ResetOnRemove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x198 , Size: 1]
MaterialInterface* ParentMaterial;//[Offset: 0x1a0 , Size: 8]
FName ShaderUniformName;//[Offset: 0x1a8 , Size: 8]
STScreenAppearanceComponent* OwnerScreenAppearanceCompCache;//[Offset:
0x1c0 , Size: 8]
--------------------------------
Class:
STExtraBuffAction_AdjustStunPostMat.STExtraBuffAction.UAESkillAction.UTSkillAction.
UTSkillEffect.UTSkillBaseWidget.ActorComponent.Object
float FadeInDuration;//[Offset: 0x188 , Size: 4]
bool IsUseBreathPercentageAsAlpha;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x18c , Size: 1]
float FadeOutDuration;//[Offset: 0x190 , Size: 4]
bool ResetOnRemove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x194 , Size: 1]
MaterialInterface* ParentMaterial;//[Offset: 0x198 , Size: 8]
FName ShaderUniformName;//[Offset: 0x1a0 , Size: 8]
bool bCaptureScreen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1a8 , Size: 1]
FName CaptureScreenTexName;//[Offset: 0x1b0 , Size: 8]
MaterialInstanceDynamic* DynamicMat;//[Offset: 0x1b8 , Size: 8]
bool IsUniqueEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1c0 , Size: 1]
StaticMeshComponent* CameraStaticMeshCom;//[Offset: 0x1c8 , Size: 8]
--------------------------------
Class:
STExtraBuffAction_Attachment.STExtraBuffAction.UAESkillAction.UTSkillAction.UTSkill
Effect.UTSkillBaseWidget.ActorComponent.Object
UTBuffAttachment[] Attachments;//[Offset: 0x188 , Size: 16]
<FString,ParticleSystem*> DecentParticles;//[Offset: 0x198 , Size: 80]
--------------------------------
Class: UTBuffAttachment
SceneComponent* Component;//[Offset: 0x0 , Size: 8]
SceneComponent* ComponentEnemy;//[Offset: 0x8 , Size: 8]
FName SocketName;//[Offset: 0x10 , Size: 8]
bool bShowOnlyFirstPersonView;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x18 , Size: 1]
--------------------------------
Class:
STExtraBuffAction_AttrModify.UAESkillAction.UTSkillAction.UTSkillEffect.UTSkillBase
Widget.ActorComponent.Object
bool AuthorityOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x188 , Size: 1]
AttrModifyItem AttrModifier;//[Offset: 0x190 , Size: 72]
bool bAutoRemove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d8
, Size: 1]
--------------------------------
Class:
STExtraBuffAction_CameraAnim.STExtraBuffAction.UAESkillAction.UTSkillAction.UTSkill
Effect.UTSkillBaseWidget.ActorComponent.Object
class CameraShake* CameraShakeClass;//[Offset: 0x188 , Size: 8]
float CameraShakeScale;//[Offset: 0x190 , Size: 4]
bool bImmediatelyStopCameraShake;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x194 , Size: 1]
byte CameraShakePlaySpace;//[Offset: 0x195 , Size: 1]
Rotator CameraShakeUserPlaySpaceRot;//[Offset: 0x198 , Size: 12]
--------------------------------
Class: DamageType_BuffDot.Object
--------------------------------
Class: DamageTargetRate_BuffDot.DamageType_BuffDot.Object
float percent;//[Offset: 0x28 , Size: 4]
--------------------------------
Class:
STExtraBuffAction_Dot.STExtraBuffAction.UAESkillAction.UTSkillAction.UTSkillEffect.
UTSkillBaseWidget.ActorComponent.Object
float IntervalTime;//[Offset: 0x188 , Size: 4]
float DotValue;//[Offset: 0x18c , Size: 4]
int itemType;//[Offset: 0x190 , Size: 4]
int ItemSpecificID;//[Offset: 0x194 , Size: 4]
bool bUseWeaponDamageType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x198 , Size: 1]
bool NeedMultiplyDamageForLayer;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x199 , Size: 1]
CurveFloat* CurveLayeredDamage;//[Offset: 0x1a0 , Size: 8]
DamageType_BuffDot* DamageType;//[Offset: 0x1a8 , Size: 8]
class DamageType* DamageTypeClass;//[Offset: 0x1b0 , Size: 8]
bool HasEffectWhenNearDeath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1b8 , Size: 1]
--------------------------------
Class:
STExtraBuffAction_DrowningDamage.STExtraBuffAction.UAESkillAction.UTSkillAction.UTS
killEffect.UTSkillBaseWidget.ActorComponent.Object
float IntervalTime;//[Offset: 0x188 , Size: 4]
float DotValue;//[Offset: 0x18c , Size: 4]
float BreathAmountThrehold;//[Offset: 0x190 , Size: 4]
class DamageType* DamageTypeClass;//[Offset: 0x198 , Size: 8]
--------------------------------
Class:
STExtraBuffAction_EnableAttrModifier.UAESkillAction.UTSkillAction.UTSkillEffect.UTS
killBaseWidget.ActorComponent.Object
FString AttrConfigItemName;//[Offset: 0x188 , Size: 16]
--------------------------------
Class:
STExtraBuffAction_EnterState.UAESkillAction.UTSkillAction.UTSkillEffect.UTSkillBase
Widget.ActorComponent.Object
enum TargetState;//[Offset: 0x188 , Size: 1]
enum MonsterState;//[Offset: 0x18c , Size: 4]
bool bLeaveStateAfterPhase;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x190 , Size: 1]
--------------------------------
Class:
STExtraBuffAction_Invincible.UAESkillAction.UTSkillAction.UTSkillEffect.UTSkillBase
Widget.ActorComponent.Object
bool RunOnServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x188
, Size: 1]
void UndoAction_Internal();// 0x2e41e74
bool RealDoAction_Internal();// 0x2e41e34
--------------------------------
Class:
STExtraBuffAction_ListenWeaponAttack.STExtraBuffAction.UAESkillAction.UTSkillAction
.UTSkillEffect.UTSkillBaseWidget.ActorComponent.Object
bool ListenHit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x188 ,
Size: 1]
bool ListenLost;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x189 , Size: 1]
void UndoAction_Internal();// 0x2e42340
bool RealDoAction_Internal();// 0x2e42300
void NotifyHitLost();// 0x2e422ec
void NotifyHit(float BaseDamage, bool IsHeadShot, out const DamageEvent
DamageEvent, out const HitResult HitResult, const Actor* Victim);// 0x2e42120
--------------------------------
Class:
STExtraBuffAction_Log.UTSkillAction.UTSkillEffect.UTSkillBaseWidget.ActorComponent.
Object
FString LogString;//[Offset: 0x188 , Size: 16]
--------------------------------
Class:
STExtraBuffAction_PeriodAction.STExtraBuffAction.UAESkillAction.UTSkillAction.UTSki
llEffect.UTSkillBaseWidget.ActorComponent.Object
UTSkillAction* Action;//[Offset: 0x188 , Size: 8]
float interval;//[Offset: 0x190 , Size: 4]
float CurrentTickDeltaTime;//[Offset: 0x194 , Size: 4]
--------------------------------
Class:
STExtraBuffAction_PlayAnimation.UTSkillAction.UTSkillEffect.UTSkillBaseWidget.Actor
Component.Object
BuffAnimationItem BuffAnimations;//[Offset: 0x188 , Size: 168]
BuffAnimationTagItem BuffAnimationTags;//[Offset: 0x230 , Size: 40]
--------------------------------
Class: BuffAnimationItem
AnimationAsset* AnimationAssetToPlay;//[Offset: 0x0 , Size: 40]
AnimationAsset* AnimationAssetToPlayFPP;//[Offset: 0x28 , Size: 40]
AnimMontage* AnimationMontageToPlay;//[Offset: 0x50 , Size: 40]
AnimMontage* AnimationMontageToPlayFPP;//[Offset: 0x78 , Size: 40]
bool NeedReplayByChangFirstView;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xa0 , Size: 1]
--------------------------------
Class: BuffAnimationTagItem
FName AnimationAssetTag;//[Offset: 0x0 , Size: 8]
FName AnimationAssetTagFPP;//[Offset: 0x8 , Size: 8]
FName AnimationMontageTag;//[Offset: 0x10 , Size: 8]
FName AnimationMontageTagFPP;//[Offset: 0x18 , Size: 8]
bool NeedReplayByChangFirstView;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x20 , Size: 1]
--------------------------------
Class:
STExtraBuffAction_SpellSkill.UAESkillAction.UTSkillAction.UTSkillEffect.UTSkillBase
Widget.ActorComponent.Object
int SkillID;//[Offset: 0x188 , Size: 4]
byte SpellerType;//[Offset: 0x18c , Size: 1]
byte SourceType;//[Offset: 0x18d , Size: 1]
void StartSkill(Actor* Speller);// 0x2e42e20
bool RealDoAction_Internal();// 0x2e42de0
--------------------------------
Class:
STExtraBuffAction_StopMovement.STExtraBuffAction.UAESkillAction.UTSkillAction.UTSki
llEffect.UTSkillBaseWidget.ActorComponent.Object
--------------------------------
Class: STExtraBuffApplierComponent.ActorComponent.Object
FString OverlapCheckComponnentName;//[Offset: 0x110 , Size: 16]
int MaxTargetNum;//[Offset: 0x120 , Size: 4]
BuffApplierConditionPair[] BuffConditionArray;//[Offset: 0x128 , Size: 16]
STExtraCharacter*[] Targets;//[Offset: 0x138 , Size: 16]
float CheckPeriod;//[Offset: 0x148 , Size: 4]
ShapeComponent* OverlapCheckComponnent;//[Offset: 0x150 , Size: 8]
bool IsCheckingBlock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x159 , Size: 1]
bool IsIgnoreThrower;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x15a , Size: 1]
bool IsIgnoreTeamate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x15b , Size: 1]
bool IsRemoveBuffWhenOutRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x15c , Size: 1]
bool IsRemoveBuffWnenAddNew;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x15d , Size: 1]
bool bNeedRefreshBuffInRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x15e , Size: 1]
bool bDisableClearBuff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x15f , Size: 1]
Vector ServerIsHeadVisibleOffsetForProne;//[Offset: 0x160 , Size: 12]
void SetIsEnableChecking(bool Enable);// 0x2e43430
void OverlapCheckerOneTarget(Actor* OtherActor);// 0x2e433b4
--------------------------------
Class: BuffApplierConditionPair
byte ConditionVar;//[Offset: 0x0 , Size: 1]
bool IsShowDebugLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1 , Size: 1]
float InSightCheckAngle;//[Offset: 0x4 , Size: 4]
float InnerRangeDistance;//[Offset: 0x8 , Size: 4]
CurveFloat* CurveExpirePerDistance;//[Offset: 0x10 , Size: 8]
FName[] BuffNameArray;//[Offset: 0x18 , Size: 16]
int[] BuffSkillIdArray;//[Offset: 0x28 , Size: 16]
int[] BuffSkillIdArrayForZombie;//[Offset: 0x38 , Size: 16]
--------------------------------
Class: STExtraBuffLibrary.BlueprintFunctionLibrary.Object
static STBaseBuff* GetBuffByName(Actor* BuffOwner, out const FName Name);//
0x2e43914
static bool BuffIsValid(Actor* BuffOwner);// 0x2e43894
--------------------------------
Class:
STExtraBuffRandomApplierComponent.STExtraBuffApplierComponent.ActorComponent.Object
--------------------------------
Class: STExtraBuffStatusType_CanMove.STBaseBuffStatusType.Object
--------------------------------
Class: STExtraBuffStatusType_CanAttack.STBaseBuffStatusType.Object
--------------------------------
Class: STBaseBuffTriggerParam.Object
--------------------------------
Class: STExtraBuffTriggerParam_BeforeDamage.STBaseBuffTriggerParam.Object
Controller* EventInstigator;//[Offset: 0x40 , Size: 8]
--------------------------------
Class: STExtraBuffTriggerParam_AfterCauseDamage.STBaseBuffTriggerParam.Object
--------------------------------
Class: STExtraBuffTriggerParam_AfterRestoreHP.STBaseBuffTriggerParam.Object
--------------------------------
Class: STExtraBuffTriggerParam_BeforeShoot.STBaseBuffTriggerParam.Object
--------------------------------
Class: STExtraDamageActor.Actor.Object
bool bCanPlayEff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x398
, Size: 1]
void TakeRangeDamage();// 0x37db6c4
void SetDamageParam(float PlayerInnerHealthDamage, float
PlayerOuterHealthDamage, float ZombieInnerHealthDamage, float
ZombieOuterHealthDamage, float WallWeakenDamageRatio, float InnerRadius, float
OuterRadius);// 0x37db6c4
void PlayFrontedEffect(Vector ExplodePos);// 0x37db6c4
void OnInitialize();// 0x2e4bbdc
void OnClientBulleteHitEvent(const Actor* Causer, const Actor* Victim, out
const Vector HitPos);// 0x2e4bae0
void BroadcastClientEffect(Vector ExplodePos);// 0x2e4ba2c
--------------------------------
Class: STExtraDamageType.DamageType.Object
<enum,float> DamageAdditionalRateMap;//[Offset: 0x40 , Size: 80]
<enum,float> AdditionaAbsoluteDamageMap;//[Offset: 0x90 , Size: 80]
<enum,float> MomentumAbsoluteRateMap;//[Offset: 0xe0 , Size: 80]
byte STExtraDamageType;//[Offset: 0x130 , Size: 1]
int STExtraDamageAdditionalParam;//[Offset: 0x134 , Size: 4]
bool IsCanDamageSelf;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x138 , Size: 1]
float DamageScaleOfSelf;//[Offset: 0x13c , Size: 4]
bool IsCanDamageTeammate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x140 , Size: 1]
float DamageScaleOfTeammate;//[Offset: 0x144 , Size: 4]
bool bPlayCamersShake;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x148 , Size: 1]
--------------------------------
Class: STExtraDelegateMgr.BlueprintFunctionLibrary.Object
delegate OnPlayerStateNameChange;//[Offset: 0x28 , Size: 16]
delegate OnHPChange;//[Offset: 0x38 , Size: 16]
delegate OnCanRescueOtherChange;//[Offset: 0x48 , Size: 16]
delegate OnRescueingStatusChangeChange;//[Offset: 0x58 , Size: 16]
delegate OnBreathChange;//[Offset: 0x68 , Size: 16]
delegate OnKilledTips;//[Offset: 0x78 , Size: 16]
delegate OnVehicleHPChange;//[Offset: 0x88 , Size: 16]
delegate OnCharacterStateChangeDelegate;//[Offset: 0x98 , Size: 16]
delegate OnEnterBornIsland;//[Offset: 0xa8 , Size: 16]
delegate OnCorpsOutGame;//[Offset: 0xb8 , Size: 16]
delegate OnCorpsJoinGame;//[Offset: 0xc8 , Size: 16]
static STExtraDelegateMgr* STExtraDelegateMgrInstance();// 0x2e4c524
--------------------------------
Class: STExtraDemoNetDriver.DemoNetDriver.NetDriver.Object
--------------------------------
Class:
STExtraDynamicHouseActor.STExtraHouseActor.UAEHouseActor.UAENetActor.Actor.Object
SceneComponent* RootSceneComponent;//[Offset: 0x4e8 , Size: 8]
--------------------------------
Class: ExplosionEffectDataAsset.DataAsset.Object
ParticleSystem* DefaultFX;//[Offset: 0x30 , Size: 8]
ParticleSystem* ConcreteFX;//[Offset: 0x38 , Size: 8]
ParticleSystem* DirtFX;//[Offset: 0x40 , Size: 8]
ParticleSystem* WaterFX;//[Offset: 0x48 , Size: 8]
ParticleSystem* MetalFX;//[Offset: 0x50 , Size: 8]
ParticleSystem* WoodFX;//[Offset: 0x58 , Size: 8]
ParticleSystem* GlassFX;//[Offset: 0x60 , Size: 8]
ParticleSystem* GrassFX;//[Offset: 0x68 , Size: 8]
ParticleSystem* FleshFX;//[Offset: 0x70 , Size: 8]
ParticleSystem* AutonomousFleshFX;//[Offset: 0x78 , Size: 8]
ParticleSystem* SteelFX;//[Offset: 0x80 , Size: 8]
ParticleSystem* SandbagFX;//[Offset: 0x88 , Size: 8]
ParticleSystem* SandFX;//[Offset: 0x90 , Size: 8]
ParticleSystem* ClothFX;//[Offset: 0x98 , Size: 8]
ParticleSystem* PlasticFX;//[Offset: 0xa0 , Size: 8]
ParticleSystem* LeatherFX;//[Offset: 0xa8 , Size: 8]
ParticleSystem* CeramicsFX;//[Offset: 0xb0 , Size: 8]
ParticleSystem* PaperFX;//[Offset: 0xb8 , Size: 8]
ParticleSystem* StoneFX;//[Offset: 0xc0 , Size: 8]
ParticleSystem* SnowFX;//[Offset: 0xc8 , Size: 8]
ParticleSystem* PopCanFX;//[Offset: 0xd0 , Size: 8]
ParticleSystem* PyreflyFX;//[Offset: 0xd8 , Size: 8]
ParticleSystem* LeafFX;//[Offset: 0xe0 , Size: 8]
ParticleSystem* CarFX;//[Offset: 0xe8 , Size: 8]
ParticleSystem* AsphaltFX;//[Offset: 0xf0 , Size: 8]
ParticleSystem* IceFX;//[Offset: 0xf8 , Size: 8]
ParticleSystem* FoodFX;//[Offset: 0x100 , Size: 8]
ParticleSystem* GetExplosionFX(byte PhysicalSurface);// 0x2e4cae8
--------------------------------
Class: STExtraExplosiveActor.Actor.Object
float BaseDamage;//[Offset: 0x398 , Size: 4]
float MinimumDamage;//[Offset: 0x39c , Size: 4]
float DamageInnerRadius;//[Offset: 0x3a0 , Size: 4]
float DamageOuterRadius;//[Offset: 0x3a4 , Size: 4]
float DamageFreeRadius;//[Offset: 0x3a8 , Size: 4]
float DamageFalloff;//[Offset: 0x3ac , Size: 4]
class DamageType* DamageTypeClass;//[Offset: 0x3b0 , Size: 8]
class STExtraExplosionEffect* ExplosionEffectTemplate;//[Offset: 0x3b8 ,
Size: 8]
bool DrawExplodeVisibleTraceDebugLine;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x3c0 , Size: 1]
void Explode(Pawn* InstigatorPawn, Actor* DamageCauser, Actor*[]
IgnoreActors, Vector Origin, bool bReplicateToClients);// 0x2e4cfc8
--------------------------------
Class:
STExtraPetMovementComponent.CharacterMovementComponent.PawnMovementComponent.NavMov
ementComponent.MovementComponent.ActorComponent.Object
--------------------------------
Class:
STExtraFightPetCharacter.STExtraPetCharacter.STExtraCharacter.UAECharacter.Characte
r.Pawn.Actor.Object
bool bEnablePetReplicatedMovement;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xe18 , Size: 1]
bool bEnableTraceCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xe19 , Size: 1]
float DefaultTraceDeltaTime;//[Offset: 0xe1c , Size: 4]
float TraceLength;//[Offset: 0xe20 , Size: 4]
float CurrentTraceDeltaTime;//[Offset: 0xe24 , Size: 4]
byte[] TraceTypeConfig;//[Offset: 0xe28 , Size: 16]
SimulateSyncSmoothComponent* PetSimulateSyncSmooth;//[Offset: 0xe38 , Size:
8]
void TraceForward();// 0x2e4d444
SimulateSyncSmoothComponent* GetSyncSmoothComponent();// 0x2e4d410
--------------------------------
Class:
STPetMeshComponent.UAESkeletalMeshComponent.SkeletalMeshComponent.SkinnedMeshCompon
ent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
bool UseModifyLODBias;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xd98 , Size: 1]
int LowLevelDeviceLODBias;//[Offset: 0xd9c , Size: 4]
--------------------------------
Class: STExtraPetComponent.SceneComponent.ActorComponent.Object
--------------------------------
Class:
STExtraFightPetComponent.STExtraPetComponent.SceneComponent.ActorComponent.Object
STExtraBaseCharacter* PetOwnerPlayerPawn;//[Offset: 0x2d0 , Size: 8]
STExtraPetCharacter* PetPawn;//[Offset: 0x2d8 , Size: 8]
void OnRep_PetPawn();// 0x37db6c4
void OnRep_PetOwnerPlayerPawn();// 0x37db6c4
--------------------------------
Class:
STExtraFightPetController.STExtraPetController.AIController.Controller.Actor.Object
bool bEnableUpdateControlPetRotation;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x498 , Size: 1]
float PetBlockDetectionDistance;//[Offset: 0x49c , Size: 4]
float PetBlockDetectionInterval;//[Offset: 0x4a0 , Size: 4]
int PetBlockDetectionSampleCount;//[Offset: 0x4a4 , Size: 4]
--------------------------------
Class: STExtraFlareGunBullet.Actor.Object
SphereComponent* SphereComponent;//[Offset: 0x398 , Size: 8]
BulletMovementComponent* PMComp;//[Offset: 0x3a0 , Size: 8]
ParticleSystemComponent* ParticleComp;//[Offset: 0x3a8 , Size: 8]
float CallSuperAirDropHeight;//[Offset: 0x3b0 , Size: 4]
float LifeTime;//[Offset: 0x3b4 , Size: 4]
float LaunchGravityScale;//[Offset: 0x3b8 , Size: 4]
float Phase1LastTime;//[Offset: 0x3bc , Size: 4]
float Phase2FallZSpeed;//[Offset: 0x3c0 , Size: 4]
float CallSuperAirSropRadius;//[Offset: 0x3c4 , Size: 4]
float ParticleScaleParamByDistanceToCamera;//[Offset: 0x3c8 , Size: 4]
int CallSuccessMsgTipID;//[Offset: 0x3cc , Size: 4]
int CallFailedMsgTipID;//[Offset: 0x3d0 , Size: 4]
int TeammateCallSuccessMsgTipID;//[Offset: 0x3d4 , Size: 4]
delegate OnCallAirDrop;//[Offset: 0x3d8 , Size: 16]
STExtraShootWeapon* OwningShootWeapon;//[Offset: 0x3e8 , Size: 8]
delegate OnLaunchBullet;//[Offset: 0x3f0 , Size: 16]
void RPC_Multicast_StartLaunch(Vector Velocity, float Gravity);// 0x2e4edd0
void RPC_Multicast_EnterPhase2();// 0x2e4ed70
void RPC_Multicast_CanAirDrop();// 0x2e4ed10
void OnBounce(out const HitResult _ImpactResult, out const Vector
_ImpactVelocity);// 0x2e4ec14
void LaunchBulletDelegate__DelegateSignature();// 0x37db6c4
void CallAirDropDelegate__DelegateSignature();// 0x37db6c4
--------------------------------
Class: STExtraFlareGunShootWeapon.STExtraShootWeapon.STExtraWeapon.Actor.Object
class STExtraFlareGunBullet* BulletTemplate;//[Offset: 0xe88 , Size: 8]
bool bOverrideAirDropType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xe90 , Size: 1]
enum OverrideAirDropType;//[Offset: 0xe91 , Size: 1]
enum GetCurrentAirDropType();// 0x2e4f288
--------------------------------
Class:
STExtraFPPAnimInstance.STExtraAnimInstance.STExtraAnimInstanceBase.STPawnAnimInstan
ceBase.AnimInstance.Object
Transform C_FPPWeaponOffset;//[Offset: 0xd90 , Size: 48]
Vector C_FPPStandMeshOffset;//[Offset: 0xdc0 , Size: 12]
float C_FPPAimOffsetRotateRate;//[Offset: 0xdcc , Size: 4]
bool C_HoldingGrenade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xdd0 , Size: 1]
Vector C_FPPWeaponOffset_Location;//[Offset: 0xdd4 , Size: 12]
bool ShouldRotateSpine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xde0 , Size: 1]
bool b_PickupFPPIKFalse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xde1 , Size: 1]
bool b_GripIKTrue_PoseChangeIKTure_ForeGripAnimValid;//(ByteOffset: 0,
ByteMask: 1, FieldMask: 255)[Offset: 0xde2 , Size: 1]
Rotator r_C_OwnerRotation_Sub_C_ControlRotation;//[Offset: 0xde4 , Size: 12]
Rotator r_C_OwnerRotation_Sub_C_ControlRotation_Roll;//[Offset: 0xdf0 , Size:
12]
bool b_Vel500_OR_Vel350Crouch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xdfc , Size: 1]
bool b_CrouchOrProneOrWeaponChargeGUN;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xdfd , Size: 1]
bool b_WeaponType_NEQ_None_AND_Knife;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xdfe , Size: 1]
bool b_WeaponType_NEQ_None_AND_Knife_AND_ChargeGun;//(ByteOffset: 0,
ByteMask: 1, FieldMask: 255)[Offset: 0xdff , Size: 1]
float f_C_CharacterYawRotateRate;//[Offset: 0xe00 , Size: 4]
bool b_C_MoveVelocityX_Bigger;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xe04 , Size: 1]
bool C_HandleFolderFactor_NEQ;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xe05 , Size: 1]
bool C_JumpAndSprint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xe06 , Size: 1]
bool C_NoAimOffset_Or_JumpAndSprint;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xe07 , Size: 1]
AnimParamList CacheParamList(float DeltaSeconds);// 0x2e4fd50
--------------------------------
Class: STExtraGameMode.UAEGameMode.GameMode.GameModeBase.Info.Actor.Object
float PlaneFlyHeight;//[Offset: 0x10e0 , Size: 4]
float PlaneStartDistance;//[Offset: 0x10e4 , Size: 4]
float PlaneFlySpeed;//[Offset: 0x10e8 , Size: 4]
float PlaneFlyPathRandomRadius;//[Offset: 0x10ec , Size: 4]
float HaveToJumpDistance;//[Offset: 0x10f0 , Size: 4]
float PrachuteHaveToOpeningHeight;//[Offset: 0x10f4 , Size: 4]
float ParachuteHaveToLandHeight;//[Offset: 0x10f8 , Size: 4]
FString MapName;//[Offset: 0x1100 , Size: 16]
void OnGameEnd();// 0x2e55cc4
--------------------------------
Class: STExtraGameplayStatics.GameplayStatics.BlueprintFunctionLibrary.Object
static void UnloadWeatherStreamLevel(const Object* WorldContextObject);//
0x2e589cc
static void StopSyncSound(Actor* pSouceActor);// 0x2e58958
static void StopAkEvent(int AkEventID, Object* WorldContextObject);//
0x2e588a8
static float STApplyPointDamage(Actor* DamagedActor, float BaseDamage, out
const Vector HitFromDirection, out const HitResult HitInfo, Controller*
EventInstigator, Actor* DamageCauser, class DamageType DamageTypeClass);//
0x2e58688
static void SetWetness(float Wetness);// 0x2e58614
static void SetScreenSizeModifier(bool bActive, out const Vector2D Center,
float Radius, float ScreenSizeFactor);// 0x2e584d0
static void PostSyncAkEvent(int AkEventID, Actor* pSouceActor, out const
Vector AkLocation, bool IsFireSound);// 0x2e58390
static bool IsShipping();// 0x2e58358
static bool IsNetRelevantFor(const Actor* RelevantTestActor, const Actor*
RealViewer, const Actor* ViewTarget, out const Vector SrcLocation);// 0x2e5821c
static bool IsEditor();// 0x2e581e4
static bool IsControllerInState(const Controller* Controller, FName
StateName);// 0x2e5812c
static bool IsActorInWater(const Actor* Actor, out float OutWaterHeight);//
0x2e58060
static byte GetPhysicalSurfaceFromRay(const Actor* InActor, const Vector
StartActorOffset, const Vector TraceRay);// 0x2e57f64
static int GetPercentSegement(float Value);// 0x2e57ee8
static int GetObjectUniqueID(Object* Object);// 0x2e57e6c
static FString GetGameID(Object* WorldContextObject);// 0x2e57d88
static Object* GetClassDefaultObject(class Object Class);// 0x2e57d0c
static STExtraPlayerController* FindPlayerControllerWithPlayerKey(const
Object* WorldContextObject, uint32 PlayerKey);// 0x2e57c54
static STExtraBaseCharacter* FindCharacterWithPlayerKey(const Object*
WorldContextObject, uint32 PlayerKey);// 0x2e57b9c
static FakePlayerAIController* FindAIControllerWithPlayerKey(const Object*
WorldContextObject, uint32 PlayerKey);// 0x2e57ae4
static void ClientFlushDebugStrings();// 0x2e57ad0
static void ClientDrawDebugSweptSphere(out const Vector Start, out const
Vector End, float Radius, out const Color Color, bool bPersistentLines, float
LifeTime, byte DepthPriority);// 0x2e578ac
static void ClientDrawDebugString(const Vector TextLocation, FString Text,
Actor* TestBaseActor, LinearColor TextColor, float Duration);// 0x2e57718
static void ClientDrawDebugSphere(const Vector Center, float Radius, int
Segments, LinearColor LineColor, float Duration, float Thickness);// 0x2e57574
static void ClientDrawDebugPoint(const Vector Position, float Size,
LinearColor PointColor, float Duration);// 0x2e57448
static void ClientDrawDebugLine(const Vector LineStart, const Vector LineEnd,
LinearColor LineColor, float Duration, float Thickness);// 0x2e572d8
static void ClientDrawDebugCylinder(const Vector Start, const Vector End,
float Radius, int Segments, LinearColor LineColor, float Duration, float
Thickness);// 0x2e570f0
static void ClientDrawDebugCoordinateSystem(const Vector AxisLoc, const
Rotator AxisRot, float Scale, float Duration, float Thickness);// 0x2e56f8c
static void ClientDrawDebugConeInDegrees(const Vector Origin, const Vector
Direction, float Length, float AngleWidth, float AngleHeight, int NumSides,
LinearColor LineColor, float Duration, float Thickness);// 0x2e56d2c
static void ClientDrawDebugCone(const Vector Origin, const Vector Direction,
float Length, float AngleWidth, float AngleHeight, int NumSides, LinearColor
LineColor, float Duration, float Thickness);// 0x2e56acc
static void ClientDrawDebugCircle(Vector Center, float Radius, int
NumSegments, LinearColor LineColor, float Duration, float Thickness, Vector YAxis,
Vector ZAxis, bool bDrawAxis);// 0x2e5685c
static void ClientDrawDebugCapsule(const Vector Center, float HalfHeight,
float Radius, const Rotator Rotation, LinearColor LineColor, float Duration, float
Thickness);// 0x2e56678
static void ClientDrawDebugBox(const Vector Center, Vector Extent,
LinearColor LineColor, const Rotator Rotation, float Duration, float Thickness);//
0x2e564c4
static void ClientDrawDebugArrow(const Vector LineStart, const Vector
LineEnd, float ArrowSize, LinearColor LineColor, float Duration, float
Thickness);// 0x2e56318
static Texture* CaptureScreenShot(Object* WorldContextObject, bool
bShowUI);// 0x2e56258
static UAEPlayerState* BP_FindPlayerStateWithPlayerKey(Object*
WorldContextObject, FString PlayerKey);// 0x2e560e4
static UAEPlayerController* BP_FindPlayerControllerWithPlayerKey(Object*
WorldContextObject, FString PlayerKey);// 0x2e55f70
--------------------------------
Class: STExtraGameSession.GameSession.Info.Actor.Object
--------------------------------
Class: STExtraGlobalData.BlueprintFunctionLibrary.Object
GM GMData;//[Offset: 0x28 , Size: 4]
byte GameMap;//[Offset: 0x2c , Size: 1]
bool bIsUpdateRCityWeather;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2d , Size: 1]
float FPPDeafultFov;//[Offset: 0x30 , Size: 4]
bool HadPlayedSplash;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x34 , Size: 1]
static STExtraGlobalData* STExtraGlobalDataInstance();// 0x2e62e60
FString CurVersionNumber();// 0x2e62dbc
--------------------------------
Class: GM
bool GrassEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 ,
Size: 1]
--------------------------------
Class: STExtraGMDelegatesMgr.BlueprintFunctionLibrary.Object
delegate NotifyGameEnterFightDelegate;//[Offset: 0x28 , Size: 16]
delegate NotifyGameEnterFinishDelegate;//[Offset: 0x38 , Size: 16]
delegate InitGameModeProbeDelegate;//[Offset: 0x48 , Size: 16]
delegate UninitGameModeProbeDelegate;//[Offset: 0x58 , Size: 16]
delegate OnPlayerEscapeDelegate;//[Offset: 0x68 , Size: 16]
delegate OnReceivedAICAddDelegate;//[Offset: 0x78 , Size: 16]
delegate OnPlayerRespawnedDelegate;//[Offset: 0x88 , Size: 16]
delegate OnPlayerRealExitDelegate;//[Offset: 0x98 , Size: 16]
static STExtraGMDelegatesMgr* GetInstance();// 0x2e63480
--------------------------------
Class: UAEProjectile.Actor.Object
bool IsServerAlreadyExplodedCpp;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x398 , Size: 1]
Vector ProjInitialRelativeOffset;//[Offset: 0x39c , Size: 12]
Vector ProjStandOffset;//[Offset: 0x3a8 , Size: 12]
Vector ProjCrouchOffset;//[Offset: 0x3b4 , Size: 12]
Vector ProjProneOffset;//[Offset: 0x3c0 , Size: 12]
byte ProjPrevoisOwnerPose;//[Offset: 0x3cc , Size: 1]
bool bIsGroundedOnServerCpp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3cd , Size: 1]
void WorkAsBuffApplierEvent(out const FString BuffName, Pawn* BuffTarget);//
0x34087e4
void TimeoutExplodeMulticast_CPP();// 0x3408784
void TimeoutExplodeMulticast_BPEvent();// 0x3408768
void StartFlyMulticast_CPP(Vector Vel, bool isHighMode);// 0x3408660
void StartFlyMulticast_BPEvent(Vector Vel, bool isHighMode);// 0x3408598
void SetActorInitialRelativeOffset(Vector Offset, Vector StandOffset, Vector
CrouchOffset, Vector ProneOffset, byte PrevoisOwnerPose);// 0x340841c
void ServerNotifyGroundEventOnClient();// 0x37db6c4
void OnRep_IsServerAlreadyExplodedCpp();// 0x3408408
void OnRep_IsGroundedOnServerCpp();// 0x34083f4
void OnProjectileStopOnServer();// 0x34083e0
void IsServerAlreadyExplodedCppNotify();// 0x34083c4
bool IsOwnerAutomous();// 0x340838c
void GlassDetect(out const Vector Start, out const Vector End);// 0x34082b0
float GetRemainingEffectTime();// 0x3408274
void CallExplode();// 0x3408258
void BroadcastClientExplode();// 0x34081f8
--------------------------------
Class: STExtraGrenadeBase.UAEProjectile.Actor.Object
class STExtraExplosionEffect* ExplosionTemplate;//[Offset: 0x3d0 , Size: 40]
class STExtraExplosionEffect* ExplosionTemplateInAir;//[Offset: 0x3f8 , Size:
40]
class STExtraExplosionEffect* ExplosionTemplateInWater;//[Offset: 0x420 ,
Size: 40]
ItemDefineID ItemDefineID;//[Offset: 0x448 , Size: 24]
class Object* ExplosionTemplateClass;//[Offset: 0x460 , Size: 8]
class Object* ExplosionTemplateInAirClass;//[Offset: 0x468 , Size: 8]
class Object* ExplosionTemplateInWaterClass;//[Offset: 0x470 , Size: 8]
void SpawnExplosionEffect(out const Vector Location);// 0x2e63a08
void MulticastSpawnExplosionEffect(const Vector Location);// 0x2e63988
bool IsInWater();// 0x2e63950
bool IsFoor();// 0x2e63918
bool IsAttachToMovementPlatform();// 0x2e638e0
void HandleLoadExplosionEffectFinished();// 0x2e638cc
void CheckUAVNofitySoundTips(out const Vector Location);// 0x2e63844
void AttachToMovementPlatform();// 0x2e63830
--------------------------------
Class: STExtraHelicopterVehicle.STExtraVehicleBase.Pawn.Actor.Object
STExtraHelicopterVehicleMovementComponent*
HelicopterVehicleMovement;//[Offset: 0x1110 , Size: 8]
CameraComponent* CameraComponent;//[Offset: 0x1118 , Size: 8]
HelicopterTorqueCurveFloat[] ForWardTorqueCurveList;//[Offset: 0x1120 , Size:
16]
HelicopterTorqueCurveFloat[] RightTorqueCurveList;//[Offset: 0x1138 , Size:
16]
CurveFloat* IdleForwardTorqueCurveFloat;//[Offset: 0x1150 , Size: 8]
float IdleForwardCountTime;//[Offset: 0x1158 , Size: 4]
CurveFloat* IdleRightTorqueCurveFloat;//[Offset: 0x1160 , Size: 8]
float IdleRightCountTime;//[Offset: 0x1168 , Size: 4]
FName TopWingsEffectName;//[Offset: 0x1178 , Size: 8]
FName BackWingsEffectName;//[Offset: 0x1180 , Size: 8]
FName DustEffectName;//[Offset: 0x1188 , Size: 8]
FName WaterDustEffectName;//[Offset: 0x1190 , Size: 8]
FName SandDustEffectName;//[Offset: 0x1198 , Size: 8]
FName GrassDustEffectName;//[Offset: 0x11a0 , Size: 8]
FName SnowDustEffectName;//[Offset: 0x11a8 , Size: 8]
FName WaterPlaneEffectName;//[Offset: 0x11b0 , Size: 8]
FName TopWingsBoneName;//[Offset: 0x11b8 , Size: 8]
FName BackWingsBoneName;//[Offset: 0x11c0 , Size: 8]
float CrashHeight;//[Offset: 0x11c8 , Size: 4]
float OnLandHeight;//[Offset: 0x11cc , Size: 4]
float IdleSpeed;//[Offset: 0x11d0 , Size: 4]
float WingAccelerateMaxTime;//[Offset: 0x11d4 , Size: 4]
float showWaterPlaneffectHeight;//[Offset: 0x11d8 , Size: 4]
float WaterPlaneffectHeigh;//[Offset: 0x11dc , Size: 4]
SkeletalMesh* HelicopterDestoryMeshAssetRef;//[Offset: 0x11f0 , Size: 40]
STExtraVehicleSfxLoop TopWinsfxLoop;//[Offset: 0x1230 , Size: 112]
AkAudioEvent* Sfx_Start_Local;//[Offset: 0x12a0 , Size: 8]
AkAudioEvent* Sfx_Stop_Local;//[Offset: 0x12a8 , Size: 8]
AkAudioEvent* Sfx_Start_Remote;//[Offset: 0x12b0 , Size: 8]
AkAudioEvent* Sfx_Stop_Remote;//[Offset: 0x12b8 , Size: 8]
STExtraVehicleSfxLoop TopWinsEnginefxLoop;//[Offset: 0x12c0 , Size: 112]
AkAudioEvent* Sfx_Helicopter_Topsloop_local;//[Offset: 0x1330 , Size: 8]
AkAudioEvent* Sfx_Helicopter_Topsloop_Remote;//[Offset: 0x1338 , Size: 8]
AkAudioEvent* Sfx_Helicopter_TopsloopStop_local;//[Offset: 0x1340 , Size: 8]
AkAudioEvent* Sfx_Helicopter_TopsloopStop_Remote;//[Offset: 0x1348 , Size: 8]
AkAudioEvent* Sfx_Helicopter_burning;//[Offset: 0x1350 , Size: 8]
AkAudioEvent* Sfx_Helicopter_burningStop;//[Offset: 0x1358 , Size: 8]
STExtraVehicleSfxLoop helicoterBurningfxLoop;//[Offset: 0x1360 , Size: 112]
float CrashMinSin;//[Offset: 0x13d0 , Size: 4]
float NoFuelJumpHeight;//[Offset: 0x13d4 , Size: 4]
void UpdateEngineStateByFuel(bool isStart);// 0x2e642e0
void SendToServerChangeCameraMode(bool isFreeMode);// 0x2e6421c
void SendToAllChangeCameraMode(bool isFreeMode);// 0x2e64190
void HelicopterEngineUpdate(bool isStart);// 0x2e64104
Vector GetRotationInputDir();// 0x2e640c4
float GetDisToLand();// 0x2e64090
--------------------------------
Class:
STExtraHelicopterVehicleMovementComponent.PawnMovementComponent.NavMovementComponen
t.MovementComponent.ActorComponent.Object
float NewtonFixedRate;//[Offset: 0x190 , Size: 4]
float TorqueFixedRate;//[Offset: 0x194 , Size: 4]
float MaxbodyPitchAngle;//[Offset: 0x198 , Size: 4]
float MaxBodyPitchTorqueVaule;//[Offset: 0x19c , Size: 4]
float ForwardMaxAcceleration;//[Offset: 0x1a0 , Size: 4]
float MaxForwardMaxAccelerationPitchAngle;//[Offset: 0x1a4 , Size: 4]
float StartOffForwardTorqueBySpeedVaule;//[Offset: 0x1a8 , Size: 4]
float StartOffForwardTorqueBySpeedAngle;//[Offset: 0x1ac , Size: 4]
float OffForwardTorqueBySpeedVaule;//[Offset: 0x1b0 , Size: 4]
float MaxbodRollAngle;//[Offset: 0x1b4 , Size: 4]
float MaxBodyRollTorqueVaule;//[Offset: 0x1b8 , Size: 4]
float RightMaxAcceleration;//[Offset: 0x1bc , Size: 4]
float MaxRightMaxAccelerationRollAngle;//[Offset: 0x1c0 , Size: 4]
float MaxBackWingTorqueVaule;//[Offset: 0x1c4 , Size: 4]
float MaxBackWingPowerAngle;//[Offset: 0x1c8 , Size: 4]
float PowerSmokeScale;//[Offset: 0x1cc , Size: 4]
float PowerburnningScale;//[Offset: 0x1d0 , Size: 4]
CurveFloat* VerticalAccelerationCurve;//[Offset: 0x1d8 , Size: 8]
float OffGravityRate;//[Offset: 0x1e0 , Size: 4]
float freelyfallingRate;//[Offset: 0x1e4 , Size: 4]
float EnterAdaptiveStateSpeed;//[Offset: 0x1e8 , Size: 4]
float BeyondMaxHeightAddaptiveExtra;//[Offset: 0x1ec , Size: 4]
CurveFloat* VerticalAdaptiveAccelerationCurve;//[Offset: 0x1f0 , Size: 8]
float MaxDistanceToLand;//[Offset: 0x1f8 , Size: 4]
float MaxDistanceToLandRange;//[Offset: 0x1fc , Size: 4]
float EnterFlyStateHeight;//[Offset: 0x200 , Size: 4]
float LandTraceMaxHeight;//[Offset: 0x204 , Size: 4]
float CloseDustEffectHeight;//[Offset: 0x208 , Size: 4]
float OpenParachuteHeight;//[Offset: 0x20c , Size: 4]
float CanOpenParachuteHeightInHelicopter;//[Offset: 0x210 , Size: 4]
float ForceOpenParachuteHeightInHelicopter;//[Offset: 0x214 , Size: 4]
float CloseParachuteHeightInHelicopter;//[Offset: 0x218 , Size: 4]
float SkipOpenParachuteHeight;//[Offset: 0x21c , Size: 4]
bool isSecondControlMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x220 , Size: 1]
float SecondMaxBackWingTorqueVaule;//[Offset: 0x224 , Size: 4]
float SecondRightMaxAcceleration;//[Offset: 0x228 , Size: 4]
float ZVauleCheckTime;//[Offset: 0x22c , Size: 4]
float ZVauleCheckScale;//[Offset: 0x230 , Size: 4]
float CaveProtectTestLength;//[Offset: 0x234 , Size: 4]
float CaveMoveOffset;//[Offset: 0x238 , Size: 4]
float AddGForceHeight;//[Offset: 0x23c , Size: 4]
float SpwanCloseGrivitiyTime;//[Offset: 0x240 , Size: 4]
float SpwanCheckLandDis;//[Offset: 0x244 , Size: 4]
float upInputRate;//[Offset: 0x248 , Size: 4]
float forWardInputRate;//[Offset: 0x24c , Size: 4]
float rightInputRate;//[Offset: 0x250 , Size: 4]
float cameraRationYaw;//[Offset: 0x254 , Size: 4]
float verticalUpDis;//[Offset: 0x258 , Size: 4]
float STUpInputRate;//[Offset: 0x25c , Size: 4]
float STForWardInputRate;//[Offset: 0x260 , Size: 4]
float STRightInputRate;//[Offset: 0x264 , Size: 4]
float STcameraRationYaw;//[Offset: 0x268 , Size: 4]
float STverticalUpDis;//[Offset: 0x26c , Size: 4]
STExtraHelicopterVehicle* ownerHelicopter;//[Offset: 0x298 , Size: 8]
VehicleSpringArmComponent* vehicleSpringArm;//[Offset: 0x2a0 , Size: 8]
void ServerUpdateInput(float FowardInput, float RightInput, float UpInput,
float nowcameraRationYaw, float nowverticalUpDis);// 0x2e64934
--------------------------------
Class: HelicopterTorqueCurveFloat
CurveFloat* TorqueCurveFloat;//[Offset: 0x0 , Size: 8]
float CurveTime;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: STExtraHoverVehicle.STExtraVehicleBase.Pawn.Actor.Object
float BoostModifier;//[Offset: 0x110c , Size: 4]
STExtraHoverVehicleMovementComponent* HoverVehicleMovement;//[Offset:
0x1110 , Size: 8]
void HandleOnMeshAwake(PrimitiveComponent* WakingComponent, FName
BoneName);// 0x2e652d8
Vector GetRotationInputDir();// 0x2e65298
--------------------------------
Class:
STExtraHoverVehicleMovementComponent.PawnMovementComponent.NavMovementComponent.Mov
ementComponent.ActorComponent.Object
HoverSimulateData[] HoverSimulateDatas;//[Offset: 0x190 , Size: 16]
float MovementRoughness;//[Offset: 0x1a0 , Size: 4]
float MainTraceLenght;//[Offset: 0x1a4 , Size: 4]
float MainHoverDistance;//[Offset: 0x1a8 , Size: 4]
float ForceSpring;//[Offset: 0x1ac , Size: 4]
float ForceDampening;//[Offset: 0x1b0 , Size: 4]
float TickInterval;//[Offset: 0x1b4 , Size: 4]
bool bDisableGravity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1b8 , Size: 1]
bool bStickToSurface;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1b9 , Size: 1]
bool bInAir;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ba ,
Size: 1]
bool bGravityIncrease;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1bb , Size: 1]
float MaxAcceleration;//[Offset: 0x1bc , Size: 4]
float StartAccelerationRate;//[Offset: 0x1c0 , Size: 4]
float StopAccelerationRate;//[Offset: 0x1c4 , Size: 4]
float MaxRotationYawAngle;//[Offset: 0x1c8 , Size: 4]
float RotationYawRate;//[Offset: 0x1cc , Size: 4]
float BackwardForceScale;//[Offset: 0x1d0 , Size: 4]
float Acceleration;//[Offset: 0x1d4 , Size: 4]
float RotationYawAngle;//[Offset: 0x1d8 , Size: 4]
FName ApplyForceSocketName;//[Offset: 0x1e0 , Size: 8]
CurveFloat* SlideCompensationCurve;//[Offset: 0x1e8 , Size: 8]
float STThrottleInput;//[Offset: 0x1f8 , Size: 4]
float STSteeringInput;//[Offset: 0x1fc , Size: 4]
void ServerUpdateInput(float InSteeringInput, float InThrottleInput);//
0x2e65878
float GetThrottleInput();// 0x2e6585c
float GetSteeringInput();// 0x2e65840
--------------------------------
Class: HoverSimulateData
float TraceLenght;//[Offset: 0x0 , Size: 4]
float HoverDistance;//[Offset: 0x4 , Size: 4]
float HoverDelta;//[Offset: 0x8 , Size: 4]
float HoverDelta_Old;//[Offset: 0xc , Size: 4]
float SprintCoefficent;//[Offset: 0x10 , Size: 4]
float DampingCoefficent;//[Offset: 0x14 , Size: 4]
bool bInAir;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18 ,
Size: 1]
float TickInterval;//[Offset: 0x1c , Size: 4]
Vector TraceHitLocation;//[Offset: 0x20 , Size: 12]
Vector SimulateLocation;//[Offset: 0x2c , Size: 12]
ArrowComponent* ArrowComp;//[Offset: 0x38 , Size: 8]
--------------------------------
Class: STExtraInfectionAnimInstance.STPawnAnimInstanceBase.AnimInstance.Object
enum AnimInstanceType;//[Offset: 0x3c0 , Size: 1]
byte C_PoseType;//[Offset: 0x3c1 , Size: 1]
byte C_LastMovementMode;//[Offset: 0x3c2 , Size: 1]
Vector C_MoveVelocity;//[Offset: 0x3c4 , Size: 12]
bool C_Move;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d0 ,
Size: 1]
Vector C_MoveDir;//[Offset: 0x3d4 , Size: 12]
bool C_MovementChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3e0 , Size: 1]
bool C_ShouldSlowMoveAnimX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3e1 , Size: 1]
bool C_ShouldSlowMoveAnimY;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3e2 , Size: 1]
float f_C_MoveVelocityLengthSquard;//[Offset: 0x3e4 , Size: 4]
bool b_C_MoveVelocityLengthSquard_Bigger;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x3e8 , Size: 1]
Rotator C_OwnerRotation;//[Offset: 0x3ec , Size: 12]
Rotator C_ControlRotation;//[Offset: 0x3f8 , Size: 12]
Rotator C_ViewRotation;//[Offset: 0x404 , Size: 12]
float C_CharacterYawRotateRate;//[Offset: 0x410 , Size: 4]
float C_CharacterYawRotateRate_Reverse;//[Offset: 0x414 , Size: 4]
bool C_IsTurning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x418
, Size: 1]
bool C_ShouldPlayTurnAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x419 , Size: 1]
bool C_IsJumping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x41a
, Size: 1]
bool b_C_LastMovementMode_EQ_Falling;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x41b , Size: 1]
bool b_C_LastMovementMode_NEQ_Falling;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x41c , Size: 1]
bool b_WalkToUnarmedFalling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x41d , Size: 1]
bool b_WalkToJumpFalling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x41e , Size: 1]
bool b_FallingToLand;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x41f , Size: 1]
float C_MaxFallingSpeed;//[Offset: 0x420 , Size: 4]
bool b_UnarmedFallingToRifleFallLandingHard;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x424 , Size: 1]
bool b_UnarmedFallingToRifleCombatFallLanding;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x425 , Size: 1]
bool C_MovingOnGroundAndMovbale;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x426 , Size: 1]
bool C_Hurting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x427 ,
Size: 1]
bool C_NeedHurtingAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x428 , Size: 1]
Vector C_HurtDir;//[Offset: 0x42c , Size: 12]
bool C_IsNearDeathStatus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x438 , Size: 1]
bool C_IsEnteringNearDeathAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x439 , Size: 1]
bool C_ShouldIK;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x43a , Size: 1]
byte C_WeaponState;//[Offset: 0x43b , Size: 1]
byte C_WeaponType;//[Offset: 0x43c , Size: 1]
byte C_LODLevel;//[Offset: 0x43d , Size: 1]
bool b_C_LODLevel_Bigger;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x43e , Size: 1]
bool b_C_LODLevel_Bigger;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x43f , Size: 1]
float f_C_MovingOnGroundSpeedSquaredThreshold;//[Offset: 0x440 , Size: 4]
BlendSpace* C_MovementBSCache_Dest;//[Offset: 0x448 , Size: 8]
BlendSpace* C_MovementBSCache;//[Offset: 0x450 , Size: 8]
BlendSpace* C_HitBlendSpace;//[Offset: 0x458 , Size: 8]
AnimSequence* C_TurnAnim;//[Offset: 0x460 , Size: 8]
AnimSequence* C_JumpStart;//[Offset: 0x468 , Size: 8]
BlendSpace1D* C_FallingBS;//[Offset: 0x470 , Size: 8]
AnimSequence* C_Land;//[Offset: 0x478 , Size: 8]
AnimSequence* C_LandHard;//[Offset: 0x480 , Size: 8]
AnimMontage* C_MontageDead;//[Offset: 0x488 , Size: 8]
AnimMontage* C_MontageDead_Stand;//[Offset: 0x490 , Size: 8]
AnimMontage* C_MontageDead_Crouch;//[Offset: 0x498 , Size: 8]
AnimMontage* C_MontagePoseChange;//[Offset: 0x4a0 , Size: 8]
STExtraInfectionCharacter* C_OwnerInfectionCharacter;//[Offset: 0x4a8 , Size:
8]
void HandlePlayerPoseChange(byte LastPose, byte NewPose);// 0x2e65d50
void AnimListLoadFinishCallback();// 0x2e65d3c
--------------------------------
Class:
STExtraInfectionCharacter.STExtraPlayerCharacter.STExtraBaseCharacter.STExtraCharac
ter.UAECharacter.Character.Pawn.Actor.Object
delegate OnAnimListComponentAssetLoaded;//[Offset: 0x2f30 , Size: 16]
SkeletalMesh* SelfModelReference;//[Offset: 0x2f40 , Size: 40]
SkeletalMesh* OtherModelReference;//[Offset: 0x2f68 , Size: 40]
float InvincibleShowTimeSeconds;//[Offset: 0x2f90 , Size: 4]
float DelayShowMeshSeconds;//[Offset: 0x2f94 , Size: 4]
float DelayPlayAnimSeconds;//[Offset: 0x2f98 , Size: 4]
bool bForcePlayChangeToZombieSkill;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x2f9c , Size: 1]
UAEInfectionAnimListComponent* OwnedInfectionCharacterAnimComp;//[Offset:
0x2ff0 , Size: 8]
bool IsInitMatrixEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2ff8 , Size: 1]
SkeletalMesh* SelfModelPtr;//[Offset: 0x3000 , Size: 8]
SkeletalMesh* OtherModelPtr;//[Offset: 0x3008 , Size: 8]
ChachePlayMontageData ChacheLastestPlayMontageData;//[Offset: 0x3028 , Size:
24]
MaterialInstance* InvisibleMaterial;//[Offset: 0x3050 , Size: 8]
MaterialInstance* UseMaterial;//[Offset: 0x3058 , Size: 8]
bool bUseBornInvisible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3060 , Size: 1]
void TriggerFirstChangeToZombieSkill();// 0x2e668b0
void SwitchGVoice();// 0x2e6689c
void PlayDelayMontage();// 0x2e66888
void OnInfectionAnimListComponentAssetLoaded__DelegateSignature();//
0x37db6c4
void OnAsyncLoadingFinished(InfectionMeshAsyncloadParams loadMeshParams);//
0x2e6680c
void InvincibleShaderDelayHide();// 0x2e667f8
void HandlePlayerPoseChanged(byte LastPose, byte NewPose);// 0x2e66740
PlayerAnimData GetInfectionAnimationByEventType(byte AnimEventType);//
0x2e666b0
void DelayShowPlayerPawnForAvoidTPose();// 0x2e6669c
bool CheckPlayerNeedUpdateAnimation(out byte OutForceUpdateFlag);// 0x2e665f4
void CheckInitMatrixEffect();// 0x2e665e0
--------------------------------
Class: UAEInfectionAnimListComponent.UAEAnimListComponentBase.ActorComponent.Object
InfectionMovementAnimData[] TPPInfectionMovementEdit;//[Offset: 0x200 , Size:
16]
InfectionMovementAnimData[] FPPInfectionMovementEdit;//[Offset: 0x210 , Size:
16]
InfectionJumpPhaseAnimData[] TPPInfectionJumpEdit;//[Offset: 0x220 , Size:
16]
InfectionJumpPhaseAnimData[] FPPInfectionJumpEdit;//[Offset: 0x230 , Size:
16]
bool bAnimLoaded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x240
, Size: 1]
STExtraInfectionCharacter* OwnerCharacter;//[Offset: 0x248 , Size: 8]
void OnAsyncLoadingFinished(InfectionAsyncloadAnimParams loadAnimParams);//
0x2f23b74
--------------------------------
Class: InfectionMovementAnimData
byte AnimType;//[Offset: 0x0 , Size: 1]
InfectionPoseAnimData PoseAnim_Stand;//[Offset: 0x8 , Size: 48]
InfectionPoseAnimData PoseAnim_Crouch;//[Offset: 0x38 , Size: 48]
--------------------------------
Class: InfectionPoseAnimData
byte PoseType;//[Offset: 0x0 , Size: 1]
AnimationAsset* PoseAnimSoftPtr;//[Offset: 0x8 , Size: 40]
--------------------------------
Class: InfectionJumpPhaseAnimData
byte JumpType;//[Offset: 0x0 , Size: 1]
InfectionJumpTypeAnimData JumpPhase_PreJump;//[Offset: 0x8 , Size: 48]
InfectionJumpTypeAnimData JumpPhase_FallLoop;//[Offset: 0x38 , Size: 48]
InfectionJumpTypeAnimData JumpPhase_Land;//[Offset: 0x68 , Size: 48]
InfectionJumpTypeAnimData JumpPhase_LandHard;//[Offset: 0x98 , Size: 48]
--------------------------------
Class: InfectionJumpTypeAnimData
byte PhaseType;//[Offset: 0x0 , Size: 1]
AnimationAsset* JumpAnimSoftPtr;//[Offset: 0x8 , Size: 40]
--------------------------------
Class: InfectionAsyncloadAnimParams
--------------------------------
Class: ChachePlayMontageData
--------------------------------
Class: InfectionMeshAsyncloadParams
--------------------------------
Class: STExtraInputInterface.Interface.Object
void MoveUp(float Rate);// 0x2e66eb4
void MoveRight(float Rate);// 0x2e66e30
void MoveForward(float Rate);// 0x2e66dac
--------------------------------
Class: STExtraLevelDirector.UAELevelDirector.Actor.Object
--------------------------------
Class: STExtraLobbyVehicle.Pawn.Actor.Object
SkeletalMeshComponent* Mesh;//[Offset: 0x3f8 , Size: 8]
VehicleAvatarComponent* VehicleAvatar;//[Offset: 0x400 , Size: 8]
VehicleAdvanceAvatarComponent* VehicleAdvanceAvatar;//[Offset: 0x408 , Size:
8]
bool PutOnVehicleStyleID(int InStyleID);// 0x2e6b4d8
bool PutOnVehicleItem(int InModelID, int ColorID, int PatternID, int
ParticleID);// 0x2e6b394
bool PutOffVehicleStyleID(int InStyleID);// 0x2e6b2fc
bool PutOffVehicleSlot(enum InSlotType);// 0x2e6b264
bool PutOffVehicleItem(int InModelID);// 0x2e6b1cc
bool PreChangeVehicleFPPAvatar();// 0x2e6b18c
bool PreChangeVehicleBrokenMat();// 0x2e6b14c
bool PreChangeVehicleAvatar_Old(int InAvatarID, int InAdvanceAvatarID);//
0x2e6b07c
bool PreChangeVehicleAvatar(int InAvatarID, int InAdvanceAvatarID);//
0x2e6afac
VehicleAvatarComponent* GetVehicleAvatar();// 0x2e6af78
VehicleAdvanceAvatarComponent* GetVehicleAdvanceAvatar();// 0x2e6af44
MaterialInstanceDynamic* GetTailLightDIM();// 0x2e6af10
MaterialInstanceDynamic* GetFrontLightDIM();// 0x2e6aedc
MaterialInstanceDynamic* GetFFPLightDIM();// 0x2e6aea8
int GetDefaultAvatarID(int InAvatarID);// 0x2e6ae14
bool ClearAllVehicleStyleID();// 0x2e6add4
bool ClearAllVehicleItems();// 0x2e6ad94
--------------------------------
Class: STExtraMapFunctionLibrary.BlueprintFunctionLibrary.Object
static void SetLeftRouteLength(CanvasPanelSlot* LeftRouteSlot,
CanvasPanelSlot* PassedRouteSlot, float FlyingProcess, float RouteTotalLengthInMap,
float MapScale, bool bIngoreMapScale);// 0x2e6e32c
static float RotationToVector2D(Rotator Rot);// 0x2e6e2b0
static void RnederThreadSetBigCore(bool isbig);// 0x2e6e234
static Vector2D MapCenterToPointVector2D(Vector PointLocationInLevel, Vector
LevelLandscapeCenter, float LevelToMapScale);// 0x2e6e140
static Vector MapCenterToPointVector(Vector PointLocationInLevel, Vector
LevelLandscapeCenter, float LevelToMapScale);// 0x2e6e048
static bool IsPlayerOutSafeZone(PlayerController* PC, STExtraGameStateBase*
GS);// 0x2e6df90
static bool IsNeedDrawGuideLine(float WhiteCircleRadius, Vector2D
PlayerCoord, Vector2D WhiteCircleCoord);// 0x2e6dea0
static MiniMapStandardPoint* GetMapStandardPoint(const Object*
WorldContextObject);// 0x2e6de24
static MapRealTimeInfo GetMapRealTimeInfo(STExtraPlayerController* PC,
STExtraGameStateBase* GS, Vector LevelLandscapeCenter, float LevelToMapScale,
MapRealTimeInfo CacheMapInfo, bool isEntireMap, out Vector OutPlayerLoc);//
0x2e6d8fc
static float GetLevelLandscapeBoundsWithoutFakeTile(const Object*
WorldContextObject);// 0x2e6d880
static float GetLevelLandscapeBounds(const Object* WorldContextObject);//
0x2e6d804
static Vector2D GetLevelAirDropBoundOffset(const Object*
WorldContextObject);// 0x2e6d788
static Vector2D GetLandscapeMidPoint(const Object* WorldContextObject);//
0x2e6d70c
static int GetAlivePlayerNumber();// 0x2e6d6d8
static void GameThreadSetBigCore(bool isbig);// 0x2e6d65c
static Vector2D FindPointInWhichLandscape(Vector TargetPoint, const Object*
ContextObject);// 0x2e6d5a4
static void DrawPlayerItineraryInMap(out const PaintContext InContext, out
const Vector[] PlayerPosList, Vector2D MapSize, Vector LevelLandscapeCenter, float
LevelToMapScale, LinearColor LineColor);// 0x2e6d39c
static void DrawGuideLineMiniMap(out const PaintContext InContext, float
DashSize, LinearColor DashColor, float MapWindowExtent, float MapImageExtent,
Vector2D WhiteCircleCenter, Vector2D PlayerCoord, float LineThickness, bool
bAntiAlias);// 0x2e6d128
static void DrawGuideLineEntireMap(out const PaintContext InContext, float
DashSize, LinearColor DashColor, float MapWindowExtent, float MapImageExtent,
Vector2D WhiteCircleCenter, Vector2D PlayerCoord, float LineThickness, bool
bAntiAlias);// 0x2e6ceb4
static void DrawGuideLine(out const PaintContext InContext, float DashSize,
LinearColor DashColor, float MapWindowExtent, float MapImageExtent, Vector2D
WhiteCircleCenter, Vector2D PlayerCoord, byte MapType, float LineThickness, bool
bAntiAlias);// 0x2e6cc04
static void DrawCircle(out const PaintContext InContext, Vector2D
CircleCenter, LinearColor CircleColor, float CircleRadius, float MapWindowExtent,
Vector2D PlayerCoord, byte MapType, bool bAntiAlias);// 0x2e6c9d4
static void DrawAirplaneRouteInMiniMap(out const PaintContext InContext,
float DashSize, LinearColor DashColor, float MapWindowExtent, float MapImageExtent,
Vector MapCenterToPlayer, Vector2D EndCoord, Vector2D PlayerCoord, Vector2D
RouteVelocity, float LineThickness, bool bAntiAlias);// 0x2e6c6dc
static void DrawAirplaneRouteInEntiremap(out const PaintContext InContext,
float DashSize, LinearColor DashColor, float MapWindowExtent, float MapImageExtent,
float MiniMapWindowExtent, float MiniMapImageExtent, Vector MapCenterToPlayer,
Vector2D StartCoord, Vector2D EndCoord, float LineThickness, bool bAntiAlias);//
0x2e6c3a8
static float CalPlayerToMarkerDist(PlayerController* PC, float
LevelLandscapeExtent, Vector2D MarkerInMap, Vector LevelLandscapeCenter);//
0x2e6c27c
static void CalPlayerToMarkerDelYawAndDistBy3DPosition(PlayerController* PC,
Vector MarkPosition, out float DelYaw, out float Dist);// 0x2e6c130
static void CalPlayerToMarkerDelYawAndDist(PlayerController* PC, Vector
MarkerAlign, float LevelLandscapeExtent, Vector LandscapeCenter, out float DelYaw,
out float Dist);// 0x2e6bf70
static float CalPlayerRotationToPointDelYaw(PlayerController* PC, Vector
TargetPoint);// 0x2e6beb8
static Vector2D AdjustMapPosition(CanvasPanelSlot* MapCanvas, Vector2D
MapCenterToPlayer, float MiniMapWindowHalfSize, float MapImageSize);// 0x2e6bd90
--------------------------------
Class:
STExtraMaternalZombiePlayerStart.STExtraPlayerStart.PlayerStart.NavigationObjectBas
e.Actor.Object
--------------------------------
Class:
STExtraMegaDropVehicle.STExtraWheeledVehicle.STExtraVehicleBase.Pawn.Actor.Object
Vector MegaSeatLocation;//[Offset: 0x13bc , Size: 12]
Rotator MegaSeatRotator;//[Offset: 0x13c8 , Size: 12]
float validTime;//[Offset: 0x13d4 , Size: 4]
bool NeedInitWingAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x13d8 , Size: 1]
void SetNeedInitWingAvatar(STExtraBaseCharacter* Character);// 0x37db6c4
void SendControlRotationToServer();// 0x2e6f104
void OnBecomeViewTarget(PlayerController* PC);// 0x37db6c4
Rotator GetReplicatedRotator();// 0x2e6f0cc
Vector GetReplicatedLocation();// 0x2e6f094
--------------------------------
Class: STExtraModLogicSwitchLibrary.BlueprintFunctionLibrary.Object
static void SetNeedShowPickupButtonGuide(bool bNeedShow);// 0x2e6f938
static bool IsShowAttachmentLockedState();// 0x2e6f900
static bool IsNightVisionUnderGroundOnly();// 0x2e6f8c8
static bool IsNeedShowPickupButtonGuide();// 0x2e6f890
static bool IsEnableWeaponDurability();// 0x2e6f858
static bool IsEnableWeaponAttachmentBindToWeapon();// 0x2e6f820
static bool IsEnableItemInstanceIDTransfer();// 0x2e6f7e8
static bool IsEnableDropRemain();// 0x2e6f7b0
static bool IsActivePickupEquipIntoPack();// 0x2e6f778
static bool IsActiveNewPickupSettingScheme();// 0x2e6f740
static bool IsActiveItemQualityShow();// 0x2e6f708
static bool IsActiveBulletDegreeSwitch();// 0x2e6f6d0
static bool IsActiveBackpackTabAndSort();// 0x2e6f698
static STExtraModLogicSwitch* InitModLogicSwitch(FString ModSwitchPath);//
0x2e6f5f0
static WeaponDurabilityConfig GetWeaponDurabilityConfig();// 0x2e6f4fc
static STExtraModLogicSwitch* GetBPUtils();// 0x2e6f4c8
--------------------------------
Class: STExtraModLogicSwitch.Object
bool bActivePickupEquipIntoPack;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x28 , Size: 1]
bool bActiveBackpackTabAndSort;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x29 , Size: 1]
bool bActiveItemQualityShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2a , Size: 1]
bool bActiveNewPickupSettingScheme;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x2b , Size: 1]
bool bActiveBulletDegreeSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2c , Size: 1]
bool bEnableWeaponAttachmentBindToWeapon;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x2d , Size: 1]
bool bEnableItemInstanceIDTransfer;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x2e , Size: 1]
bool bEnableDropRemain;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2f , Size: 1]
bool bShowAttachmentLockedState;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x30 , Size: 1]
ModTableByMode ModTablesCfg;//[Offset: 0x38 , Size: 80]
bool bEnableWeaponDurability;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x88 , Size: 1]
WeaponDurabilityConfig WeaponDurabilityConfig;//[Offset: 0x90 , Size: 40]
bool bNightVisionUnderGroundOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xb8 , Size: 1]
bool bNeedShowPickupButtonGuide;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xb9 , Size: 1]
--------------------------------
Class: WeaponDurabilityConfig
float LowDurabilityRate;//[Offset: 0x0 , Size: 4]
float GameEndReduceRate;//[Offset: 0x4 , Size: 4]
FString DurabilityLowAttrModifierID;//[Offset: 0x8 , Size: 16]
FString DurabilityLossAttrModifierID;//[Offset: 0x18 , Size: 16]
--------------------------------
Class: STExtraMonsterAnimInstance.AnimInstance.Object
STExtraSimpleCharacter* C_OwnerMonsterCharacter;//[Offset: 0x3b8 , Size: 8]
bool bIsLoaded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c0 ,
Size: 1]
AnimSequence* C_Birth_01;//[Offset: 0x3c8 , Size: 8]
AnimSequence* C_Birth_02;//[Offset: 0x3d0 , Size: 8]
AnimMontage* C_Birth_01_Montage;//[Offset: 0x3d8 , Size: 8]
AnimMontage* C_Birth_02_Montage;//[Offset: 0x3e0 , Size: 8]
AnimSequence* C_Idle;//[Offset: 0x3e8 , Size: 8]
AnimSequence* C_Combat_Idle;//[Offset: 0x3f0 , Size: 8]
BlendSpace1D* C_Run;//[Offset: 0x3f8 , Size: 8]
BlendSpace1D* C_Combat_Run;//[Offset: 0x400 , Size: 8]
AnimSequence* C_Attack_01;//[Offset: 0x408 , Size: 8]
AnimSequence* C_Attack_02;//[Offset: 0x410 , Size: 8]
AnimSequence* C_Attack_03;//[Offset: 0x418 , Size: 8]
AnimSequence* C_Hit_Hard;//[Offset: 0x420 , Size: 8]
BlendSpace* C_Hit_BlendSpace;//[Offset: 0x428 , Size: 8]
AnimSequence* C_Stiff;//[Offset: 0x430 , Size: 8]
AnimSequence* C_Jump_Start;//[Offset: 0x438 , Size: 8]
BlendSpace1D* C_Fall;//[Offset: 0x440 , Size: 8]
AnimSequence* C_Fall_Stand;//[Offset: 0x448 , Size: 8]
AnimSequence* C_Fall_Hard_Stand;//[Offset: 0x450 , Size: 8]
AnimMontage* C_Death_Front;//[Offset: 0x458 , Size: 8]
AnimMontage* C_Death_HeadShot;//[Offset: 0x460 , Size: 8]
AnimMontage* C_Death_Explosion;//[Offset: 0x468 , Size: 8]
AnimMontage* C_Death_Stand;//[Offset: 0x470 , Size: 8]
AnimMontage* C_Death_VehicleHit;//[Offset: 0x478 , Size: 8]
AnimSequence* C_Climb;//[Offset: 0x480 , Size: 8]
AnimSequence* C_Climb_Window;//[Offset: 0x488 , Size: 8]
AnimSequence* C_Climbing;//[Offset: 0x490 , Size: 8]
AnimSequence* C_Stun;//[Offset: 0x498 , Size: 8]
AnimSequence* C_Striding;//[Offset: 0x4a0 , Size: 8]
bool C_Born_State;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4a8 , Size: 1]
bool C_Birth_01_IsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4a9 , Size: 1]
bool C_Birth_02_IsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4aa , Size: 1]
bool C_Idle_IsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4ab , Size: 1]
bool C_Combat_Idle_IsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4ac , Size: 1]
bool C_Run_IsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4ad , Size: 1]
bool C_Combat_Run_IsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4ae , Size: 1]
bool C_Attack_01_IsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4af , Size: 1]
bool C_Attack_02_IsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4b0 , Size: 1]
bool C_Attack_03_IsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4b1 , Size: 1]
bool C_Hurting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4b2 ,
Size: 1]
bool C_Hit_BlendSpace_IsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4b3 , Size: 1]
Vector C_HurtDir;//[Offset: 0x4b4 , Size: 12]
bool C_Stiff_IsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4c0 , Size: 1]
bool C_Fall_IsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4c1 , Size: 1]
bool C_Jump_IsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4c2 , Size: 1]
bool C_Light_Fall_Stand_IsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x4c3 , Size: 1]
bool C_Hard_Fall_Stand_IsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4c4 , Size: 1]
bool C_Death_Front_IsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4c5 , Size: 1]
bool C_Death_HeadShot_IsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4c6 , Size: 1]
bool C_Death_VehicleHit_IsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x4c7 , Size: 1]
bool C_Death_Explosion_IsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4c8 , Size: 1]
bool C_Death_Stand_IsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4c9 , Size: 1]
bool C_Climb_IsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4ca , Size: 1]
bool C_Climb_Window_IsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4cb , Size: 1]
bool C_Stun_IsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4cc , Size: 1]
float fPlayMoveAnimThreshold;//[Offset: 0x4d0 , Size: 4]
float C_FallingSpeed;//[Offset: 0x4d4 , Size: 4]
float C_MoveSpeed;//[Offset: 0x4d8 , Size: 4]
int C_ClimbState;//[Offset: 0x4dc , Size: 4]
int C_StrideState;//[Offset: 0x4e0 , Size: 4]
int C_RandomAnimID;//[Offset: 0x4e4 , Size: 4]
bool C_ClimbOnCeiling_IsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4e8 , Size: 1]
float C_SpeedScale;//[Offset: 0x4ec , Size: 4]
void TryUpdateAnimVarList();// 0x2e70548
void RefreshAnimParam();// 0x2e7052c
void OnPawnLeaveState(enum NewState);// 0x2e704b0
void OnPawnEnterState(enum NewState);// 0x2e70434
void OnMobClimbStateChange();// 0x2e70420
AnimationAsset* GetMonsterAnimByPoseType(byte PoseType);// 0x2e70394
void CacheParamList(float DeltaSeconds);// 0x2e70310
void CacheAnimVarList();// 0x2e702fc
--------------------------------
Class: STExtraMonsterInterface.Interface.Object
void GotoEarthAndDie();// 0x2e70e48
FString GetMonsterName();// 0x2e70d9c
class PlayerTombBox GetDropTomb();// 0x2e70d60
bool CheckHasFunc(enum Func);// 0x2e70cc8
RoadPointInfo[] BleCallGetRoadPoints();// 0x2e70c1c
--------------------------------
Class:
STExtraMotorcycleAnimInstance.STVehicleAnimInstance.VehicleAnimInstance.AnimInstanc
e.Object
STExtraVehicleBase* OwnerVehicle;//[Offset: 0x960 , Size: 8]
VehicleMotorbikeComponent* MotorcycleComp;//[Offset: 0x968 , Size: 8]
float SteerRoll;//[Offset: 0x970 , Size: 4]
Rotator KickstandRot;//[Offset: 0x974 , Size: 12]
Rotator SteeringRotFinal;//[Offset: 0x980 , Size: 12]
--------------------------------
Class: VehicleMotorbikeComponent.VehicleComponent.ActorComponent.Object
delegate OnContactChanged;//[Offset: 0x110 , Size: 16]
CurveFloat* Curve_Roll;//[Offset: 0x120 , Size: 8]
CurveFloat* Curve_ReturnClamp;//[Offset: 0x128 , Size: 8]
CurveFloat* Curve_Steer;//[Offset: 0x130 , Size: 8]
CurveFloat* Curve_Yaw;//[Offset: 0x138 , Size: 8]
CurveFloat* Curve_TorqueStab;//[Offset: 0x140 , Size: 8]
CurveFloat* Curve_Roll_Cart;//[Offset: 0x148 , Size: 8]
CurveFloat* Curve_ReturnClamp_Cart;//[Offset: 0x150 , Size: 8]
CurveFloat* Curve_Steer_Cart;//[Offset: 0x158 , Size: 8]
CurveFloat* Curve_Yaw_Cart;//[Offset: 0x160 , Size: 8]
CurveFloat* Curve_TorqueStab_Cart;//[Offset: 0x168 , Size: 8]
bool bHasSidecart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x170 , Size: 1]
FName LowStabBoneName;//[Offset: 0x178 , Size: 8]
FName HighStabBoneName;//[Offset: 0x180 , Size: 8]
Vector SideCartHighStabCOM;//[Offset: 0x188 , Size: 12]
float MinSuspensionOffsetForContact;//[Offset: 0x194 , Size: 4]
Vector StabStaticVector;//[Offset: 0x198 , Size: 12]
Vector2D StabXVelocityIn;//[Offset: 0x1a4 , Size: 8]
Vector2D StabXVelocityOut;//[Offset: 0x1ac , Size: 8]
Vector2D StabXPitchIn;//[Offset: 0x1b4 , Size: 8]
Vector2D StabXPitchOut;//[Offset: 0x1bc , Size: 8]
Vector2D StabZVelocityIn;//[Offset: 0x1c4 , Size: 8]
Vector2D StabZVelocityOut;//[Offset: 0x1cc , Size: 8]
Vector2D StabZRollIn;//[Offset: 0x1d4 , Size: 8]
Vector2D StabZRollOut;//[Offset: 0x1dc , Size: 8]
Vector2D StabZPitchIn;//[Offset: 0x1e4 , Size: 8]
Vector2D StabZPitchOut;//[Offset: 0x1ec , Size: 8]
Vector2D StabTorqueIn;//[Offset: 0x1f4 , Size: 8]
Vector2D StabTorqueOut;//[Offset: 0x1fc , Size: 8]
float StabTorqueForceScalar;//[Offset: 0x204 , Size: 4]
Vector2D StabTorquePitchIn;//[Offset: 0x208 , Size: 8]
Vector2D StabTorquePitchOut;//[Offset: 0x210 , Size: 8]
bool bUseNewCOMCal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x218 , Size: 1]
float ScaleTorque;//[Offset: 0x21c , Size: 4]
float ScaleCenterOfMass;//[Offset: 0x220 , Size: 4]
Vector CurrentTorque;//[Offset: 0x224 , Size: 12]
Vector CurrentCenterOfMass;//[Offset: 0x230 , Size: 12]
bool bKickstandStabilizeEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x23c , Size: 1]
float KickstandAngularDamping;//[Offset: 0x240 , Size: 4]
float KickstandMaxAngVelocity;//[Offset: 0x244 , Size: 4]
float KickstandEnableMaxSpeed;//[Offset: 0x248 , Size: 4]
Vector2D AirControlFVelMap;//[Offset: 0x24c , Size: 8]
Vector2D AirControlBVelMap;//[Offset: 0x254 , Size: 8]
float AirControlFBTorque;//[Offset: 0x25c , Size: 4]
bool bResetRotationSafeCheckEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x260 , Size: 1]
bool bShouldResetRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x261 , Size: 1]
bool bContact;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x262 ,
Size: 1]
float COMOffsetSteer;//[Offset: 0x270 , Size: 4]
float RotSteeringFinal;//[Offset: 0x274 , Size: 4]
void HandleOnVehicleHit(PrimitiveComponent* HitComponent, Actor* OtherActor,
PrimitiveComponent* OtherComp, Vector NormalImpulse, out const HitResult Hit);//
0x2f74bf0
void ForceSyncVelocity(Vector ServerLinearVelocity, Vector
ServerAngularVelocity);// 0x2f74b30
--------------------------------
Class: STExtraNewBuffApplierComponent.ActorComponent.Object
FString OverlapCheckComponnentName;//[Offset: 0x110 , Size: 16]
int MaxTargetNum;//[Offset: 0x120 , Size: 4]
NewBuffApplierConditionPair[] BuffConditionArray;//[Offset: 0x128 , Size: 16]
STExtraCharacter*[] AddedBuffTargets;//[Offset: 0x138 , Size: 16]
float CheckPeriod;//[Offset: 0x148 , Size: 4]
ShapeComponent* OverlapCheckComponnent;//[Offset: 0x150 , Size: 8]
bool IsCheckingBlock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x159 , Size: 1]
bool IsIgnoreThrower;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x15a , Size: 1]
bool IsRemoveBuffWhenOutRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x15b , Size: 1]
bool bNeedRefreshBuffInRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x15c , Size: 1]
Vector ServerIsHeadVisibleOffsetForProne;//[Offset: 0x160 , Size: 12]
void SetIsEnableChecking(bool Enable);// 0x2e716c8
void OverlapCheckerOneTarget(Actor* OtherActor);// 0x2e7164c
--------------------------------
Class: NewBuffApplierConditionPair
byte ConditionVar;//[Offset: 0x0 , Size: 1]
bool IsShowDebugLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1 , Size: 1]
float InSightCheckAngle;//[Offset: 0x4 , Size: 4]
float InnerRangeDistance;//[Offset: 0x8 , Size: 4]
int[] BuffSkillIdArray;//[Offset: 0x10 , Size: 16]
int[] BuffSkillIdArrayForZombie;//[Offset: 0x20 , Size: 16]
--------------------------------
Class: STExtraOBState.UAEOBState.PlayerState.Info.Actor.Object
PlayerStaticInfoInOB[] TotalPlayers;//[Offset: 0x420 , Size: 16]
--------------------------------
Class: STExtraOnlineSession.OnlineSession.Object
--------------------------------
Class:
STExtraPathVehicleMovementComponent.PawnMovementComponent.NavMovementComponent.Move
mentComponent.ActorComponent.Object
float PathMoveMaxSpeed;//[Offset: 0x190 , Size: 4]
float PathMoveAccel;//[Offset: 0x194 , Size: 4]
float PathMoveBrackAccel;//[Offset: 0x198 , Size: 4]
float PathMoveInputThreshold;//[Offset: 0x19c , Size: 4]
float PathMoveFriction;//[Offset: 0x1a0 , Size: 4]
bool bPathMoveInverseMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1a4 , Size: 1]
bool bAutonomousMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1a5 , Size: 1]
float PathMoveCurrentAccel;//[Offset: 0x1a8 , Size: 4]
bool bIsPathMoveBreking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1ac , Size: 1]
float PathMoveCurrentSpeed;//[Offset: 0x1b0 , Size: 4]
float CurrentForwardInput;//[Offset: 0x1b4 , Size: 4]
float RepForwardInput;//[Offset: 0x1b8 , Size: 4]
delegate OnMoveHitActor;//[Offset: 0x1c0 , Size: 16]
void RPCServerInput(float InForwardInput);// 0x2e71f68
SplineComponent* GetSpline();// 0x2e71f2c
bool CalcAcceleration(float DeltaTime, out float OutAcc);// 0x2e71e50
void AddMaxSpeed(float InSpeed);// 0x2e71dcc
--------------------------------
Class: STExtraPetAnimInstance.AnimInstance.Object
STExtraPetCharacter* C_PetCharacter;//[Offset: 0x3b8 , Size: 8]
STExtraBaseCharacter* C_PetOwnerCharacter;//[Offset: 0x3c0 , Size: 8]
int C_DeviceLevel;//[Offset: 0x3c8 , Size: 4]
bool C_PetOwnerHasSprintState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3cc , Size: 1]
bool C_PetOwnerIsAutonomous;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3cd , Size: 1]
float C_PetMoveSpeed;//[Offset: 0x3d0 , Size: 4]
bool C_IsPetParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3d4 , Size: 1]
bool C_IsPetFastFalling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3d5 , Size: 1]
bool C_IsPetDisappear;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3d6 , Size: 1]
bool C_IsPetFollow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3d7 , Size: 1]
bool C_IsPetFlyAround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3d8 , Size: 1]
bool C_IsPetSwimming;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3d9 , Size: 1]
float C_PetSwimmingAnimRate;//[Offset: 0x3dc , Size: 4]
float C_PetSwimmingMaxAnimRate;//[Offset: 0x3e0 , Size: 4]
float C_PetSwimmingMinAnimRate;//[Offset: 0x3e4 , Size: 4]
float C_PetSwimmingAnimRateFactor;//[Offset: 0x3e8 , Size: 4]
float C_PetFastFallSpeed;//[Offset: 0x3ec , Size: 4]
float C_PetFlyAroundDisappearTime;//[Offset: 0x3f0 , Size: 4]
float C_PetMoveThreshold;//[Offset: 0x3f4 , Size: 4]
AnimSequenceBase* C_AppearAnim;//[Offset: 0x3f8 , Size: 8]
AnimSequenceBase* C_DisppearAnim;//[Offset: 0x400 , Size: 8]
AnimSequenceBase* C_IdleAnim;//[Offset: 0x408 , Size: 8]
AnimSequenceBase* C_FreeFallAnim;//[Offset: 0x410 , Size: 8]
AnimSequenceBase* C_FastFreeFallAnim;//[Offset: 0x418 , Size: 8]
AnimSequenceBase* C_FollowAnim;//[Offset: 0x420 , Size: 8]
AnimSequenceBase* C_FlyAroundAnim;//[Offset: 0x428 , Size: 8]
AnimSequenceBase* C_SwimmingAnim;//[Offset: 0x430 , Size: 8]
BlendSpaceBase* C_SwimmingBS;//[Offset: 0x438 , Size: 8]
BlendSpaceBase* C_MovementBS;//[Offset: 0x440 , Size: 8]
STExtraBaseCharacter* SafeGetPetOwnerCharacter();// 0x2e731c0
void OnPetStateChanged(byte State, bool IsEnter);// 0x2e730f8
void OnPetMontage(PetMontageData Data);// 0x2e73078
void OnDisappearAnimEnd();// 0x2e73064
--------------------------------
Class:
STExtraPlayerStartWithVehicle.STExtraPlayerStart.PlayerStart.NavigationObjectBase.A
ctor.Object
--------------------------------
Class:
STExtraPlayerState_SuperCold.STExtraPlayerState.UAEPlayerState.PlayerState.Info.Act
or.Object
int MakeFiresNum;//[Offset: 0x12dc , Size: 4]
int DeerBBQNum;//[Offset: 0x12e0 , Size: 4]
int ChichenBBQNum;//[Offset: 0x12e4 , Size: 4]
int UseKFNum;//[Offset: 0x12e8 , Size: 4]
int UseUAVNum;//[Offset: 0x12ec , Size: 4]
float KFUsingTime;//[Offset: 0x12f0 , Size: 4]
float UAVUsingTime;//[Offset: 0x12f4 , Size: 4]
float SkateboardUsingCount;//[Offset: 0x12f8 , Size: 4]
float SkateboardUsingTime;//[Offset: 0x12fc , Size: 4]
float SkateboardUsingDistance;//[Offset: 0x1300 , Size: 4]
KillAnimalData[] AnimalKillFlow;//[Offset: 0x1308 , Size: 16]
bool IsWarmDrugCommandActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1318 , Size: 1]
<uint32> UAVRecord;//[Offset: 0x1320 , Size: 80]
<int> KFRecord;//[Offset: 0x1370 , Size: 80]
void RecordUseUAVInfo(uint32 UAVID);// 0x2eb9360
void RecordUseKFInfo(int KFID);// 0x2eb92e4
void RecordKillAnimalInfo(byte Type, int Num);// 0x2eb922c
--------------------------------
Class: STExtraPulseRangeActor.ASTExtraRangeActor.Actor.Object
PropSkillCureRangeParam CureRangeParamCfg;//[Offset: 0x3a8 , Size: 16]
void MakeEffectToAllOverlappedActors(<Actor*,RangeCheckRetParam>
OverlapComponentMap);// 0x2eb9a50
void InitRangeParam(Actor* Creator, out const PropSkillCureRangeParam
CureRangeParam);// 0x2eb998c
--------------------------------
Class:
STExtraPVEPlayerStart.STExtraPlayerStart.PlayerStart.NavigationObjectBase.Actor.Obj
ect
--------------------------------
Class:
STSimpleCharacterMovementComponent.CharacterMovementComponent.PawnMovementComponent
.NavMovementComponent.MovementComponent.ActorComponent.Object
bool CanWalkUnderWater;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x72f , Size: 1]
--------------------------------
Class:
STMonsterMeshComponent.UAESkeletalMeshComponent.SkeletalMeshComponent.SkinnedMeshCo
mponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
int EffectiveDeviceLevel;//[Offset: 0xd5c , Size: 4]
bool bSkipFirstFrameAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xd60 , Size: 1]
--------------------------------
Class:
STExtraSimulatedSlidingVehicle.STExtraWheeledVehicle.STExtraVehicleBase.Pawn.Actor.
Object
AkAudioEvent* Sfx_JumpMiddle;//[Offset: 0x13c0 , Size: 8]
AkAudioEvent* Sfx_JumpHeavy;//[Offset: 0x13c8 , Size: 8]
AkAudioEvent* Sfx_LandingLight;//[Offset: 0x13d0 , Size: 8]
AkAudioEvent* Sfx_LandingHeavy;//[Offset: 0x13d8 , Size: 8]
AkAudioEvent* Sfx_SlideEnemy;//[Offset: 0x13e0 , Size: 8]
AkAudioEvent* Sfx_SlideTeammate;//[Offset: 0x13e8 , Size: 8]
AkAudioEvent* Sfx_JumpLight;//[Offset: 0x13f0 , Size: 8]
AkAudioEvent* Sfx_Brake;//[Offset: 0x13f8 , Size: 8]
float SlideSoundSpeedThreshold;//[Offset: 0x1400 , Size: 4]
class STExtraWeapon* SpecialAttachActorClass;//[Offset: 0x1408 , Size: 8]
FName SpecialAttachActorSocket;//[Offset: 0x1410 , Size: 8]
ItemDefineID SpecialAttachActorItemDefineID;//[Offset: 0x1418 , Size: 24]
Actor* CachedSpecialAttachActor;//[Offset: 0x1430 , Size: 8]
float PlayerEnterVelocityRate;//[Offset: 0x143c , Size: 4]
float PlayerEnterVelocityDelay;//[Offset: 0x1440 , Size: 4]
float MinAddEnterVelocity;//[Offset: 0x1444 , Size: 4]
Vector PlayerEnterVelocity;//[Offset: 0x1448 , Size: 12]
float MaxStayAtDropGroundSecond;//[Offset: 0x1454 , Size: 4]
byte InAirSurfaceType;//[Offset: 0x145c , Size: 1]
byte LastJumpLandSurfaceType;//[Offset: 0x145d , Size: 1]
bool RepUseSyncatClient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1478 , Size: 1]
bool SnowBoardUnuseable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1479 , Size: 1]
bool UseServerCtr;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x147a , Size: 1]
SimulatedSlidingMovementComponent* SlidingMovementComp;//[Offset: 0x1480 ,
Size: 8]
STExtraVehicleSfxLoop SlideSfxLoop;//[Offset: 0x1498 , Size: 112]
STExtraVehicleSfxLoop BrakeSfxLoop;//[Offset: 0x1508 , Size: 112]
delegate OnSlidingVehicleLanding;//[Offset: 0x1578 , Size: 16]
<int,float> DeviceUpdateTrailIntervalMap;//[Offset: 0x1588 , Size: 80]
void SpawnOrDelSpecialAttachActor(bool IsSpawn);// 0x2ed0338
void SetSyncatClient(bool SyncatClient);// 0x2ed02b4
void SetPlayerEnterVelocity();// 0x2ed02a0
void ServerEquipSpecialAttachActor();// 0x2ed0240
void ServerCloseCollision();// 0x2ed01e0
void ServerCheckPlayEnterAnim();// 0x2ed0180
void SendToServerClientInitOK();// 0x2ed0120
void RecordJumpAction();// 0x2ed00c0
void PlaySfxSpeedUp();// 0x2ed00ac
void PlaySfxSlide(float DeltaTime, bool bIsSliding);// 0x2ecffec
void PlaySfxJumpStart(bool bIsHeavy);// 0x2ecff68
void PlaySfxJumpEnd(bool bIsHeavy);// 0x2ecfee4
void PlaySfxBrake(float DeltaTime, bool bIsBraking);// 0x2ecfe24
void PlayFXJumpStart();// 0x37db6c4
void OnRep_UseSyncatClient();// 0x2ecfe10
void OnRep_SpecialAttachActor();// 0x2ecfdfc
SimulatedSlidingMovementComponent* GetSimulateSlidingMovementComp();//
0x2ecfdc8
void ExitVehicle();// 0x2ecfdb4
void EnterVehicle(bool IsSucc);// 0x2ecfd30
void ClientPlayerAttachedToVehicle(STExtraVehicleBase* InVehicle);//
0x2ecfcb4
void ClientEnterVehicle(STExtraPlayerCharacter* Character, enum SeatType);//
0x2ecfbfc
bool CheckHaveSpecialAttachActor();// 0x2ecfbbc
void BroadcastClientExitVehicle();// 0x2ecfb5c
void BroadcastClientEnterVehicle(bool InPlayTakeOut, bool InVelocityInhert,
Vector InHertVelocity);// 0x2ecfa08
void AfterExitVehicleAnimPlay();// 0x2ecf9f4
void ActiveFXBrake(bool Inactive);// 0x37db6c4
--------------------------------
Class: STExtraSnowMan.Actor.Object
void UpdateSnowManStatusBlueprint(enum Status);// 0x37db6c4
void UpdateSnowManStatus(enum Status);// 0x2ed0e24
--------------------------------
Class:
STExtraSyncSmoothMovementComponent.SimulateSyncSmoothComponent.ActorComponent.Objec
t
--------------------------------
Class: STExtraTrackVehicle.STExtraVehicleBase.Pawn.Actor.Object
FName BrakeMontageMsg;//[Offset: 0x1110 , Size: 8]
float AssistantThrottleInput;//[Offset: 0x1118 , Size: 4]
float AssistantExtraSpeed;//[Offset: 0x111c , Size: 4]
bool bClientSideCameraUpdates;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1120 , Size: 1]
bool bIsBrake;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1121 ,
Size: 1]
bool bInAssistantState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1122 , Size: 1]
float CurrentDir;//[Offset: 0x1124 , Size: 4]
STExtraPathVehicleMovementComponent* TrackVehicleMovementComponent;//[Offset:
0x1128 , Size: 8]
STExtraSyncSmoothMovementComponent* SyncSmoothMovementComponent;//[Offset:
0x1130 , Size: 8]
delegate OnBrakeStateChange;//[Offset: 0x1138 , Size: 16]
delegate OnAssistantStateChange;//[Offset: 0x1148 , Size: 16]
delegate OnFlipTrackVehicleDirection;//[Offset: 0x1158 , Size: 16]
void SetBrake(bool bInIsBrake);// 0x2ed1f6c
void RPCServerSetBrake(bool bInBrake);// 0x2ed1ea8
void RPCServerFlipTrackVehicleDirection();// 0x2ed1e48
void OnRep_IsBrake();// 0x2ed1e34
void OnRep_InAssistantState();// 0x2ed1e20
bool IsInBrake();// 0x2ed1de8
float GetMoveForwardRate();// 0x2ed1db4
float GetForwardSpeed();// 0x2ed1d78
float GetDriverThrottleInput();// 0x2ed1d44
float GetAssistantThrottleInput();// 0x2ed1d10
bool GetAssistantState();// 0x2ed1cd8
void FlipTrackVehicleDirection();// 0x2ed1cc4
void ChangeAssistantState(bool bEnter);// 0x2ed1c40
void BroadcastVehicleAnimEvent(FName EventMsg);// 0x2ed1bc4
void BroadcastClientBrakeUp();// 0x2ed1b64
--------------------------------
Class:
STExtraTrackVehicleMovementComponent.InterpToMovementComponent.MovementComponent.Ac
torComponent.Object
void SetFollowPath(Actor* InPath);// 0x2ed267c
--------------------------------
Class: STExtraUAVVehicleBase.STExtraVehicleBase.Pawn.Actor.Object
VehicleUserComponent* UAVVehicleUserComponent;//[Offset: 0x1110 , Size: 8]
CameraComponent* CameraComponent;//[Offset: 0x1118 , Size: 8]
SpringArmComponent* SpringArmComp;//[Offset: 0x1120 , Size: 8]
FName CameraBoneName;//[Offset: 0x1128 , Size: 8]
delegate OnVehicleUAVStateChanged;//[Offset: 0x1138 , Size: 16]
float FPP_TargetArmLength;//[Offset: 0x1148 , Size: 4]
float TPP_TargetArmLength;//[Offset: 0x114c , Size: 4]
float UAVFPPCameraFovPercent;//[Offset: 0x1150 , Size: 4]
bool IsFPP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1154 ,
Size: 1]
enum UAVVehicleState;//[Offset: 0x115c , Size: 1]
float CoolDownTimeSpeed;//[Offset: 0x1160 , Size: 4]
float CoolDownTimeMin;//[Offset: 0x1164 , Size: 4]
float MaxOperateDistanceToPlayer;//[Offset: 0x1168 , Size: 4]
float MaxOperateFalloffDistance;//[Offset: 0x116c , Size: 4]
float LowFuelWarning;//[Offset: 0x1170 , Size: 4]
float SkillRecallingTime;//[Offset: 0x1174 , Size: 4]
float SkillDisappearingTime;//[Offset: 0x1178 , Size: 4]
float SkillDestoryTime;//[Offset: 0x117c , Size: 4]
float MaxCameraFOV;//[Offset: 0x119c , Size: 4]
float MinCameraFOV;//[Offset: 0x11a0 , Size: 4]
DriverAttachmentData[] DriverAttachmentDataList;//[Offset: 0x11a8 , Size: 16]
void SetViewTargetAgainForOB();// 0x2ed3b74
void SetFPPCameraFov(float factor);// 0x2ed3af8
bool SetCurrentPersonPerspective(bool IsNewFPP, bool IsInitSetting);//
0x2ed3a1c
void SendToServerUAVFPPCameraFovPercent(float percent);// 0x2ed396c
void SendToServerIsFPP(bool IsFirstPerson);// 0x2ed38a8
void SendToServerClientInitOK();// 0x2ed3848
void SendToServerChangeCameraMode(bool isFreeMode);// 0x2ed3784
void SendToAllChangeCameraMode(bool isFreeMode);// 0x2ed36f8
void OnRep_UAVVehicleState();// 0x2ed36dc
void OnRep_IsFPPChanged();// 0x2ed36c8
void OnRep_FPPCameraFovChanged();// 0x2ed36b4
bool LocalSwitchPersonPerspective(bool IsNewFPP, bool IsUseLerp, bool
IsForceSwitch);// 0x2ed358c
void HandleOnMeshHit(PrimitiveComponent* HitComponent, Actor* OtherActor,
PrimitiveComponent* OtherComp, Vector NormalImpulse, out const HitResult Hit);//
0x2ed33f8
float GetDisToPlayer();// 0x2ed33c4
bool CheckCanSwitchFPP();// 0x2ed3384
--------------------------------
Class: DriverAttachmentData
FName AttachmentDataName;//[Offset: 0x0 , Size: 8]
StaticMesh* AttachmentMesh;//[Offset: 0x8 , Size: 40]
StaticMesh* AttachmentMeshLod;//[Offset: 0x30 , Size: 40]
FName AttachSocket;//[Offset: 0x58 , Size: 8]
float AttachDelayTime;//[Offset: 0x60 , Size: 4]
float DettachDelayTime;//[Offset: 0x64 , Size: 4]
StaticMeshComponent* AttachmentComponentInstance;//[Offset: 0x70 , Size: 8]
STExtraPlayerCharacter* AttachDriverCache;//[Offset: 0x78 , Size: 8]
--------------------------------
Class: STExtraUAVVehicle.STExtraUAVVehicleBase.STExtraVehicleBase.Pawn.Actor.Object
STExtraUAVVehicleMovementComponent* UAVVehicleMovement;//[Offset: 0x11b8 ,
Size: 8]
UAVTorqueCurveFloat[] ForWardTorqueCurveList;//[Offset: 0x11c0 , Size: 16]
UAVTorqueCurveFloat[] RightTorqueCurveList;//[Offset: 0x11d8 , Size: 16]
CurveFloat* IdleForwardTorqueCurveFloat;//[Offset: 0x11f0 , Size: 8]
float IdleForwardCountTime;//[Offset: 0x11f8 , Size: 4]
CurveFloat* IdleRightTorqueCurveFloat;//[Offset: 0x1200 , Size: 8]
float IdleRightCountTime;//[Offset: 0x1208 , Size: 4]
FName ArrowEffectName;//[Offset: 0x1210 , Size: 8]
FName NormalGreenLightEffectName;//[Offset: 0x1218 , Size: 8]
FName RecallingGreenLightEffectName;//[Offset: 0x1220 , Size: 8]
FName NormalRedLightEffectName;//[Offset: 0x1228 , Size: 8]
FName RecallingRedLightEffectName;//[Offset: 0x1230 , Size: 8]
FName TopWingsEffectName;//[Offset: 0x1238 , Size: 8]
FName[] lstTopWingsBoneName;//[Offset: 0x1240 , Size: 16]
float CrashHeight;//[Offset: 0x1250 , Size: 4]
float OnLandHeight;//[Offset: 0x1254 , Size: 4]
float IdleSpeed;//[Offset: 0x1258 , Size: 4]
float WingAccelerateMaxTime;//[Offset: 0x125c , Size: 4]
float showWaterPlaneffectHeight;//[Offset: 0x1260 , Size: 4]
float WaterPlaneffectHeigh;//[Offset: 0x1264 , Size: 4]
STExtraVehicleSfxLoop uavSfxLoop;//[Offset: 0x1278 , Size: 112]
AkAudioEvent* Play_Vehicles_UAV_Start;//[Offset: 0x12e8 , Size: 8]
AkAudioEvent* Play_Vehicles_UAV_LowPower;//[Offset: 0x12f0 , Size: 8]
AkAudioEvent* Play_Vehicles_UAV_Recall;//[Offset: 0x12f8 , Size: 8]
AkAudioEvent* Play_Vehicles_UAV_Recall;//[Offset: 0x1300 , Size: 8]
float CrashMinSin;//[Offset: 0x1308 , Size: 4]
float NoFuelJumpHeight;//[Offset: 0x130c , Size: 4]
float OpenGravityDelayTime;//[Offset: 0x1318 , Size: 4]
float UAVSpeedPercent;//[Offset: 0x1328 , Size: 4]
float LinearDampingMax;//[Offset: 0x132c , Size: 4]
float LinearDampingMin;//[Offset: 0x1330 , Size: 4]
float AngularDampingMax;//[Offset: 0x1334 , Size: 4]
float AngularDampingMin;//[Offset: 0x1338 , Size: 4]
float DisappearingFlyUp;//[Offset: 0x133c , Size: 4]
float DisappearingFlyUpSpeed;//[Offset: 0x1340 , Size: 4]
void SendToServerChangeSpeedPercent(float SpeedPercent);// 0x2ed2b58
void SendToAllChangeSpeedPercent(float SpeedPercent);// 0x2ed2ad4
Vector GetRotationInputDir();// 0x2ed2a94
float GetDisToLand();// 0x2ed2a60
--------------------------------
Class:
STExtraUAVVehicleMovementComponent.PawnMovementComponent.NavMovementComponent.Movem
entComponent.ActorComponent.Object
float NewtonFixedRate;//[Offset: 0x190 , Size: 4]
float TorqueFixedRate;//[Offset: 0x194 , Size: 4]
float MaxbodyPitchAngle;//[Offset: 0x198 , Size: 4]
float MaxBodyPitchTorqueVaule;//[Offset: 0x19c , Size: 4]
float ForwardMaxAcceleration;//[Offset: 0x1a0 , Size: 4]
float MaxForwardMaxAccelerationPitchAngle;//[Offset: 0x1a4 , Size: 4]
float VerticalMaxAcceleration;//[Offset: 0x1a8 , Size: 4]
float StartOffForwardTorqueBySpeedVaule;//[Offset: 0x1ac , Size: 4]
float StartOffForwardTorqueBySpeedAngle;//[Offset: 0x1b0 , Size: 4]
float OffForwardTorqueBySpeedVaule;//[Offset: 0x1b4 , Size: 4]
float MaxbodRollAngle;//[Offset: 0x1b8 , Size: 4]
float MaxBodyRollTorqueVaule;//[Offset: 0x1bc , Size: 4]
float RightMaxAcceleration;//[Offset: 0x1c0 , Size: 4]
float MaxRightMaxAccelerationRollAngle;//[Offset: 0x1c4 , Size: 4]
float MaxBackWingTorqueVaule;//[Offset: 0x1c8 , Size: 4]
float MaxBackWingPowerAngle;//[Offset: 0x1cc , Size: 4]
float PowerSmokeScale;//[Offset: 0x1d0 , Size: 4]
float PowerburnningScale;//[Offset: 0x1d4 , Size: 4]
CurveFloat* VerticalAccelerationCurve;//[Offset: 0x1d8 , Size: 8]
float OffGravityRate;//[Offset: 0x1e0 , Size: 4]
float freelyfallingRate;//[Offset: 0x1e4 , Size: 4]
float EnterAdaptiveStateSpeed;//[Offset: 0x1e8 , Size: 4]
float BeyondMaxHeightAddaptiveExtra;//[Offset: 0x1ec , Size: 4]
CurveFloat* VerticalAdaptiveAccelerationCurve;//[Offset: 0x1f0 , Size: 8]
float MaxDistanceToLand;//[Offset: 0x1f8 , Size: 4]
int MaxDistanceToLandToDSControl;//[Offset: 0x1fc , Size: 4]
float MinDistanceToLand;//[Offset: 0x200 , Size: 4]
int MaxDistanceToLandTipsInterval;//[Offset: 0x204 , Size: 4]
int MaxDistanceToLandTipsOffset;//[Offset: 0x208 , Size: 4]
bool isOverMaxHeight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x20c , Size: 1]
float MaxDistanceToLandRange;//[Offset: 0x214 , Size: 4]
float EnterFlyStateHeight;//[Offset: 0x218 , Size: 4]
float LandTraceMaxHeight;//[Offset: 0x21c , Size: 4]
bool isSecondControlMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x220 , Size: 1]
float SecondMaxBackWingTorqueVaule;//[Offset: 0x224 , Size: 4]
float SecondRightMaxAcceleration;//[Offset: 0x228 , Size: 4]
float ZVauleCheckTime;//[Offset: 0x22c , Size: 4]
float ZVauleCheckScale;//[Offset: 0x230 , Size: 4]
float CaveProtectTestLength;//[Offset: 0x234 , Size: 4]
float CaveMoveOffset;//[Offset: 0x238 , Size: 4]
float SpwanCheckLandDis;//[Offset: 0x23c , Size: 4]
float upInputRate;//[Offset: 0x240 , Size: 4]
float forWardInputRate;//[Offset: 0x244 , Size: 4]
float rightInputRate;//[Offset: 0x248 , Size: 4]
float cameraRationYaw;//[Offset: 0x24c , Size: 4]
float verticalUpDis;//[Offset: 0x250 , Size: 4]
float STUpInputRate;//[Offset: 0x254 , Size: 4]
float STForWardInputRate;//[Offset: 0x258 , Size: 4]
float STRightInputRate;//[Offset: 0x25c , Size: 4]
float STcameraRationYaw;//[Offset: 0x260 , Size: 4]
float STverticalUpDis;//[Offset: 0x264 , Size: 4]
STExtraUAVVehicle* ownerUAV;//[Offset: 0x290 , Size: 8]
VehicleSpringArmComponent* vehicleSpringArm;//[Offset: 0x298 , Size: 8]
void ServerUpdateInput(float FowardInput, float RightInput, float UpInput,
float nowcameraRationYaw, float nowverticalUpDis);// 0x2ed4f9c
--------------------------------
Class: UAVTorqueCurveFloat
CurveFloat* TorqueCurveFloat;//[Offset: 0x0 , Size: 8]
float CurveTime;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: STExtraUCAV.STExtraUAVVehicleBase.STExtraVehicleBase.Pawn.Actor.Object
STExtraUCAVMovementComponent* UCAVVehicleMovement;//[Offset: 0x11b8 , Size:
8]
CurveFloat* upInputRateCurveFloat;//[Offset: 0x11c0 , Size: 8]
float ForwardCountTimeStep1;//[Offset: 0x11c8 , Size: 4]
float ForwardCountTimeStep2;//[Offset: 0x11cc , Size: 4]
float ForwardCountTimeStep3;//[Offset: 0x11d0 , Size: 4]
float stepStartTime1;//[Offset: 0x11d4 , Size: 4]
float stepStartTime2;//[Offset: 0x11d8 , Size: 4]
float SelfDestructTime;//[Offset: 0x11dc , Size: 4]
float RangeTipsOther;//[Offset: 0x11e0 , Size: 4]
int VehicleSpeed;//[Offset: 0x120c , Size: 4]
int LightEffectState;//[Offset: 0x1210 , Size: 4]
void UpdateLightFlag();// 0x2ed56f4
void SendToServerClientInitOK();// 0x2ed5694
void PlayCameraAnim(bool bPlayAnim);// 0x2ed5608
void OnRep_TeamID();// 0x2ed55ec
int GetMaxBullet();// 0x2ed55b8
float GetDisToLand();// 0x2ed5584
int GetBulletNum();// 0x2ed5550
--------------------------------
Class:
STExtraUCAVMovementComponent.PawnMovementComponent.NavMovementComponent.MovementCom
ponent.ActorComponent.Object
float NewtonFixedRate;//[Offset: 0x190 , Size: 4]
float TorqueFixedRate;//[Offset: 0x194 , Size: 4]
float OffGravityRate;//[Offset: 0x198 , Size: 4]
float ForwardMaxAcceleration;//[Offset: 0x19c , Size: 4]
float VerticalMaxAcceleration;//[Offset: 0x1a0 , Size: 4]
float upInputRate;//[Offset: 0x1a4 , Size: 4]
float forWardInputRate;//[Offset: 0x1a8 , Size: 4]
STExtraUCAV* ownerUCAV;//[Offset: 0x1b8 , Size: 8]
VehicleSpringArmComponent* vehicleSpringArm;//[Offset: 0x1c0 , Size: 8]
--------------------------------
Class: STExtraUIUtils.BlueprintFunctionLibrary.Object
static void SetImageTextureAsyncWithCallbackKeepSize(FString InPath, Object*
ImageOuter, delegate Callback);// 0x2ed6ff0
static void SetImageTextureAsyncWithCallback(FString InPath, Object*
ImageOuter, delegate Callback);// 0x2ed6eb4
static void SetImageTextureAsync(FString InPath, Object* ImageOuter);//
0x2ed6dd4
static void PrintGameLog(FString LogContent);// 0x2ed6cb0
static FString GetOwningPlayerRoleID(UAEUserWidget* UAEUserWidget);//
0x2ed6bcc
static STExtraPlayerCharacter*
GetOwningPlayerPawnOrVehicleDriver(UAEUserWidget* UAEUserWidget);// 0x2ed6b50
static FString GetOwningPlayerOpenID(UAEUserWidget* UAEUserWidget);//
0x2ed6a6c
static STExtraPlayerController* GetOwningPlayerNoDefault(UAEUserWidget*
UAEUserWidget);// 0x2ed69f0
static STExtraPlayerController* GetOwningPlayer(UAEUserWidget*
UAEUserWidget);// 0x2ed6974
static FText GetMinuteAndSecondTextByTime(int Second);// 0x2ed6828
static FString GetGameSavedDir();// 0x2ed6784
static FText GetFloatAsStringWithPrecision(float TheFloat, int Precision,
bool IncludeLeadingZero);// 0x2ed65b8
static STExtraPlayerState* GetCurPlayerState(UAEUserWidget* UAEUserWidget);//
0x2ed653c
static STExtraUIBPUtils* GetBPUtils();// 0x2ed6508
static FString GetBattleID(UAEUserWidget* UAEUserWidget);// 0x2ed6424
static bool CaptureRT_HighRes(TextureRenderTarget2D* RT, FString InPath,
const LinearColor ClearColour);// 0x2ed62fc
static bool CaptureRT_FileHelper(TextureRenderTarget2D* RT, FString InPath,
const LinearColor ClearColour);// 0x2ed61d4
static void AsyncCreateWidgetWithCallBack(FString WidgetPath, Object* Outer,
delegate Callback, int InstID);// 0x2ed605c
--------------------------------
Class: STExtraUIBPUtils.Object
<int,TextrueAsyncRequest> PendingAsyncRequests;//[Offset: 0xf8 , Size: 80]
<int,WidgetAsyncCreateData> PendingAsyncWidgetRequests;//[Offset: 0x148 ,
Size: 80]
void SetImageTextureAsyncWithCallbackKeepSize(FString InPath, Object*
ImageOuter, delegate Callback);// 0x2ed81a8
void SetImageTextureAsyncWithCallback(FString InPath, Object* ImageOuter,
delegate Callback);// 0x2ed8064
void SetImageTextureAsync(FString InPath, Object* ImageOuter);// 0x2ed7f7c
void OnAsyncWidgetClassLoaded(SoftObjectPath InSoftPath, int RequestIdx);//
0x2ed7e04
void OnAsyncLoadOtherAsset(Object* AsyAsset, Image* TarImage, bool
KeepSize);// 0x2ed7d04
void OnAsyncImageTextureLoaded(SoftObjectPath InSoftPath, int RequestIdx);//
0x2ed7b8c
static UAEUserWidget* CreateModeUAEUserWidget(UAEUserWidget* UAEUserWidget,
FString Path);// 0x2ed7a18
void AsyncCreateWidgetWithCallBack(FString WidgetPath, Object* Outer,
delegate Callback, int InstID);// 0x2ed7898
--------------------------------
Class: TextrueAsyncRequest
FString Path;//[Offset: 0x0 , Size: 16]
Object* ImageOuter;//[Offset: 0x10 , Size: 8]
bool KeepSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18 ,
Size: 1]
delegate Callback;//[Offset: 0x20 , Size: 16]
--------------------------------
Class: WidgetAsyncCreateData
FString WidgetPath;//[Offset: 0x0 , Size: 16]
Object* Outer;//[Offset: 0x10 , Size: 8]
int InstID;//[Offset: 0x18 , Size: 4]
delegate Callback;//[Offset: 0x20 , Size: 16]
--------------------------------
Class:
STExtraVehicleAnimInstance.STExtraAnimInstance.STExtraAnimInstanceBase.STPawnAnimIn
stanceBase.AnimInstance.Object
PlayerVehAnimList CharacterVehAnimList;//[Offset: 0xd90 , Size: 216]
BlendSpace* BackUpAnimBlendSpace;//[Offset: 0xe68 , Size: 8]
AnimSequence* BackUpAnimAnimSequence;//[Offset: 0xe70 , Size: 8]
BlendSpace* IdleAnim;//[Offset: 0xe78 , Size: 8]
BlendSpace1D* LeanInAnim;//[Offset: 0xe80 , Size: 8]
BlendSpace1D* LeanOutAnim;//[Offset: 0xe88 , Size: 8]
BlendSpace* AimAnim;//[Offset: 0xe90 , Size: 8]
BlendSpace1D* AimAnim1D;//[Offset: 0xe98 , Size: 8]
AnimVehParamList VehAnimParam;//[Offset: 0xea0 , Size: 48]
AnimationAsset* DriverAnim;//[Offset: 0xed0 , Size: 8]
BlendSpace* DriverAnimBS;//[Offset: 0xed8 , Size: 8]
AnimSequence* DriverAnimAsSeq;//[Offset: 0xee0 , Size: 8]
BlendSpace* DriverAnimAsBS;//[Offset: 0xee8 , Size: 8]
AnimSequence* DriverMotorbikeIdleAnim;//[Offset: 0xef0 , Size: 8]
BlendSpace* DriverMotorbikeVacateAnim;//[Offset: 0xef8 , Size: 8]
AnimSequence* PassengerMotorbikeIdleAnim;//[Offset: 0xf00 , Size: 8]
BlendSpace* PassengerMotorbikeVacateAnim;//[Offset: 0xf08 , Size: 8]
BlendSpace* MotorbikeDriverAnim;//[Offset: 0xf10 , Size: 8]
AnimSequence* SurfBoard_IdleAnim;//[Offset: 0xf18 , Size: 8]
BlendSpace* SurfBoard_MoveAnim;//[Offset: 0xf20 , Size: 8]
AnimSequence* SurfBoard_JumpAnim;//[Offset: 0xf28 , Size: 8]
AnimSequence* SurfBoard_LandAnim;//[Offset: 0xf30 , Size: 8]
AnimSequence* SurfBoard_JumpLeftTurnAnim;//[Offset: 0xf38 , Size: 8]
AnimSequence* SurfBoard_JumpRightTurnAnim;//[Offset: 0xf40 , Size: 8]
float SpeedThresholds;//[Offset: 0xf48 , Size: 4]
AnimSequence* Ski_JumpStationary;//[Offset: 0xf50 , Size: 8]
AnimSequence* Ski_DownTurnLR;//[Offset: 0xf58 , Size: 8]
AnimSequence* Ski_DownTurnRL;//[Offset: 0xf60 , Size: 8]
AnimSequence* Ski_DownTurnFD;//[Offset: 0xf68 , Size: 8]
BlendSpace1D* Ski_Falling;//[Offset: 0xf70 , Size: 8]
AnimSequence* Ski_DownFallLandingAdditive;//[Offset: 0xf78 , Size: 8]
AnimSequence* Ski_DownFallLandingHard;//[Offset: 0xf80 , Size: 8]
AnimSequence* VehicleWeaponReload;//[Offset: 0xf88 , Size: 8]
AnimSequence* AimAdd;//[Offset: 0xf90 , Size: 8]
AnimSequence* SeatIdle;//[Offset: 0xf98 , Size: 8]
bool IsVehicleAnimLoading;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xfa0 , Size: 1]
bool IsDriver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfa1 ,
Size: 1]
bool IsAimAdd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfa2 ,
Size: 1]
bool IsSeatIdle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xfa3 , Size: 1]
bool HasLeanAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfa4
, Size: 1]
AnimSequence* Reload;//[Offset: 0xfa8 , Size: 8]
bool IsReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfb0 ,
Size: 1]
bool IsFPPAimValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xfb1 , Size: 1]
bool IsFPPVehicleAnimInstace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xfb2 , Size: 1]
float DriverMoveDir;//[Offset: 0xfb4 , Size: 4]
bool UseNewAimBS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfb8
, Size: 1]
float NewAimVehViewYaw;//[Offset: 0xfbc , Size: 4]
bool IsMotorcycleDriver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xfc0 , Size: 1]
float MotorcycleDriverStopAnimBlendWeights;//[Offset: 0xfc4 , Size: 4]
bool ShouldBlendForegripAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xfc8 , Size: 1]
bool bUseVehicleWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xfc9 , Size: 1]
bool bReloadVehicleWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xfca , Size: 1]
Rotator VehicleWeaponRotator;//[Offset: 0xfcc , Size: 12]
BlendSpace* VehicleWeaponAimOffsetBlendSpace;//[Offset: 0xfd8 , Size: 8]
bool bVehicleWeaponAimOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xfe0 , Size: 1]
bool C_bVehicleWeaponUseHandIK;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xfe1 , Size: 1]
Transform C_VehicleWeaponGripTransformR;//[Offset: 0xff0 , Size: 48]
Transform C_VehicleWeaponGripTransformL;//[Offset: 0x1020 , Size: 48]
Vector UseVehicleIdleBlendSpaceXY;//[Offset: 0x1050 , Size: 12]
byte DriverAnimType;//[Offset: 0x105c , Size: 1]
float AddtiveNormalSeatAlpha;//[Offset: 0x1060 , Size: 4]
float AddtiveNormalSeatIdleAlpha;//[Offset: 0x1064 , Size: 4]
Rotator IdleAnimBSParam;//[Offset: 0x1068 , Size: 12]
float LeanOutAnimBSXParam;//[Offset: 0x1074 , Size: 4]
bool IsReloadingOnNarrowSeat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1078 , Size: 1]
Rotator AimAnimBSParam;//[Offset: 0x107c , Size: 12]
bool ShouldTransIdleToAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1088 , Size: 1]
bool ShouldTransIdleToLeanOut;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1089 , Size: 1]
bool ShouldTransLeanOutToAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x108a , Size: 1]
bool ShouldTransLeanInToIdle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x108b , Size: 1]
bool ShouldTransAimToIdle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x108c , Size: 1]
bool ShouldTransAimToLeanIn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x108d , Size: 1]
bool IsVehicleMotorbike;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1094 , Size: 1]
bool IsVehicleMotorbikeAnimLoaded;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x1095 , Size: 1]
float VacateHight;//[Offset: 0x1098 , Size: 4]
Rotator LastRotator;//[Offset: 0x109c , Size: 12]
Vector VehicleMoveVelocity;//[Offset: 0x10a8 , Size: 12]
AnimMontage* JumpMontage;//[Offset: 0x10b8 , Size: 8]
AnimMontage* EnterMontage;//[Offset: 0x10c0 , Size: 8]
AnimMontage* VehicleWeaponFireMontage;//[Offset: 0x10c8 , Size: 8]
STExtraBaseCharacter* NowbaseCharacter;//[Offset: 0x10d0 , Size: 8]
STExtraVehicleBase* CurrentVehicle;//[Offset: 0x10d8 , Size: 8]
bool bIsSnowBoard;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x10e0 , Size: 1]
float CharacterSpeed;//[Offset: 0x10e4 , Size: 4]
AnimSequence* Ski_CurrentPlayingLandAnim;//[Offset: 0x10e8 , Size: 8]
AnimSequence* Ski_CurrentPlayingJumpAnim;//[Offset: 0x10f0 , Size: 8]
bool bIsSkiJumping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x10f8 , Size: 1]
bool bIsSkiLowJumping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x10f9 , Size: 1]
bool bIsSkiFalling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x10fa , Size: 1]
bool bIsSkiLanding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x10fb , Size: 1]
bool bIsSkiPlayingLandAnimEnd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x10fc , Size: 1]
bool bIsSkiPlayingJumpAnimEnd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x10fd , Size: 1]
CurveFloat* SkiSpeedToMaxTurnCurve;//[Offset: 0x1100 , Size: 8]
CurveFloat* SkiSpeedToMaxCrouchCurve;//[Offset: 0x1108 , Size: 8]
CurveFloat* SkiSpeedToFallingCurve;//[Offset: 0x1110 , Size: 8]
float SkiBlendSpaceXInput;//[Offset: 0x1118 , Size: 4]
float SkiBlendSpaceYInput;//[Offset: 0x111c , Size: 4]
float SkiFallingBSInput;//[Offset: 0x1120 , Size: 4]
float SkiPlayJumpAnimRate;//[Offset: 0x1124 , Size: 4]
float SkiPlayJumpAnimRateMin;//[Offset: 0x1128 , Size: 4]
float SkiPlayJumpAnimRateMax;//[Offset: 0x112c , Size: 4]
float SkiJumpStationaryRiseRate;//[Offset: 0x1130 , Size: 4]
float SkiDownTurnLRRate;//[Offset: 0x1134 , Size: 4]
float SkiDownTurnRLRate;//[Offset: 0x1138 , Size: 4]
float SkiDownTurnFDRate;//[Offset: 0x113c , Size: 4]
bool bIsDisableSkiSlopAdapt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1140 , Size: 1]
float DisableSkiSlopeAdaptReMainTime;//[Offset: 0x1144 , Size: 4]
float AdaptSkiSlopeSpeed;//[Offset: 0x1148 , Size: 4]
float SkiIKSlopBlendRate;//[Offset: 0x114c , Size: 4]
float SkiIKSlopBlendRateSpeed;//[Offset: 0x1150 , Size: 4]
float SkiStandRotatingAlphaSpeed;//[Offset: 0x1154 , Size: 4]
float SkiStandRotatingAlpha;//[Offset: 0x1158 , Size: 4]
SkeletalMeshComponent* SkiSkeletalMeshComp;//[Offset: 0x1160 , Size: 8]
bool b_C_VehicleMotorbike_And_VehicleMotorbikeAnimLoaded;//(ByteOffset: 0,
ByteMask: 1, FieldMask: 255)[Offset: 0x1168 , Size: 1]
bool b_C_VehicleMotorbike_And_VehicleMotorbikeAnimLoaded_And_IsDriver;//
(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1169 , Size: 1]
float C_DriverAnimTimer;//[Offset: 0x116c , Size: 4]
AnimSequence* DriveForwardAnim;//[Offset: 0x1170 , Size: 8]
float DriveForwardAccumTime;//[Offset: 0x1178 , Size: 4]
float DriveForwardFramePos;//[Offset: 0x117c , Size: 4]
bool C_PlayDriveForwardAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1180 , Size: 1]
float AssistantForwardAccumTime;//[Offset: 0x1184 , Size: 4]
float AssistantForwardFramePos;//[Offset: 0x1188 , Size: 4]
bool C_PlayAssistantForwardAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x118c , Size: 1]
void TrackVehUpdate(float DeltaSeconds);// 0x2ed9090
void PlayEnterMontage();// 0x2ed9074
void OnOwnerDetachFromVehicle(STExtraVehicleBase* InVehicle);// 0x2ed8ff8
void OnOwnerAttachedToVehicle(STExtraVehicleBase* InVehicle);// 0x2ed8f7c
float Montage_Play(AnimMontage* MontageToPlay, float InPlayRate, enum
ReturnValueType, float InTimeToStartMontageAt);// 0x2ed8e34
void HandleVehicleWeaponStateChanged(byte NewState);// 0x2ed8db8
void HandleOwnerAnimEvent(FName EventMsg);// 0x2ed8d34
--------------------------------
Class:
STExtraVehicleAnimInstance_VehicleWar.STPawnAnimInstanceBase.AnimInstance.Object
PlayerVehAnimList CharacterVehAnimList;//[Offset: 0x3c0 , Size: 216]
BlendSpace* BackUpAnimBlendSpace;//[Offset: 0x498 , Size: 8]
AnimSequence* BackUpAnimAnimSequence;//[Offset: 0x4a0 , Size: 8]
BlendSpace* IdleAnim;//[Offset: 0x4a8 , Size: 8]
BlendSpace1D* LeanInAnim;//[Offset: 0x4b0 , Size: 8]
BlendSpace1D* LeanOutAnim;//[Offset: 0x4b8 , Size: 8]
BlendSpace* AimAnim;//[Offset: 0x4c0 , Size: 8]
BlendSpace1D* AimAnim1D;//[Offset: 0x4c8 , Size: 8]
AnimVehParamList VehAnimParam;//[Offset: 0x4d0 , Size: 48]
AnimationAsset* DriverAnim;//[Offset: 0x500 , Size: 8]
BlendSpace* DriverAnimBS;//[Offset: 0x508 , Size: 8]
AnimSequence* DriverAnimAsSeq;//[Offset: 0x510 , Size: 8]
BlendSpace* DriverAnimAsBS;//[Offset: 0x518 , Size: 8]
AnimSequence* DriverMotorbikeIdleAnim;//[Offset: 0x520 , Size: 8]
BlendSpace* DriverMotorbikeVacateAnim;//[Offset: 0x528 , Size: 8]
AnimSequence* PassengerMotorbikeIdleAnim;//[Offset: 0x530 , Size: 8]
BlendSpace* PassengerMotorbikeVacateAnim;//[Offset: 0x538 , Size: 8]
BlendSpace* MotorbikeDriverAnim;//[Offset: 0x540 , Size: 8]
AnimSequence* AimAdd;//[Offset: 0x548 , Size: 8]
AnimSequence* SeatIdle;//[Offset: 0x550 , Size: 8]
bool IsDriver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x558 ,
Size: 1]
bool IsAimAdd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x559 ,
Size: 1]
bool IsSeatIdle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x55a , Size: 1]
bool HasLeanAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x55b
, Size: 1]
AnimSequence* Reload;//[Offset: 0x560 , Size: 8]
bool IsReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x568 ,
Size: 1]
bool IsFPPAimValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x569 , Size: 1]
bool IsFPPVehicleAnimInstace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x56a , Size: 1]
float DriverMoveDir;//[Offset: 0x56c , Size: 4]
bool UseNewAimBS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x570
, Size: 1]
float NewAimVehViewYaw;//[Offset: 0x574 , Size: 4]
bool IsMotorcycleDriver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x578 , Size: 1]
float MotorcycleDriverStopAnimBlendWeights;//[Offset: 0x57c , Size: 4]
bool ShouldBlendForegripAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x580 , Size: 1]
byte DriverAnimType;//[Offset: 0x581 , Size: 1]
float AddtiveNormalSeatAlpha;//[Offset: 0x584 , Size: 4]
float AddtiveNormalSeatIdleAlpha;//[Offset: 0x588 , Size: 4]
Rotator IdleAnimBSParam;//[Offset: 0x58c , Size: 12]
float LeanOutAnimBSXParam;//[Offset: 0x598 , Size: 4]
bool IsReloadingOnNarrowSeat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x59c , Size: 1]
Rotator AimAnimBSParam;//[Offset: 0x5a0 , Size: 12]
bool ShouldTransIdleToAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x5ac , Size: 1]
bool ShouldTransIdleToLeanOut;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x5ad , Size: 1]
bool ShouldTransLeanOutToAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x5ae , Size: 1]
bool ShouldTransLeanInToIdle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x5af , Size: 1]
bool ShouldTransAimToIdle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x5b0 , Size: 1]
bool ShouldTransAimToLeanIn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x5b1 , Size: 1]
bool IsVehicleMotorbike;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x5b8 , Size: 1]
bool IsVehicleMotorbikeAnimLoaded;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x5b9 , Size: 1]
float VacateHight;//[Offset: 0x5bc , Size: 4]
Vector VehicleMoveVelocity;//[Offset: 0x5c0 , Size: 12]
AnimMontage* JumpMontage;//[Offset: 0x5d0 , Size: 8]
AnimMontage* EnterMontage;//[Offset: 0x5d8 , Size: 8]
STExtraBaseCharacter* NowbaseCharacter;//[Offset: 0x5e0 , Size: 8]
bool b_C_VehicleMotorbike_And_VehicleMotorbikeAnimLoaded;//(ByteOffset: 0,
ByteMask: 1, FieldMask: 255)[Offset: 0x5e8 , Size: 1]
bool b_C_VehicleMotorbike_And_VehicleMotorbikeAnimLoaded_And_IsDriver;//
(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5e9 , Size: 1]
float C_DriverAnimTimer;//[Offset: 0x5ec , Size: 4]
enum AnimInstanceType;//[Offset: 0x5f1 , Size: 1]
Vector C_MoveDir;//[Offset: 0x5f4 , Size: 12]
bool C_Scoping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x600 ,
Size: 1]
bool C_IsFPPMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x601
, Size: 1]
Rotator OwnerAimRotation;//[Offset: 0x604 , Size: 12]
bool bIsHelicoptorDirver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x610 , Size: 1]
Vector C_MoveDirExt;//[Offset: 0x614 , Size: 12]
BlendSpace1D* C_ForegripAnim;//[Offset: 0x620 , Size: 8]
bool C_ForegripAnimValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x628 , Size: 1]
float C_ForegripAnimParam;//[Offset: 0x62c , Size: 4]
Vector C_MoveVelocityInWorldSpace;//[Offset: 0x630 , Size: 12]
byte C_WeaponState;//[Offset: 0x63c , Size: 1]
bool C_IsHealing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x63d
, Size: 1]
void PlayEnterMontage();// 0x2ed9acc
void OnOwnerDetachFromVehicle(STExtraVehicleBase* InVehicle);// 0x2ed9a50
void OnOwnerAttachedToVehicle(STExtraVehicleBase* InVehicle);// 0x2ed99d4
void HandleOwnerAnimEvent(FName EventMsg);// 0x2ed9950
--------------------------------
Class: STExtraVehicleUtils.Object
static bool IsPassenger(STExtraBaseCharacter* Character);// 0x2ee5988
static bool IsDriver(const STExtraBaseCharacter* Character);// 0x2ee5908
static World* GetWorldFromActor(Actor* Actor);// 0x2ee588c
static VehicleUserComponent* GetVehicleUserComp(STExtraBaseCharacter*
Character);// 0x2ee5810
static FString GetVehicleSpawnPath(int VehicleId);// 0x2ee572c
static enum GetVehiclePartByBoneName(STExtraVehicleBase* Vehicle, FName
BoneName);// 0x2ee5678
static FString GetVehicleInfo(const STExtraVehicleBase* VH);// 0x2ee5594
static VehicleUserComponent* GetFirstVehicleUserComp(World* World);//
0x2ee5518
static STExtraBaseCharacter* GetDriver(const STExtraVehicleBase* Vehicle);//
0x2ee549c
static STExtraPlayerController* GetController(STExtraBaseCharacter*
Character);// 0x2ee5420
static FString GetCharacterInfo(STExtraBaseCharacter* CH);// 0x2ee533c
static STExtraBaseCharacter* GetCharacter(STExtraPlayerController* PC);//
0x2ee52c0
static STExtraVehicleBase* AirDropVehicle(World* World, Vector SpawnLoc,
VehicleGenerateRandomInfo GenerateInfo);// 0x2ee5104
--------------------------------
Class:
STExtraVehicleWarVehicle.STExtraWheeledVehicle.STExtraVehicleBase.Pawn.Actor.Object
VehicleWarLockData VehicleWarLockData;//[Offset: 0x1450 , Size: 16]
byte CurVehicleWarBeLockedState;//[Offset: 0x1460 , Size: 1]
delegate OnVehicleWarBeLockedStateChangedDelegate;//[Offset: 0x1468 , Size:
16]
delegate OnVehicleWarKillInfoDelegate;//[Offset: 0x1478 , Size: 16]
VehicleWarVehicleReceiveDamageRecord[]
VehicleWarVehicleReceiveDamageRecordArray;//[Offset: 0x1488 , Size: 16]
delegate ForceShowVehicleHPBarDelegate;//[Offset: 0x1498 , Size: 16]
float DamageRecordExitTime;//[Offset: 0x14a8 , Size: 4]
float TickVehicleTireFrictionInterval;//[Offset: 0x14ac , Size: 4]
float DefaultTurnOverBroadcastTime;//[Offset: 0x14b4 , Size: 4]
float CurTurnOverBroadcastTime;//[Offset: 0x14b8 , Size: 4]
delegate OnVehicleWarVehicleTurnOver;//[Offset: 0x14c0 , Size: 16]
float MinTurnOverDegree;//[Offset: 0x14d0 , Size: 4]
float CheckBlockInterval;//[Offset: 0x14d4 , Size: 4]
float BlockResetInterval;//[Offset: 0x14dc , Size: 4]
float MaxBlockVelocity;//[Offset: 0x14e0 , Size: 4]
float MaxBlockNotInAirWheelNums;//[Offset: 0x14e4 , Size: 4]
int MaxCheckTurnOverCount;//[Offset: 0x14ec , Size: 4]
int MaxCheckBlockCount;//[Offset: 0x14f4 , Size: 4]
delegate OnVehicleWarVehicleBlockedDelegate;//[Offset: 0x1500 , Size: 16]
bool bOpenShieldHitProtectEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x1510 , Size: 1]
int ShieldSkillID;//[Offset: 0x1514 , Size: 4]
SoftObjectPath ShieldHitProtectEffectPath;//[Offset: 0x1518 , Size: 24]
bool bTeammateVehicleDamageFeedback;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x1530 , Size: 1]
bool bEnableActivePhysicsWhenChangeSeat;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x1531 , Size: 1]
PhysicsAsset* SimplePhysicsAsset;//[Offset: 0x1538 , Size: 8]
bool bEnableCheckBlock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1540 , Size: 1]
void UpdateOwnerLockedState();// 0x2ee6d98
void TickCheckBlockAndAutoTurn();// 0x2ee6d84
void StartAllowAvatarOutline();// 0x2ee6d70
void SetVehicleMass(float NewMass, bool bAddToCurrent);// 0x2ee6cb0
void ServerChangeWeaponRotation(STExtraWeapon* Weapon, Rotator InRot);//
0x2ee6bf0
void Server_ChangeLockState(byte InState, Actor* CurLockTarget);// 0x2ee6b00
void RPCServerChangeWeaponRotation(STExtraWeapon* Weapon, Rotator Rot);//
0x2ee6a0c
void ReqResetBlockPosition();// 0x2ee69ac
void RemoveOfflineBuffToPlayer(STExtraPlayerCharacter* InPlayer);// 0x37db6c4
void ProcessAvatarOutline();// 0x2ee6990
void OnVehicleWarKillInfoDelegate__DelegateSignature(out const
VehicleWarKillInfoData VehicleWarKillInfoData);// 0x37db6c4
void OnVehicleWarBeLockedStateChangedDelegate__DelegateSignature(byte
VehicleWarBeLockedState);// 0x37db6c4
void OnRep_VehicleWarVehicleReceiveDamageRecordArray();// 0x2ee697c
void OnRep_VehicleWarLockData();// 0x2ee6968
bool IsVehicleTurnOver();// 0x2ee6930
void HandleOnSeatChanged(STExtraPlayerCharacter* Character, enum
LastSeatType, int LastSeatIdx, enum NewSeatType, int NewSeatIdx);// 0x2ee67bc
void HandleOnSeatAttached(STExtraPlayerCharacter* Character, enum SeatType,
int SeatIdx);// 0x2ee66c0
void ForceShowVehicleHPBarDelegate__DelegateSignature(bool bNewShow);//
0x37db6c4
void DelayNotifyClientVehicleWarRespawnCallback();// 0x2ee66ac
void CheckOnePlayerInFighting();// 0x2ee6698
void ChangeToSimplePhysicsAsset();// 0x2ee6684
void BroadCastFatalDamage(const VehicleWarKillInfoData
VehicleWarKillInfoData);// 0x2ee65a4
void BPTickCheckBlockAndAutoTurn();// 0x37db6c4
void AddOfflineBuffToPlayer(STExtraPlayerCharacter* InPlayer);// 0x37db6c4
--------------------------------
Class: VehicleWarLockData
byte LockState;//[Offset: 0x0 , Size: 1]
Actor* LockTarget;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: VehicleWarVehicleReceiveDamageRecord
int DamageFromTeamID;//[Offset: 0x0 , Size: 4]
--------------------------------
Class: VehicleWarKillInfoData
int DamageType;//[Offset: 0x0 , Size: 4]
int AdditionalParam;//[Offset: 0x4 , Size: 4]
FString CauserName;//[Offset: 0x8 , Size: 16]
FString CauserNation;//[Offset: 0x18 , Size: 16]
FString VictimName;//[Offset: 0x28 , Size: 16]
FString VictimNation;//[Offset: 0x38 , Size: 16]
FString KillerIconURL;//[Offset: 0x48 , Size: 16]
int KillerPlayerLevel;//[Offset: 0x58 , Size: 4]
int KillerAvatarBoxId;//[Offset: 0x5c , Size: 4]
float TotalDamage;//[Offset: 0x60 , Size: 4]
bool IsCooperationKill;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x64 , Size: 1]
int KillerTeamId;//[Offset: 0x68 , Size: 4]
int VictimTeamId;//[Offset: 0x6c , Size: 4]
float ThisDamage;//[Offset: 0x70 , Size: 4]
--------------------------------
Class: STExtraWeapon_Throw.STExtraWeapon.Actor.Object
bool bAutoSwitchSameSlotWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x8aa , Size: 1]
float AutoSwitchSameSlotWeaponTime;//[Offset: 0x8ac , Size: 4]
void HandleWeaponEvent(enum NewEvent);// 0x2ee9e10
void HandleThrowStateChanged(enum NewState, enum PrevState);// 0x2ee9d50
void HandleCharacterThrowModeChanged(byte NewMode, byte PrevMode);//
0x2ee9c90
--------------------------------
Class: STExtraVehicleWheel.VehicleWheel.Object
Vector SuspensionTravelDir;//[Offset: 0xf0 , Size: 12]
Vector TireForceOffset;//[Offset: 0xfc , Size: 12]
byte QueryChannel;//[Offset: 0x108 , Size: 1]
float LongSlipEffectThreshold;//[Offset: 0x10c , Size: 4]
float LatSlipEffectThreshold;//[Offset: 0x110 , Size: 4]
--------------------------------
Class: STGeometryUtils.BlueprintFunctionLibrary.Object
static bool CalRouteFromTwoCircle(out const Vector2D CircleCenter, float
Radius1, float Radius2, out Vector2D OutPoint0, out Vector2D OutPoint1);//
0x2eec534
static bool CalRatioOfPointInLintseg(out const Vector2D Point, out const
Vector2D StartPoint, out const Vector2D EndPoint, out float Ratio);// 0x2eec3b0
static Vector2D CalPointInSegmentWithRatio(out const Vector2D Point0, out
const Vector2D Point1, float Ratio);// 0x2eec294
static float CalLengthOfSegment2D(out const Vector2D Point0, out const
Vector2D Point1);// 0x2eec1b8
static int CalIntersectionOfLineWithPolygon(out const Vector2D Point0, out
const Vector2D Point1, out const Vector2D[] PolygonPoints, out Vector2D OutPoint0,
out Vector2D OutPoint1);// 0x2eebfbc
static int CalIntersectionOfLineWithCircle(out const Vector2D Point0, out
const Vector2D Point1, out const Vector2D CircleCenter, float Radius, out Vector2D
OutPoint0, out Vector2D OutPoint1);// 0x2eebdb8
static Vector2D[] CalBoundingBoxPoints(out const Vector2D MinPoint, out const
Vector2D MaxPoint);// 0x2eebc74
static Transform BlendTransform(out const Transform FromTrans, out const
Transform ToTrans, float Alpha);// 0x2eebb04
--------------------------------
Class: STHairAnimInstance.AnimInstance.Object
enum AnimInstanceType;//[Offset: 0x3b8 , Size: 1]
STExtraBaseCharacter* C_OwnerCharacter;//[Offset: 0x3c0 , Size: 8]
bool C_IsFPPMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c8
, Size: 1]
Vector C_MoveVelocityInWorldSpace;//[Offset: 0x3cc , Size: 12]
Vector C_MoveVelocityInWorldSpaceReverse;//[Offset: 0x3d8 , Size: 12]
SkeletalMeshComponent* TryGetParentMeshComponent();// 0x2eecb58
--------------------------------
Class:
STInfectionPlayerController.STExtraPlayerController.UAEPlayerController.PlayerContr
oller.Controller.Actor.Object
--------------------------------
Class: STInstantAkActor.Actor.Object
AkComponent* AkComponent;//[Offset: 0x398 , Size: 8]
--------------------------------
Class: STPlayerCameraManager.PlayerCameraManager.Actor.Object
bool InVehicleFPPViewPitchLimitMinPositiveDisable;//(ByteOffset: 0, ByteMask:
1, FieldMask: 255)[Offset: 0x1b14 , Size: 1]
float InVehicleFPPViewPitchLimitMin;//[Offset: 0x1b18 , Size: 4]
float InVehicleFPPViewYawLimit;//[Offset: 0x1b1c , Size: 4]
float InVehicleNarrowSeatGrenadesYawLimit;//[Offset: 0x1b20 , Size: 4]
--------------------------------
Class: Stronghold.Actor.Object
SceneComponent* Root;//[Offset: 0x3a0 , Size: 8]
StrongholdMiniMapData StrongholdMiniMapData;//[Offset: 0x3a8 , Size: 120]
float DelayActiveStrongholdCD;//[Offset: 0x420 , Size: 4]
FString RevivalTowerPath;//[Offset: 0x428 , Size: 16]
StrongholdWeaponBoxConfig[] WeaponBoxConfigs;//[Offset: 0x438 , Size: 16]
<FString,int> VehicleTypes;//[Offset: 0x448 , Size: 80]
float DelaySpawnVehicleCD;//[Offset: 0x498 , Size: 4]
int FuelPercentMax;//[Offset: 0x49c , Size: 4]
bool ActiveByStartVolume;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4a0 , Size: 1]
bool bFreezeVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4a1 , Size: 1]
int UnfreezeVehicleTime;//[Offset: 0x4a4 , Size: 4]
bool bRegisterGameMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4a8 , Size: 1]
float CircleContainMaxFloatLength;//[Offset: 0x4ac , Size: 4]
CircleMgrComponent* CacheCircleMgrComponent;//[Offset: 0x4b0 , Size: 8]
void OnWeaponBoxOpened();// 0x2eedd88
void ActiveStrongHold();// 0x2eedd74
--------------------------------
Class: StrongholdMiniMapData
int MapIconID;//[Offset: 0x60 , Size: 4]
int DelayShowCD;//[Offset: 0x64 , Size: 4]
int UnActivatedIndex;//[Offset: 0x68 , Size: 4]
int ActivatedIndex;//[Offset: 0x6c , Size: 4]
int GrayIndex;//[Offset: 0x70 , Size: 4]
--------------------------------
Class: StrongholdWeaponBoxConfig
FString WeaponBoxType;//[Offset: 0x0 , Size: 16]
Vector RelativeLocation;//[Offset: 0x10 , Size: 12]
Rotator RelativeRotation;//[Offset: 0x1c , Size: 12]
bool bAttachToLifer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x28 , Size: 1]
--------------------------------
Class:
STScreenAppearanceComponentAdditional.STScreenAppearanceComponent.ActorComponent.Ob
ject
FName ShaderUniformName;//[Offset: 0x1a0 , Size: 8]
MaterialInstanceDynamic* currentMatInstanceDynamic;//[Offset: 0x1f8 , Size:
8]
void StopScreenAppearanceWithTag(FString AppearanceName, FString
TagString);// 0x2ef0174
MaterialInstanceDynamic* PlayCustomScreenAppearanceWithTag(FString
AppearanceName, FString TagString, FName paramShaderUniformName, MaterialInterface*
MatToPlay, float LifeSpan);// 0x2eeffa4
--------------------------------
Class: STSimpleHelicopterAnimInstance.AnimInstance.Object
SimpleHelicopter* C_OwnerPlane;//[Offset: 0x3b8 , Size: 8]
byte CurState;//[Offset: 0x3c0 , Size: 1]
--------------------------------
Class: STSpectatorPawn.SpectatorPawn.DefaultPawn.Pawn.Actor.Object
float RunSpeedScale;//[Offset: 0x41c , Size: 4]
float WalkSpeedScale;//[Offset: 0x420 , Size: 4]
bool bIsRunning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x424 , Size: 1]
bool bIsWalking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x425 , Size: 1]
SpringArmComponent* CameraSpringArm;//[Offset: 0x428 , Size: 8]
void OnStopWalking();// 0x2ef08b8
void OnStopRunning();// 0x2ef08a4
void OnStartWalking();// 0x2ef0890
void OnStartRunning();// 0x2ef087c
void MoveUp(float AxisValue);// 0x2ef0800
--------------------------------
Class: STTouchSelectComponent.ActorComponent.Object
float TouchMoveDistanceAllow;//[Offset: 0x160 , Size: 4]
float TouchEndGapAllow;//[Offset: 0x164 , Size: 4]
float TraceSelectCD;//[Offset: 0x168 , Size: 4]
float TraceRange;//[Offset: 0x16c , Size: 4]
byte CollisionChannel;//[Offset: 0x170 , Size: 1]
class Actor* SelectTargetClass;//[Offset: 0x178 , Size: 8]
delegate OnTouchSelectActorEvent;//[Offset: 0x180 , Size: 16]
STExtraPlayerController* OwnerPlayerController;//[Offset: 0x190 , Size: 8]
Actor* TraceForTarget(out const Vector2D TouchLoc);// 0x2ef1084
void OnJoystickTouchEvent(out const Geometry MyGeometry, out const Vector2D
TouchLoc, int FingerIndex, bool bIsStart);// 0x2ef0f1c
Vector2D ModifyTouchLoc(out const Geometry MyGeometry, out const Vector2D
TouchLoc);// 0x2ef0e28
void BindTouchDelegate();// 0x2ef0e14
--------------------------------
Class: STTrackVehAnimInstance.VehicleAnimInstance.AnimInstance.Object
float DriveAnimLength;//[Offset: 0x8b8 , Size: 4]
float AssistAnimLength;//[Offset: 0x8bc , Size: 4]
AkAudioEvent* VehRunAkEvent;//[Offset: 0x8c0 , Size: 8]
AkAudioEvent* VehStopAkEvent;//[Offset: 0x8c8 , Size: 8]
bool DriveMainAlpha;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x8d0 , Size: 1]
bool DriveAssistAlpha;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x8d1 , Size: 1]
float DriveMainAccumTime;//[Offset: 0x8d4 , Size: 4]
float DriveMainFramePos;//[Offset: 0x8d8 , Size: 4]
float DriveAssistAccumTime;//[Offset: 0x8dc , Size: 4]
float DriveAssistFramePos;//[Offset: 0x8e0 , Size: 4]
float WheelAddRot;//[Offset: 0x8e4 , Size: 4]
float WheelRotRate;//[Offset: 0x8e8 , Size: 4]
int MoveAKEventID;//[Offset: 0x8ec , Size: 4]
void DriveMainStateChange(bool bHasInput);// 0x37db6c4
--------------------------------
Class: SuperColdModeComponent.GameModeBaseComponent.ActorComponent.Object
RespawnItemConfigInst[] RespawnItemConfigList;//[Offset: 0x120 , Size: 16]
--------------------------------
Class: SupplySpotComponent.ActorComponent.Object
SupplySpotConfig[] SSConfigList;//[Offset: 0x110 , Size: 16]
class SupplySpot* SpotClass;//[Offset: 0x120 , Size: 8]
SupplySpot*[] SpotList;//[Offset: 0x128 , Size: 16]
void RemoveAllSupplySpot();// 0x2ef20a0
void RandomSpawnSupplySpot(int Number);// 0x2ef201c
--------------------------------
Class: SupplySpotConfig
Vector SSLocation;//[Offset: 0x0 , Size: 12]
int SSCount;//[Offset: 0xc , Size: 4]
int SSBulletCount;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: SufBoardLogic.FloatLogic.Object
SurfBoardComp* MySurfBoardMove;//[Offset: 0x38 , Size: 8]
--------------------------------
Class: SurfBoardComp.ActorComponent.Object
float SpeedThresholds;//[Offset: 0x110 , Size: 4]
float JumpImpulse;//[Offset: 0x114 , Size: 4]
float JumpImpulseBig;//[Offset: 0x118 , Size: 4]
float MaxStateTime_Jump;//[Offset: 0x11c , Size: 4]
float RealStateTime_Jump;//[Offset: 0x120 , Size: 4]
float FloorInWaterLow;//[Offset: 0x124 , Size: 4]
float HalfInWaterLow;//[Offset: 0x128 , Size: 4]
float RealInWaterLow;//[Offset: 0x12c , Size: 4]
float MaxHalfInWaterLowTime;//[Offset: 0x130 , Size: 4]
float JumpCeilingHeight;//[Offset: 0x134 , Size: 4]
float HalfJumpHeight;//[Offset: 0x138 , Size: 4]
float RealJumpHeight;//[Offset: 0x13c , Size: 4]
float MaxInHalfJumpHeightTime;//[Offset: 0x140 , Size: 4]
float MaxSpeed;//[Offset: 0x144 , Size: 4]
float RealMaxSpeed;//[Offset: 0x148 , Size: 4]
float InWaterTolerance;//[Offset: 0x14c , Size: 4]
int LeaveFlyPointNum;//[Offset: 0x15c , Size: 4]
int PersistanceFrameThreshold;//[Offset: 0x160 , Size: 4]
float AutoExitHeightThreshold;//[Offset: 0x164 , Size: 4]
float HitTestToSeaLevelBias;//[Offset: 0x168 , Size: 4]
enum SurfBoardState;//[Offset: 0x16c , Size: 1]
void ServerSetSurfBoardState(enum InState);// 0x2ef2760
void OnRep_SurfBoardState();// 0x2ef274c
void ClientSetSurfBoardState(enum InState);// 0x2ef269c
--------------------------------
Class: SwimRingActor.Actor.Object
float TriggerCoolDownTime;//[Offset: 0x398 , Size: 4]
StaticMeshComponent* StaticMeshComToPlay;//[Offset: 0x3a8 , Size: 8]
void TriggerPlaySpringAnim();// 0x2ef5a38
void RPC_Broadcast_PlaySpringAnim();// 0x2ef5a1c
void ResetPlaySprintAnim();// 0x2ef5a08
void PlayAnim();// 0x37db6c4
--------------------------------
Class: TableTestUtils.BlueprintFunctionLibrary.Object
static void TestDataTable();// 0x2ef644c
static void GetWeaponAvatarParentIDFromStruct(int InWeaponAvatarID, out int[]
OutParentIDList);// 0x2ef635c
static void GetWeaponAvatarParentIDFromBlueprint(int InWeaponAvatarID, out
int[] OutParentIDList);// 0x2ef626c
static void GetWeaponAvatarParentID3(int InWeaponAvatarID, out int[]
OutParentIDList);// 0x2ef617c
static void GetWeaponAvatarParentID2(int InWeaponAvatarID, out int[]
OutParentIDList);// 0x2ef608c
static void GetWeaponAvatarParentID(int InWeaponAvatarID, out int[]
OutParentIDList);// 0x2ef5f9c
static void GetWeaponAvatarDefaultAttachmentSkin(int InWeaponAvatarID, out
<int,int> OutAttachmentSkinIDList);// 0x2ef5e80
static void GetWeaponAvatarDefaultAttachment(int InWeaponAvatarID, out int[]
OutAttachmentIDList);// 0x2ef5d90
static void GetDataTableFromUAETable3();// 0x2ef5d7c
static void GetDataTableFromUAETable2();// 0x2ef5d68
static void GetDataTableFromUAETable();// 0x2ef5d54
static void GetDataTableFromStructMap();// 0x2ef5d40
static void GetDataTableFromBlueprint();// 0x2ef5d2c
static TableTestBPUtils* GetBPUtils();// 0x2ef5cf8
--------------------------------
Class: TableTestBPUtils.Object
int TestCount;//[Offset: 0x28 , Size: 4]
void StringToArrayName(FString str, out FName[] OutArray);// 0x2ef6f1c
void StringToArray(FString str, out int[] OutArray);// 0x2ef6d70
void GetWeaponAvatarParentIDFromStruct(int InWeaponAvatarID, out int[]
OutParentIDList);// 0x2ef6c78
void GetWeaponAvatarParentIDFromBlueprint(int InWeaponAvatarID, out int[]
OutParentIDList);// 0x2ef6b78
--------------------------------
Class: TargetMoveOperation.TargetKeyOperation.Object
byte Update(float DeltaTime);// 0x2ef7f94
byte Start();// 0x2ef7f58
byte MoveCloseToTargetWithSprint(float DeltaTime);// 0x2ef7ecc
byte MoveCloseToTarget(float DletaTime);// 0x2ef7e40
bool IsValidate();// 0x2ef7e00
bool IsReachable();// 0x2ef7dc0
byte Finish();// 0x2ef7d84
--------------------------------
Class: TargetSprintOperation.TargetKeyOperation.Object
byte Start();// 0x2ef8514
bool IsValidate();// 0x2ef84d4
--------------------------------
Class: TargetCrouchOperation.TargetKeyOperation.Object
byte Update(float DeltaTime);// 0x2ef8f60
byte Start();// 0x2ef8f24
bool IsValidate();// 0x2ef8ee4
--------------------------------
Class: TargetVehicleOperation.TargetKeyOperation.Object
STExtraVehicleBase* CurVehicle;//[Offset: 0xb0 , Size: 8]
byte Update(float DeltaTime);// 0x2ef93e4
byte Start();// 0x2ef93a8
bool IsValidate();// 0x2ef9368
--------------------------------
Class: TaskAreaActor.Actor.Object
FString LuaFilePath;//[Offset: 0x3a0 , Size: 16]
int AreaID;//[Offset: 0x3b0 , Size: 4]
int resID;//[Offset: 0x3b4 , Size: 4]
int RelevantTaskId;//[Offset: 0x3b8 , Size: 4]
<uint32,int> RelevantPlayerTaskMap;//[Offset: 0x3c0 , Size: 80]
<STExtraBaseCharacter*,float> PlayerInAreaMap;//[Offset: 0x410 , Size: 80]
SceneComponent* DefaultRootComp;//[Offset: 0x460 , Size: 8]
ShapeComponent* CollisionComp;//[Offset: 0x468 , Size: 8]
void SetDefaultRelevantTask(int TaskID);// 0x2efb58c
void SetCollisionEnabled(bool bEnabled);// 0x2efb508
void RemovePlayerStayInAreaCheckByPlayer(STExtraBaseCharacter* Player, int
TaskID);// 0x2efb450
void OnEndOverlap(PrimitiveComponent* OverlappedComponent, Actor* OtherActor,
PrimitiveComponent* OtherComp, int OtherBodyIndex);// 0x2efb324
void OnBeginOverlap(PrimitiveComponent* OverlappedComponent, Actor*
OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out
const HitResult SweepResult);// 0x2efb14c
bool IsInArea(out Vector Position);// 0x2efb0a8
int GetRelevantTaskIdByPlayer(STExtraBaseCharacter* Player);// 0x2efb01c
int GetDefaultRelevantTask();// 0x2efb000
void FindCollisionComp();// 0x2efafec
void ChangeTaskEffectState(bool bShow);// 0x37db6c4
void BPOnTaskStayInAreaStatusChange(STExtraBaseCharacter* Player, bool
Succeed);// 0x2efaf24
void BPOnEndOverlap(PrimitiveComponent* OverlappedComponent,
STExtraBaseCharacter* OtherActor, PrimitiveComponent* OtherComp, int
OtherBodyIndex);// 0x2efadf0
void BPOnBeginOverlap(PrimitiveComponent* OverlappedComponent,
STExtraBaseCharacter* OtherActor, PrimitiveComponent* OtherComp, int
OtherBodyIndex, bool bFromSweep, out const HitResult SweepResult);// 0x2efac10
bool AddRelevantPlayerWithTaskId(uint32 PlayerKey, int TaskID);// 0x2efab48
bool AddRelevantPlayer(uint32 PlayerKey);// 0x2efaab8
bool AddPlayerStayInAreaCheckByPlayer(STExtraBaseCharacter* Player, int
TaskID, float Duration);// 0x2efa9b0
bool AddPlayerStayInAreaCheck(uint32 PlayerKey, int TaskID, float
Duration);// 0x2efa8ac
--------------------------------
Class: TaskAreaDefineActor.Actor.Object
TaskAreaData[] TaskAreaDatas;//[Offset: 0x398 , Size: 16]
byte TaskAreaType;//[Offset: 0x3a8 , Size: 1]
Vector[] TaskAreaAnchors;//[Offset: 0x3b0 , Size: 16]
Vector PlayerLocation;//[Offset: 0x3c0 , Size: 12]
Vector[] Points;//[Offset: 0x3d0 , Size: 16]
--------------------------------
Class: TaskAreaData
int TaskAreaType;//[Offset: 0x0 , Size: 4]
FString TaskAreaAnchorsStr;//[Offset: 0x8 , Size: 16]
--------------------------------
Class:
TaskInteractiveActor.ActivityInteractiveActor.ActivityActorBase.CustomDecoratorActo
r.DecoratorActor.Actor.Object
int AreaID;//[Offset: 0x578 , Size: 4]
int RelevantTaskId;//[Offset: 0x57c , Size: 4]
<uint32,int> RelevantPlayerTaskMap;//[Offset: 0x580 , Size: 80]
uint32[] InteractivedPlayerList;//[Offset: 0x5d0 , Size: 16]
void SetDefaultRelevantTask(int TaskID);// 0x2efc638
void RemoveInteractivedPlayer(STExtraBaseCharacter* Player);// 0x2efc5bc
void OnHandleSkillEndEvent(Character* Character, enum StopReason, int
SkillID);// 0x2efc4c0
bool LocalStartActive(Character* Character);// 0x2efc428
bool LocalInterruptActive(Character* Character);// 0x2efc390
bool LocalActiveFinished(Character* Character);// 0x2efc2f8
bool IsPlayerInteractived(Character* Character);// 0x2efc268
int GetRelevantTaskIdByPlayer(Character* Character);// 0x2efc1dc
void FireTaskInteractiveEvent(Character* Character, FString EventName);//
0x2efc068
void ChangeTaskEffectState(bool bShow);// 0x37db6c4
bool AddRelevantPlayerTask(uint32 PlayerID, int TaskID);// 0x2efbfa0
void AddInteractivedPlayer(STExtraBaseCharacter* Player);// 0x2efbf24
--------------------------------
Class: TeamMassActor.Actor.Object
TeamMassPoint[] MassList;//[Offset: 0x398 , Size: 16]
--------------------------------
Class: TeamMassPoint
Actor*[] ActorList;//[Offset: 0x0 , Size: 16]
--------------------------------
Class: TempleCountDown.UAEUserWidget.UserWidget.Widget.Visual.Object
TextBlock* TextTimeTemple;//[Offset: 0x3d0 , Size: 8]
CanvasPanel* PanelRoot;//[Offset: 0x3d8 , Size: 8]
WidgetSwitcher* TempleSwitch;//[Offset: 0x3e0 , Size: 8]
int TempleLiftOffTime;//[Offset: 0x3f0 , Size: 4]
int TempleFloatingTime;//[Offset: 0x3f4 , Size: 4]
bool bTickSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3f8
, Size: 1]
--------------------------------
Class: WidgetSwitcher.PanelWidget.Widget.Visual.Object
int ActiveWidgetIndex;//[Offset: 0x114 , Size: 4]
bool bDontPaintWhenChildEmpty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x118 , Size: 1]
void SetDontPaintWhenChildEmpty(bool Enable);// 0x452b2e8
void SetActiveWidgetIndex(int Index);// 0x452b264
void SetActiveWidget(Widget* Widget);// 0x452b1e0
Widget* GetWidgetAtIndex(int Index);// 0x452b154
int GetNumWidgets();// 0x452b120
bool GetDontPaintWhenChildEmpty();// 0x452b0e8
int GetActiveWidgetIndex();// 0x452b0b4
Widget* GetActiveWidget();// 0x452b080
--------------------------------
Class:
TestAIController.BaseAIController.BasicAIController.AIController.Controller.Actor.O
bject
class PickUpWrapperActor* EquipedWeaponClass;//[Offset: 0xaf8 , Size: 8]
class STExtraBaseCharacter* CharacterClass;//[Offset: 0xb00 , Size: 8]
--------------------------------
Class: Thermometer.UAEUserWidget.UserWidget.Widget.Visual.Object
int TemperatureLevel;//[Offset: 0x3d0 , Size: 4]
int LastTemperatureLevel;//[Offset: 0x3d4 , Size: 4]
bool bInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d8 ,
Size: 1]
bool BSpectator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3d9 , Size: 1]
float TipsCD;//[Offset: 0x3dc , Size: 4]
float CurTemperatureRatio;//[Offset: 0x3e0 , Size: 4]
bool BSetTemperature;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3e4 , Size: 1]
int MildColdTipsID;//[Offset: 0x3e8 , Size: 4]
int ModerateColdTipsID;//[Offset: 0x3ec , Size: 4]
int SevereColdTipsID;//[Offset: 0x3f0 , Size: 4]
void UpdateTemperature(float RatioTp);// 0x2f00b34
void ShowTips(int TipsID);// 0x2f00ab0
void ResetImage();// 0x2f00a94
void InitTemperature();// 0x2f00a78
void CheckTemperatureTips(float DeltaTime);// 0x2f009f4
--------------------------------
Class:
ThrowableWeaponCrossHairComponent.CrossHairComponent.WeaponLogicBaseComponent.Actor
Component.Object
--------------------------------
Class: TirggerItem_TriggerBox.TriggerBox.TriggerBase.Actor.Object
FString ExtraMsgInfo;//[Offset: 0x3a0 , Size: 16]
void OnTriggerExit(Actor* OverlappedActor, Actor* Other);// 0x2f04b2c
void OnTriggerEnter(Actor* OverlappedActor, Actor* Other);// 0x2f04a78
--------------------------------
Class: TPlanMapData.MapDataBase.Object
--------------------------------
Class: TrajectoryProviderInterface.Interface.Object
--------------------------------
Class:
TransiantMeshComponent.StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneCo
mponent.ActorComponent.Object
--------------------------------
Class: TreasureBox.UAENetActor.Actor.Object
FString GeneratorGroupName;//[Offset: 0x3a8 , Size: 16]
class PlayerTombBox* DeadInventoryBoxTemplate;//[Offset: 0x3b8 , Size: 8]
FName WrapperBoxName;//[Offset: 0x3c0 , Size: 8]
StaticMeshComponent* Mesh;//[Offset: 0x3c8 , Size: 8]
void OnPickUpDataEmptyOnServer();// 0x37db6c4
void GenerateWrappersBox(out const AirDropBoxGenerateWrapperItemData[]
DataList, Vector BoxLoc);// 0x2f05d24
--------------------------------
Class: TreasureBoxTipsWidget.UAEUserWidget.UserWidget.Widget.Visual.Object
float TreasureBoxAppearanceTime;//[Offset: 0x3d0 , Size: 4]
float TreasureBoxReCountDownTime;//[Offset: 0x3d4 , Size: 4]
float TreasureBoxInvisibleDurationTime;//[Offset: 0x3d8 , Size: 4]
float TreasureBoxCountDownDuration;//[Offset: 0x3dc , Size: 4]
int BeforeTreasureBoxAppearanceTime;//[Offset: 0x3e0 , Size: 4]
VehicleWarGameState* VehicleWarGameState;//[Offset: 0x3e8 , Size: 8]
STExtraPlayerController* STEPlayerController;//[Offset: 0x3f0 , Size: 8]
FText TreasureBoxCountDownText;//[Offset: 0x3f8 , Size: 24]
bool bShowPreCount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x410 , Size: 1]
bool bShowDropCount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x411 , Size: 1]
void UpdateTreasureBoxReCountDownTime();// 0x37db6c4
void UpdateTreasureBoxAppearanceTime();// 0x37db6c4
void UpdateGemInfo();// 0x2f0626c
void TreasureBoxPreDropCountDown();// 0x2f06250
void TreasureBoxHighlightCountDown();// 0x2f06234
void ShowTopBuffTip(int BuffID, int CauseID, int InstID);// 0x37db6c4
void OnCountDownTextInvisible();// 0x37db6c4
int GetMyCampID();// 0x2f06200
void EventShowBeforeCountDownTime();// 0x37db6c4
--------------------------------
Class:
VehicleWarGameState.STExtraGameStateBase.UAEGameState.GameState.GameStateBase.Info.
Actor.Object
int MatchCountDownTime;//[Offset: 0xd9c , Size: 4]
VehicleBattleResultData CurResultData;//[Offset: 0xda0 , Size: 104]
delegate OnShowGeneralTip;//[Offset: 0xe18 , Size: 16]
delegate OnMatchCountDownTime;//[Offset: 0xe28 , Size: 16]
float FightStartTime;//[Offset: 0xe38 , Size: 4]
int RoundNum;//[Offset: 0xe3c , Size: 4]
int IconID;//[Offset: 0xe40 , Size: 4]
int InstanceID;//[Offset: 0xe44 , Size: 4]
Vector CircleCenter;//[Offset: 0xe48 , Size: 12]
float Radius;//[Offset: 0xe54 , Size: 4]
VehicleGemRoundData[] RoundData;//[Offset: 0xe58 , Size: 16]
Vector[] TreasureLocations;//[Offset: 0xe68 , Size: 16]
delegate OnGemStoneNumChangeDelegate;//[Offset: 0xe78 , Size: 16]
delegate OnDestoryVehicleCountDelegate;//[Offset: 0xe88 , Size: 16]
int GemStoneForMatchPoint;//[Offset: 0xe98 , Size: 4]
delegate OnGemStoneForMatchPointChangedDelegate;//[Offset: 0xea0 , Size: 16]
delegate OnVehicleEatSuperDelegate;//[Offset: 0xeb0 , Size: 16]
VehicleWarRankData[] TeamRankData;//[Offset: 0xec0 , Size: 16]
delegate OnVehicleWarRankDataDelegate;//[Offset: 0xed0 , Size: 16]
<int,VehicleWarRouteDetailData> RouteDetailMap;//[Offset: 0xee0 , Size: 80]
VehicleWarRouteDetailData[] TeamRankDetailData;//[Offset: 0xf30 , Size: 16]
XTPoint*[] RoutePoints;//[Offset: 0xf40 , Size: 16]
float RouteLength;//[Offset: 0xf50 , Size: 4]
VehicleWarTeamKillData[] VehicleWarTeamKillDataArray;//[Offset: 0xf58 , Size:
16]
delegate OnVehicleWarTeamKillDataDelegate;//[Offset: 0xf68 , Size: 16]
VehicleWarCampGroup[] VehicleWarCampGroupArray;//[Offset: 0xf78 , Size: 16]
delegate OnVehicleWarCampGroupArrayDelegate;//[Offset: 0xf88 , Size: 16]
VehicleWarGemMatchState VehicleWarGemMatchState;//[Offset: 0xf98 , Size: 12]
delegate VehicleWarGemMatchStateDelegate;//[Offset: 0xfa8 , Size: 16]
delegate VehicleWarKillInfoDelegate;//[Offset: 0xfb8 , Size: 16]
delegate BoxRoundNumDelegate;//[Offset: 0xfc8 , Size: 16]
delegate FightStartTimeDelegate;//[Offset: 0xfd8 , Size: 16]
delegate OnTeamContinueKillNumChangedDelegate;//[Offset: 0xfe8 , Size: 16]
int MatchPointContinueTime;//[Offset: 0xff8 , Size: 4]
int ShowContinueKillEffectNumV1;//[Offset: 0xffc , Size: 4]
int ShowContinueKillEffectNumV2;//[Offset: 0x1000 , Size: 4]
bool IsCampMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1004
, Size: 1]
int RemainMatchTime;//[Offset: 0x1008 , Size: 4]
delegate OnRemainMatchTimeDelegate;//[Offset: 0x1010 , Size: 16]
delegate OnVehicleAddHPDelegate;//[Offset: 0x1020 , Size: 16]
BattleOpenSequencerInfo OpenSequencerInfo;//[Offset: 0x1040 , Size: 80]
delegate OpenSequencerStartVehicleDelegate;//[Offset: 0x1090 , Size: 16]
FString SequenceName;//[Offset: 0x10a8 , Size: 16]
<int,uint32> TeamVehicleDriverMap;//[Offset: 0x10b8 , Size: 80]
<int,TeamMedalTotalKillData> TeamTotalKillMap;//[Offset: 0x1108 , Size: 80]
<int,int> TeamContinueKillMap;//[Offset: 0x1158 , Size: 80]
<int,TeamMedalBeAttackedData> TeamRecentBeAttackedMap;//[Offset: 0x11a8 ,
Size: 80]
<int,VehicleBeAttackMapData> TeamBeAttackedMap;//[Offset: 0x11f8 , Size: 80]
float FarMedalRadius;//[Offset: 0x1248 , Size: 4]
float AssistMedalTime;//[Offset: 0x124c , Size: 4]
float CooperationMedalTime;//[Offset: 0x1250 , Size: 4]
AutoChangeSeatData[] AutoChangeSeatDataArray;//[Offset: 0x1258 , Size: 16]
int WinCampID;//[Offset: 0x1268 , Size: 4]
float GamePlayTime;//[Offset: 0x126c , Size: 4]
int MatchPointNum;//[Offset: 0x1270 , Size: 4]
int WinCampTreasureScore;//[Offset: 0x1274 , Size: 4]
int FailCampTreasureScore;//[Offset: 0x1278 , Size: 4]
<int,VehicleBattleVehicleStatiscs> VehicleStaticsMap;//[Offset: 0x1280 ,
Size: 80]
<int,VehicleBattleWeaponStatiscs> WeaponStatiscsMap;//[Offset: 0x12d0 , Size:
80]
int VehicleStuckResetTimes;//[Offset: 0x1320 , Size: 4]
int HealthPropItemTimes;//[Offset: 0x1324 , Size: 4]
int NormalPropItemTimes;//[Offset: 0x1328 , Size: 4]
int SuperPropItemTimes;//[Offset: 0x132c , Size: 4]
<int,int> TeamLastChooseVehicleIDMap;//[Offset: 0x1330 , Size: 80]
<int,int> TeamLastChooseVehicleShapeMap;//[Offset: 0x1380 , Size: 80]
VehicleCampKills[] VehicleCampsKills;//[Offset: 0x13d0 , Size: 16]
delegate OnVehicleCampsKillsChangedDelegate;//[Offset: 0x13e0 , Size: 16]
TireConfig*[] TireConfigCahce;//[Offset: 0x13f0 , Size: 16]
void VehicleTakeDamageForMedal(uint32 KillerPlayKey, int VictimTeamId, float
Damage);// 0x2f87e64
void UpdateRank();// 0x2f87e50
void ShowOpenSequencer(float showTime);// 0x2f87dd4
void ShowBoxWarning();// 0x2f87dc0
void SetWinCamp(int InCampId);// 0x2f87d44
void SetUseWeaponID(uint32 PlayerKey, int FirstWeaponID, int
SecondWeaponID);// 0x2f87c54
void SetGemMatchState(int GemMatchState, int CampID, float ServerEndTime);//
0x2f87b64
void SetCanAutoChangeSeat(int TeamID, bool bCanAutoChangeSeat);// 0x2f87aa4
void ServerUpdateVechicleResult();// 0x2f87a90
void RecordTeamChooseVehicle(int TeamID, int VehicleId, int
VehicleShapeType);// 0x2f879a0
void OnRep_VehicleWarTeamRankData();// 0x2f8798c
void OnRep_VehicleWarTeamKillDataArray();// 0x2f87978
void OnRep_VehicleWarRemainMatchTime();// 0x2f87964
void OnRep_VehicleWarGemMatchState();// 0x2f87950
void OnRep_VehicleWarCampGroupArray();// 0x2f8793c
void OnRep_VehicleCampsKills();// 0x2f87928
void OnRep_RoundNum();// 0x2f87914
void OnRep_MatchPointContinueTime();// 0x2f87900
void OnRep_MatchCountDownTime();// 0x2f878ec
void OnRep_GemStoneForMatchPoint();// 0x2f878d8
void OnRep_FightStartTime();// 0x2f878c4
void OnContinueKillNumChanged(int CampID, int TeamID);// 0x2f87810
void InitRoutePoint();// 0x2f877fc
void HideBoxWarning();// 0x2f877e8
float GetVehicleTotalDamageByPlayerKey(int VictimTeamId, uint32
KillerPlayerKey);// 0x2f87724
int GetTotalContinueKillNum(int CampID, int TeamID);// 0x2f87660
VehicleWarRankData GetTeamRankDataByTeamId(int TeamID);// 0x2f875c4
int GetTeamKillDataIndexByTeamID(int TeamID);// 0x2f87538
bool GetTeamKillDataByTeamID(int TeamID, out VehicleWarTeamKillData
TeamKillData);// 0x2f87454
STExtraPlayerState*[] GetPlayerStateListByTeamId(int TeamID);// 0x2f87360
bool GetPlayersByCampAndTeamID(int CampID, int TeamID, out
VehicleWarTeamGroupInfo OutPlayers);// 0x2f8721c
int GetPlayerChoose(uint32 PlayerKey);// 0x2f87190
bool GetIsCooperationKill(int VicTeamId, int KillerTeamId, uint32
KillerPlayerKey);// 0x2f8708c
FString GetFormatRemainTimeText();// 0x2f86fe8
Vector GetFootOfPerpendicularXY(out Vector OutPoint, out Vector BeginPoint,
out Vector EndPoint);// 0x2f86eac
VehicleWarRankData[] GetCampSortedTeamRankData();// 0x2f86e08
int GetCampKillNum(int CampID);// 0x2f86d7c
bool GetCampGroupByCampID(int CampID, out VehicleWarCampGroup
VehicleWarCampGroup);// 0x2f86c18
void GenerateVehicleRole(VehicleWarPlayerState* PS);// 0x2f86b9c
void GenerateCampInfo();// 0x2f86b88
void FinishTeamRoute(int TeamID);// 0x2f86b0c
void DropWeapons(uint32 PlayerKey);// 0x2f86a90
void CountAttackForMedal(int KillerTeamId, STExtraBaseCharacter* Killer, int
VictimTeamId, int DamageType);// 0x2f86964
void ClearAllPlayerStateChoose();// 0x2f86950
void CheckPlayIsDriver(VehicleWarPlayerState* PS);// 0x2f868d4
void ChangeMatchCountDownTime();// 0x2f868c0
bool CanAutoChangeSeat(int TeamID);// 0x2f86830
void BroadcastTemporaryMessage(FString Message);// 0x2f86780
void BroadcastGeneralTip(int TipType, FString AdditionParam);// 0x2f86690
void BroadCast_OnVehicleEatSuper(int CampID);// 0x2f8660c
void BroadCast_OnVehicleAddHP(STExtraVehicleWarVehicle* Vehicle);// 0x2f86588
void BeginMatchCountDown(int TimeSeconds);// 0x2f8650c
void AddWeaponKillTimes(int WeaponId, int Num);// 0x2f86458
void AddWeaponDamage(int WeaponId, float Damage);// 0x2f863a0
void AddWeaponChooseTimes(int WeaponId, int Num);// 0x2f862ec
void AddVehicleWeaponDamage(int VehicleType, float Damage);// 0x2f86234
void AddVehicleKillTimes(int VehicleType, int Num);// 0x2f86180
void AddVehicleHitDamage(int VehicleType, float Damage);// 0x2f860c8
void AddVehicleDeadTimes(int VehicleType, int Num);// 0x2f86014
void AddVehicleChooseTimes(int VehicleType, int Num);// 0x2f85f60
void AddTeamBeDestoryedNum(int TeamID, int AddDestoryCount);// 0x2f85eac
void AddMedalForPlayer(STExtraBaseCharacter* Killer, FString MedalMessage);//
0x2f85dc4
void AddCooperationBuffToTeam(int TeamID);// 0x2f85d48
void AddCampKillNum(int CampID, int Num);// 0x2f85c94
--------------------------------
Class: VehicleBattleResultData
VehiclePlayerBattleResultData[] playerList;//[Offset: 0x0 , Size: 16]
VehicleCampKills[] VehicleCampKills;//[Offset: 0x10 , Size: 16]
int WinCampID;//[Offset: 0x20 , Size: 4]
float GamePlayTime;//[Offset: 0x24 , Size: 4]
int MatchPointNum;//[Offset: 0x28 , Size: 4]
int WinCampTreasureScore;//[Offset: 0x2c , Size: 4]
int FailCampTreasureScore;//[Offset: 0x30 , Size: 4]
VehicleBattleVehicleStatiscs[] VehicleStaticsList;//[Offset: 0x38 , Size: 16]
VehicleBattleWeaponStatiscs[] WeaponStatiscsList;//[Offset: 0x48 , Size: 16]
int VehicleStuckResetTimes;//[Offset: 0x58 , Size: 4]
int HealthPropItemTimes;//[Offset: 0x5c , Size: 4]
int NormalPropItemTimes;//[Offset: 0x60 , Size: 4]
int SuperPropItemTimes;//[Offset: 0x64 , Size: 4]
--------------------------------
Class: VehiclePlayerBattleResultData
uint64 UId;//[Offset: 0x0 , Size: 8]
uint32 PlayerKey;//[Offset: 0x8 , Size: 4]
FString PlayerName;//[Offset: 0x10 , Size: 16]
int TeamID;//[Offset: 0x20 , Size: 4]
int CampID;//[Offset: 0x24 , Size: 4]
int Score;//[Offset: 0x28 , Size: 4]
int Distance;//[Offset: 0x2c , Size: 4]
int KillNum;//[Offset: 0x30 , Size: 4]
int AssistKillNum;//[Offset: 0x34 , Size: 4]
int DriverKillNum;//[Offset: 0x38 , Size: 4]
int ShooterKillNum;//[Offset: 0x3c , Size: 4]
int BeKillNum;//[Offset: 0x40 , Size: 4]
int TeamKillNum;//[Offset: 0x44 , Size: 4]
int GetItemNum;//[Offset: 0x48 , Size: 4]
int OpenTreasureNum;//[Offset: 0x4c , Size: 4]
int ShootTreasureNum;//[Offset: 0x50 , Size: 4]
UseItemFlow[] UseItemFlow;//[Offset: 0x58 , Size: 16]
int StrikeKillVehicleNum;//[Offset: 0x68 , Size: 4]
int ItemKillVehicleNum;//[Offset: 0x6c , Size: 4]
int GunKillVehicleNum;//[Offset: 0x70 , Size: 4]
float CauseDamage;//[Offset: 0x74 , Size: 4]
int GemStoneCount;//[Offset: 0x78 , Size: 4]
bool HasFinished;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x7c , Size: 1]
float FinishedTime;//[Offset: 0x80 , Size: 4]
bool IsEscape;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x84 ,
Size: 1]
int VehicleId;//[Offset: 0x88 , Size: 4]
int VehicleShapeType;//[Offset: 0x8c , Size: 4]
float ExitPlayerPlayTime;//[Offset: 0x90 , Size: 4]
--------------------------------
Class: VehicleCampKills
int CampID;//[Offset: 0x0 , Size: 4]
int Kills;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: VehicleBattleVehicleStatiscs
int VehicleId;//[Offset: 0x0 , Size: 4]
int ChooseTimes;//[Offset: 0x4 , Size: 4]
int DeadTimes;//[Offset: 0x8 , Size: 4]
int Kills;//[Offset: 0xc , Size: 4]
float VehicleWeaponDamage;//[Offset: 0x10 , Size: 4]
float HitDamage;//[Offset: 0x14 , Size: 4]
--------------------------------
Class: VehicleBattleWeaponStatiscs
int WeaponId;//[Offset: 0x0 , Size: 4]
int ChooseTimes;//[Offset: 0x4 , Size: 4]
int TotalDamage;//[Offset: 0x8 , Size: 4]
int Kills;//[Offset: 0xc , Size: 4]
--------------------------------
Class: VehicleGemRoundData
float RoundTime;//[Offset: 0x0 , Size: 4]
int TreasureNum;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: VehicleWarRankData
int RoundNo;//[Offset: 0x0 , Size: 4]
int TeamID;//[Offset: 0x4 , Size: 4]
int Distance;//[Offset: 0x8 , Size: 4]
int Score;//[Offset: 0xc , Size: 4]
int GemStoneNum;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: VehicleWarRouteDetailData
int TeamID;//[Offset: 0x0 , Size: 4]
int RoundNo;//[Offset: 0x4 , Size: 4]
float Distance;//[Offset: 0x8 , Size: 4]
bool IsFinish;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc ,
Size: 1]
float FinishTime;//[Offset: 0x10 , Size: 4]
Vector ProjectionPoint;//[Offset: 0x14 , Size: 12]
int CompleteLogicCircleNum;//[Offset: 0x20 , Size: 4]
int[] LastRoutePointRecord;//[Offset: 0x28 , Size: 16]
--------------------------------
Class: VehicleWarTeamKillData
int TeamID;//[Offset: 0x0 , Size: 4]
int ContinueKillNum;//[Offset: 0x4 , Size: 4]
int TotalKillNum;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: VehicleWarCampGroup
int CampID;//[Offset: 0x0 , Size: 4]
VehicleWarTeamGroupInfo[] CampGroups;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: VehicleWarTeamGroupInfo
int TeamID;//[Offset: 0x0 , Size: 4]
VehicleWarPlayerState*[] TeamPlayers;//[Offset: 0x8 , Size: 16]
--------------------------------
Class:
VehicleWarPlayerState.STExtraPlayerState.UAEPlayerState.PlayerState.Info.Actor.Obje
ct
NetVehilceProps NetVehicleProps;//[Offset: 0x12e0 , Size: 56]
delegate OnVehilcePropsChangeDel;//[Offset: 0x1318 , Size: 16]
int GemStoneNum;//[Offset: 0x1328 , Size: 4]
delegate OnPlayerGemStoneNumChangeDelegate;//[Offset: 0x1330 , Size: 16]
int TeamGemStoneNum;//[Offset: 0x1340 , Size: 4]
delegate OnTeamGemStoneNumChangeDelegate;//[Offset: 0x1348 , Size: 16]
int DestoryVehicleCount;//[Offset: 0x1358 , Size: 4]
delegate OnDestoryVehicleCountChangeDelegate;//[Offset: 0x1360 , Size: 16]
int BeDestoryedCount;//[Offset: 0x1370 , Size: 4]
int DriverKillNum;//[Offset: 0x1374 , Size: 4]
int ShooterKillNum;//[Offset: 0x1378 , Size: 4]
int AssistKillNum;//[Offset: 0x137c , Size: 4]
int ContinueDestoryVehicleCount;//[Offset: 0x1380 , Size: 4]
delegate OnContinueDestoryVehicleCountChangeDelegate;//[Offset: 0x1388 ,
Size: 16]
STExtraVehicleWarVehicle* CurAttackSignTarget;//[Offset: 0x1398 , Size: 8]
STExtraVehicleWarVehicle* CurAttackTarget;//[Offset: 0x13a0 , Size: 8]
float CurCumulativeDamage;//[Offset: 0x13a8 , Size: 4]
float CumulativeDamageForSign;//[Offset: 0x13ac , Size: 4]
float CurCumulativeDamageTime;//[Offset: 0x13b0 , Size: 4]
float CumulativeDamageCalcuTime;//[Offset: 0x13b4 , Size: 4]
float SignExistTime;//[Offset: 0x13b8 , Size: 4]
float SignStartTime;//[Offset: 0x13bc , Size: 4]
delegate OnCurAttackSignTargetChangeDelegate;//[Offset: 0x13c0 , Size: 16]
int OpenTreasureNum;//[Offset: 0x13d0 , Size: 4]
int ShootTreasureNum;//[Offset: 0x13d4 , Size: 4]
int StrikeKillVehicleNum;//[Offset: 0x13d8 , Size: 4]
int ItemKillVehicleNum;//[Offset: 0x13dc , Size: 4]
int GunKillVehicleNum;//[Offset: 0x13e0 , Size: 4]
float TotalCauseDamage;//[Offset: 0x13e4 , Size: 4]
int ClientTotalDamage;//[Offset: 0x13e8 , Size: 4]
delegate OnClientTotalDamageChangeDelegate;//[Offset: 0x13f0 , Size: 16]
delegate OnBeDestoryedCountChangeDelegate;//[Offset: 0x1400 , Size: 16]
bool PlayerIsDriver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1410 , Size: 1]
delegate OnPlayerDriverStateChanged;//[Offset: 0x1418 , Size: 16]
float VehicleSpawnServerTime;//[Offset: 0x1428 , Size: 4]
bool PlayerHasLogin;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x142c , Size: 1]
float VehicleMoveRecordInstance;//[Offset: 0x1430 , Size: 4]
int VehicleMoveFlowCount;//[Offset: 0x1438 , Size: 4]
int VehicleN2oSkillId;//[Offset: 0x143c , Size: 4]
int VehicleCarPetSkillId;//[Offset: 0x1440 , Size: 4]
bool CanShowMatchData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1468 , Size: 1]
bool FinishedShowMatchData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1469 , Size: 1]
bool CanShowUseItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x146a , Size: 1]
bool CanShowFireGuide;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x146b , Size: 1]
bool FinishedShowFireGuide;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x146c , Size: 1]
bool CanShowEyesGuide;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x146d , Size: 1]
bool CanShowBuffGuide;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x146e , Size: 1]
bool CanShowAnimFrameGuide;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x146f , Size: 1]
float PlayerExitTime;//[Offset: 0x1470 , Size: 4]
bool PlayerHasExit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1474 , Size: 1]
void SetVehicleSpawnServerTime(float STime);// 0x2f8a9a4
void OnRep_VehicleProps();// 0x2f8a990
void OnRep_TeamGemStoneNum();// 0x2f8a97c
void OnRep_PlayerIsDriver();// 0x2f8a968
void OnRep_GemStoneNum();// 0x2f8a954
void OnRep_DestoryVehicleCount();// 0x2f8a940
void OnRep_CurAttackSignTarget();// 0x2f8a92c
void OnRep_ContinueDestoryVehicleCount();// 0x2f8a918
void OnRep_ClientTotalDamage();// 0x2f8a904
void OnRep_BeDestoryedCount();// 0x2f8a8f0
int GetVehiclePropsItem(int Index);// 0x2f8a864
void DispatchPlayerExitEvent();// 0x2f8a848
--------------------------------
Class: NetVehilceProps
int ItemNum;//[Offset: 0x0 , Size: 4]
ItemDefineID[] PropsItem;//[Offset: 0x8 , Size: 16]
VehicleWarEquipItem[] ChooseEquip;//[Offset: 0x18 , Size: 16]
int PlayerChoose;//[Offset: 0x28 , Size: 4]
int FirstWeaponID;//[Offset: 0x2c , Size: 4]
int SecondWeaponID;//[Offset: 0x30 , Size: 4]
--------------------------------
Class: VehicleWarEquipItem
int ItemID;//[Offset: 0x0 , Size: 4]
int ItemNum;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: VehicleWarGemMatchState
enum GemMatchState;//[Offset: 0x0 , Size: 1]
int CampID;//[Offset: 0x4 , Size: 4]
float CampWinServerTime;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: TeamMedalTotalKillData
<int> TotalKillData;//[Offset: 0x0 , Size: 80]
--------------------------------
Class: TeamMedalBeAttackedData
<uint32,float> BeAttackedMap;//[Offset: 0x0 , Size: 80]
--------------------------------
Class: VehicleBeAttackMapData
<uint32,float> BeAttackedMap;//[Offset: 0x0 , Size: 80]
--------------------------------
Class: AutoChangeSeatData
int TeamID;//[Offset: 0x0 , Size: 4]
bool bCanAutoChangeSeat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4 , Size: 1]
--------------------------------
Class: TriggerAction_ActiveInfectArea.TriggerAction.Object
--------------------------------
Class: TriggerAction_ActiveLevelNearBornPoint.TriggerAction.Object
--------------------------------
Class: TriggerAction_ActiveLevelNearBornPointNumLimit.TriggerAction.Object
--------------------------------
Class: TriggerAction_ActiveRelifePoint.TriggerAction.Object
--------------------------------
Class: TriggerAction_AllUnitSetRageLevel.TriggerAction.Object
--------------------------------
Class: TriggerAction_CastUIMsg.TriggerAction.Object
--------------------------------
Class: TriggerAction_ChangeMonsterSpotByTrigger.TriggerAction.Object
--------------------------------
Class: TriggerAction_ChangeTimerEvent.TriggerAction.Object
--------------------------------
Class: TriggerAction_CircleEnd.TriggerAction.Object
--------------------------------
Class: TriggerAction_CircleStartFromBegin.TriggerAction.Object
--------------------------------
Class: TriggerAction_Task.TriggerAction.Object
--------------------------------
Class: TriggerAction_CollectItem.TriggerAction_Task.TriggerAction.Object
--------------------------------
Class: TriggerAction_CreateTimerEvent.TriggerAction.Object
void ChangeTime(float Time);// 0x2f09110
--------------------------------
Class: TriggerAction_DestroyActor.TriggerAction.Object
Action_DestroyActorTag[] TagForRemoveActorList;//[Offset: 0x90 , Size: 16]
int DestroyNumPerFrame;//[Offset: 0xa0 , Size: 4]
bool bDestoryByHealth;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xa4 , Size: 1]
ActorHealthSegment[] ActorHealthSegmentList;//[Offset: 0xa8 , Size: 16]
float DestoryByHealthActorsCD;//[Offset: 0xbc , Size: 4]
Action_PendDestroyActor[] AllPendingActors;//[Offset: 0xc8 , Size: 16]
Action_PendDestroyActor[] DestoryByHealthActors;//[Offset: 0xd8 , Size: 16]
--------------------------------
Class: Action_DestroyActorTag
FString Tag;//[Offset: 0x0 , Size: 16]
enum Reason;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: ActorHealthSegment
float MinRatio;//[Offset: 0x0 , Size: 4]
float MaxRatio;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: Action_PendDestroyActor
Actor* DestroyActor;//[Offset: 0x0 , Size: 8]
--------------------------------
Class: TriggerAction_DirectorEnable.TriggerAction.Object
--------------------------------
Class: TriggerAction_EnableGuidActor.TriggerAction.Object
--------------------------------
Class: TriggerAction_EnterLevelAndStartMonsterWave.TriggerAction.Object
--------------------------------
Class: TriggerAction_EnterRevival.TriggerAction.Object
BattleRoyaleGameModeTeam* GameModeTeam;//[Offset: 0x90 , Size: 8]
--------------------------------
Class: TriggerAction_ExitAllMonster.TriggerAction.Object
--------------------------------
Class: TriggerAction_ExitMonsterByFuncType.TriggerAction.Object
--------------------------------
Class: TriggerAction_ExitMonsterSpotByTrigger.TriggerAction.Object
--------------------------------
Class: TriggerAction_FinishMatch.TriggerAction.Object
--------------------------------
Class: TriggerAction_GenerateEnhanceSpot.TriggerAction.Object
--------------------------------
Class: TriggerAction_InfecAddAllZombiePlayersSkill.TriggerAction.Object
--------------------------------
Class: TriggerAction_InfecCompetitionSetState.TriggerAction.Object
--------------------------------
Class: TriggerAction_InfecResetRoundEndTime.TriggerAction.Object
--------------------------------
Class: TriggerAction_InfecRevengerTip.TriggerAction.Object
--------------------------------
Class: TriggerAction_InfectionChangeToZombieKing.TriggerAction.Object
--------------------------------
Class: TriggerAction_InfectionRoleLevelUp.TriggerAction.Object
--------------------------------
Class: TriggerAction_InfectionRoleLevelUpEffect.TriggerAction.Object
--------------------------------
Class: TriggerAction_InfectionRoleLevelUpNextFrame.TriggerAction.Object
--------------------------------
Class: TriggerAction_InfectShowTipMsg.TriggerAction.Object
--------------------------------
Class: TriggerAction_KillPlayer.TriggerAction_Task.TriggerAction.Object
--------------------------------
Class: TriggerAction_KillUnit.TriggerAction.Object
--------------------------------
Class: TriggerAction_LeaveRevival.TriggerAction.Object
BattleRoyaleGameModeTeam* GameModeTeam;//[Offset: 0x90 , Size: 8]
--------------------------------
Class: TriggerAction_MonsterAutoExit.TriggerAction.Object
--------------------------------
Class: TriggerAction_MsgToLevel.TriggerAction.Object
--------------------------------
Class: TriggerAction_NodeActive.TriggerAction.Object
--------------------------------
Class: TriggerAction_NodeDeactive.TriggerAction.Object
--------------------------------
Class: TriggerAction_PlayerAddBuffBySkill.TriggerAction.Object
--------------------------------
Class: TriggerAction_PlayerBattleResult.TriggerAction.Object
--------------------------------
Class: TriggerAction_PlayerRemoveBuffBySkill.TriggerAction.Object
--------------------------------
Class: TriggerAction_PlayMatinee.TriggerAction.Object
--------------------------------
Class: TriggerAction_PostEventSound.TriggerAction.Object
--------------------------------
Class: TriggerAction_PostGlobalAkEvent.TriggerAction.Object
AkAudioEvent*[] AkEvents;//[Offset: 0x90 , Size: 16]
--------------------------------
Class: TriggerAction_PVEBeginNewRound.TriggerAction.Object
--------------------------------
Class: TriggerAction_PVEInfecGenerateMaternalZombies.TriggerAction.Object
--------------------------------
Class: TriggerAction_PVEInfecGenerateRevengerPlayers.TriggerAction.Object
--------------------------------
Class: TriggerAction_PVEInfecPlayChgToRevengerEffect.TriggerAction.Object
--------------------------------
Class: TriggerAction_PVEInfecShowCurRoundResult.TriggerAction.Object
--------------------------------
Class: TriggerAction_PVPCallABoss.TriggerAction.Object
--------------------------------
Class: TriggerAction_RandomAction.TriggerAction.Object
TriggerAction*[] ChildActions;//[Offset: 0x90 , Size: 16]
int[] RandomSeeds;//[Offset: 0xa0 , Size: 16]
--------------------------------
Class: TriggerAction_RedoCollectItem.TriggerAction_Task.TriggerAction.Object
--------------------------------
Class: TriggerAction_RemoveAllSupplySpot.TriggerAction.Object
--------------------------------
Class: TriggerAction_ResetAllPlayers.TriggerAction.Object
--------------------------------
Class: TriggerAction_ResetAreaTrigger.TriggerAction.Object
--------------------------------
Class: TriggerAction_ResetEnhanceSpots.TriggerAction.Object
--------------------------------
Class: TriggerAction_SetUnitVisible.TriggerAction.Object
--------------------------------
Class: TriggerAction_ShowCountDown.TriggerAction.Object
--------------------------------
Class: TriggerAction_ShowGameTips.TriggerAction.Object
--------------------------------
Class: TriggerAction_ShowPlayerCommonCountTips.TriggerAction.Object
--------------------------------
Class: TriggerAction_ShowZombieWaveState.TriggerAction.Object
--------------------------------
Class: TriggerAction_SpawnAirplane.TriggerAction.Object
AirplaneParam PlaneParam;//[Offset: 0x90 , Size: 64]
bool bWithBackpackItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xd0 , Size: 1]
RevivalBackpackParam[] RevivalBackbackCfgs;//[Offset: 0xd8 , Size: 16]
AirplaneData CurPlaneData;//[Offset: 0xe8 , Size: 120]
--------------------------------
Class: AirplaneParam
class Pawn* PlaneClass;//[Offset: 0x0 , Size: 8]
BehaviorTree* PlaneBT;//[Offset: 0x8 , Size: 8]
float Radius1;//[Offset: 0x10 , Size: 4]
float Radius3;//[Offset: 0x14 , Size: 4]
float Radius2;//[Offset: 0x18 , Size: 4]
Vector MapCenter;//[Offset: 0x1c , Size: 12]
float PlaneSpeed;//[Offset: 0x28 , Size: 4]
float PlaneHeight;//[Offset: 0x2c , Size: 4]
float CanOpenParachuteHeight;//[Offset: 0x30 , Size: 4]
float ForceOpenParachuteHeight;//[Offset: 0x34 , Size: 4]
float CloseParachuteHeight;//[Offset: 0x38 , Size: 4]
--------------------------------
Class: RevivalBackpackParam
RevivalWithAllItemData ItemCfg;//[Offset: 0x0 , Size: 32]
int Weight;//[Offset: 0x20 , Size: 4]
--------------------------------
Class: RevivalWithAllItemData
RevivalWithItemData[] ItemDatas;//[Offset: 0x0 , Size: 16]
RevivalWithWeaponData[] WeaponDatas;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: RevivalWithItemData
int ItemTypeID;//[Offset: 0x0 , Size: 4]
int Count;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: RevivalWithWeaponData.RevivalWithItemData
byte WeaponSlot;//[Offset: 0x18 , Size: 1]
RevivalWithItemData[] AttachmentDatas;//[Offset: 0x20 , Size: 16]
--------------------------------
Class: AirplaneData
float PlaneHeight;//[Offset: 0x0 , Size: 4]
float CanOpenParachuteHeight;//[Offset: 0x4 , Size: 4]
float ForceOpenParachuteHeight;//[Offset: 0x8 , Size: 4]
float CloseParachuteHeight;//[Offset: 0xc , Size: 4]
Vector DestinationCenter;//[Offset: 0x10 , Size: 12]
Vector PlaneVelocity;//[Offset: 0x1c , Size: 12]
Vector PlaneStartLoc;//[Offset: 0x28 , Size: 12]
Vector PlaneEndLoc;//[Offset: 0x34 , Size: 12]
Vector2D CanJumpLoc;//[Offset: 0x40 , Size: 8]
Vector2D ForceJumpLoc;//[Offset: 0x48 , Size: 8]
int TotalPlayerNum;//[Offset: 0x50 , Size: 4]
PlayerController*[] TotalPlayers;//[Offset: 0x58 , Size: 16]
PlayerController*[] CurPlayers;//[Offset: 0x68 , Size: 16]
--------------------------------
Class: TriggerAction_SpawnItemCooked.TriggerAction.Object
SpawnItemCfg SpawnItemCfg;//[Offset: 0xb0 , Size: 440]
TriggerAction_SpawnItemUtils* SpawnItemUtils;//[Offset: 0x268 , Size: 8]
UAESpotDataSerialize SpotDataSerialize;//[Offset: 0x270 , Size: 432]
RepeatSpawnItemCD[] RepeatSpawnItemCDList;//[Offset: 0x430 , Size: 16]
--------------------------------
Class: SpawnItemCfg
enum SpawnActorCollisionHandlingMethod;//[Offset: 0x0 , Size: 1]
byte SpawnItemFunction;//[Offset: 0x1 , Size: 1]
SecondsSegment[] SecondsSegmentCondition;//[Offset: 0x8 , Size: 16]
FString[] LineTracePlaceInclude;//[Offset: 0x18 , Size: 16]
FString[] LineTracePlaceExclude;//[Offset: 0x28 , Size: 16]
int GenerateSpotCountPerTick;//[Offset: 0x38 , Size: 4]
bool bItemGenerateOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3c , Size: 1]
Vector ItemGenerateOffset;//[Offset: 0x40 , Size: 12]
bool bSpawnLocationZOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4c , Size: 1]
float SpawnLocationZOffset;//[Offset: 0x50 , Size: 4]
bool bRandomSpawnRotatorYaw;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x54 , Size: 1]
bool bSpawnRotatorYaw;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x55 , Size: 1]
float ItemSpawnRotatorYaw;//[Offset: 0x58 , Size: 4]
bool bUseCookedRotator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x5c , Size: 1]
bool bUseSpotPercent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x5d , Size: 1]
bool bNetCullDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x5e , Size: 1]
float NetCullDistance;//[Offset: 0x60 , Size: 4]
FString CookedFilePath;//[Offset: 0x68 , Size: 16]
FString[] DeleteCategoryList;//[Offset: 0x78 , Size: 16]
int DropHeight;//[Offset: 0x88 , Size: 4]
int AppearRadiusStart;//[Offset: 0x8c , Size: 4]
int AppearRadius;//[Offset: 0x90 , Size: 4]
int AppearRadiusSecondLevel;//[Offset: 0x94 , Size: 4]
bool bExpressUseSpotLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x98 , Size: 1]
float ExpressUseSpotLocationMinDistance;//[Offset: 0x9c , Size: 4]
float ExpressUseSpotLocationMaxDistance;//[Offset: 0xa0 , Size: 4]
FString MonsterSpawnDataTablePath;//[Offset: 0xa8 , Size: 16]
FString TreasureBoxTablePath;//[Offset: 0xb8 , Size: 16]
FString ItemSpawnDataTablePath;//[Offset: 0xc8 , Size: 16]
bool bCombinationCategoryAndValue;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xd8 , Size: 1]
bool bSpotPerGroupNumCtrl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xd9 , Size: 1]
int NeedSpotPerGroupMin;//[Offset: 0xdc , Size: 4]
int NeedSpotPerGroupMax;//[Offset: 0xe0 , Size: 4]
bool bGroupNumCtrl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xe4 , Size: 1]
int NeedGroupMin;//[Offset: 0xe8 , Size: 4]
int NeedGroupMax;//[Offset: 0xec , Size: 4]
bool bGeneratedBySpotFileDirect;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xf0 , Size: 1]
enum AirDropType;//[Offset: 0xf1 , Size: 1]
bool RandomItemAtItemSpotUseSpotPercent;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xf2 , Size: 1]
bool bExcludeUsedGroup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xf3 , Size: 1]
bool bExcludeUsedSpot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xf4 , Size: 1]
bool bNeedInBlueCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xf5 , Size: 1]
bool UseGroupInBlueCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xf6 , Size: 1]
bool bNeedInWhiteCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xf7 , Size: 1]
bool UseGroupInWhiteCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xf8 , Size: 1]
bool UseExcludeAirLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xf9 , Size: 1]
float ExcludeAirLineDistance;//[Offset: 0xfc , Size: 4]
bool UseIncludeAirLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x100 , Size: 1]
float IncludeAirLineDistance;//[Offset: 0x104 , Size: 4]
bool UseItemGeneratorAreaItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x108 , Size: 1]
bool UseItemGeneratorAreaIIDItem;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x109 , Size: 1]
bool UseSpotTriggerOtherSpot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x10a , Size: 1]
SpotTriggerOtherSpot[] SpotTriggerOtherSpotList;//[Offset: 0x110 , Size: 16]
bool UseCleanUpSpot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x120 , Size: 1]
bool bNeedAircraft;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x121 , Size: 1]
bool bExpressItemNumCtrl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x122 , Size: 1]
int ExpressItemNumMin;//[Offset: 0x124 , Size: 4]
int ExpressItemNumMax;//[Offset: 0x128 , Size: 4]
bool bExpressItemNumPerPlayerCtrl;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x12c , Size: 1]
int ExpressItemNumPerPlayer;//[Offset: 0x130 , Size: 4]
int ExpressItemNumPerPlayerTotal;//[Offset: 0x134 , Size: 4]
bool bSpawnExpressItemPerPlayerCD;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x138 , Size: 1]
float SpawnExpressItemPerPlayerCD;//[Offset: 0x13c , Size: 4]
bool bSupplementExpressItemCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x140 , Size: 1]
float SupplementExpressItemCD;//[Offset: 0x144 , Size: 4]
bool bExpressReplaceZombie;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x148 , Size: 1]
bool bDestroySpots;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x149 , Size: 1]
bool bAISpawnExpressItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x14a , Size: 1]
bool bAttachToHostActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x14b , Size: 1]
bool bCaculateRelativeTransform;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x14c , Size: 1]
bool bAttachToHostActorIsStatic;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x14d , Size: 1]
bool UseSpawnTogetherClass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x14e , Size: 1]
bool IsTogetherItemSameAsMainItem;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x14f , Size: 1]
bool UseDropLifeTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x150 , Size: 1]
float DropLifeTime;//[Offset: 0x154 , Size: 4]
bool UseDropItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x158
, Size: 1]
DropItemCfg DropItemCfg;//[Offset: 0x160 , Size: 48]
bool UseRepeatItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x190 , Size: 1]
RepeatItemCfg RepeatItemCfg;//[Offset: 0x194 , Size: 4]
int FuelPercentMax;//[Offset: 0x198 , Size: 4]
bool ActiveByStartVolume;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x19c , Size: 1]
bool UseLocationID;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x19d , Size: 1]
bool bRegistHostActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x19e , Size: 1]
bool bUseItemIndex;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x19f , Size: 1]
bool bSpawnPedestal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1a0 , Size: 1]
SpotGroupProperty[] SpotGroupProperties;//[Offset: 0x1a8 , Size: 16]
--------------------------------
Class: SecondsSegment
float BeginSeconds;//[Offset: 0x0 , Size: 4]
float EndSeconds;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: SpotTriggerOtherSpot
FString SrcSpotTag;//[Offset: 0x0 , Size: 16]
FString DstSpotTag;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: DropItemCfg
FString DropConfigTablePath;//[Offset: 0x0 , Size: 16]
FString DropRuleConfigTablePath;//[Offset: 0x10 , Size: 16]
bool UseDropID;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20 ,
Size: 1]
int DropID;//[Offset: 0x24 , Size: 4]
bool UseActorLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x28 , Size: 1]
int MaxRandomWeight;//[Offset: 0x2c , Size: 4]
--------------------------------
Class: RepeatItemCfg
float RepeatSpawnItemCD;//[Offset: 0x0 , Size: 4]
--------------------------------
Class: TriggerAction_SpawnItemUtils.Object
ItemGenerateSpawnClass[] AllItemSpotDataToTick;//[Offset: 0xe8 , Size: 16]
World* MyWorld;//[Offset: 0x310 , Size: 8]
Location2HostActor[] HostActorList;//[Offset: 0x318 , Size: 16]
Object* TriggerAction;//[Offset: 0x328 , Size: 8]
UAESpawnActorComponent* pSpawnMonsterHelper;//[Offset: 0x360 , Size: 8]
FString UseDebug;//[Offset: 0x380 , Size: 16]
--------------------------------
Class: Location2HostActor
Vector Location;//[Offset: 0x0 , Size: 12]
Actor* Host;//[Offset: 0x10 , Size: 8]
--------------------------------
Class: UAESpawnActorComponent.ActorComponent.Object
Actor* UAESpawnActor(UAESpawnActorParam Param);// 0x340967c
class Object PrepareSpawnData(int TemplateID);// 0x34095e8
void InitializeActor(Actor* InActor, int TemplateID);// 0x3409528
--------------------------------
Class: UAESpawnActorParam
int TemplateID;//[Offset: 0x0 , Size: 4]
class Object* ActorClass;//[Offset: 0x8 , Size: 8]
Vector SpawnLocation;//[Offset: 0x10 , Size: 12]
Rotator SpawnRotator;//[Offset: 0x1c , Size: 12]
Vector SpawnOffsetLoc;//[Offset: 0x28 , Size: 12]
enum CollisionHandling;//[Offset: 0x34 , Size: 1]
float RandomRadius;//[Offset: 0x38 , Size: 4]
bool RandomRotYaw;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c
, Size: 1]
class Actor[] TraceAvoidClass;//[Offset: 0x40 , Size: 16]
Actor* Owner;//[Offset: 0x50 , Size: 8]
Pawn* Instigator;//[Offset: 0x58 , Size: 8]
FString MakerName;//[Offset: 0x60 , Size: 16]
bool IsTracePos;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x70 ,
Size: 1]
bool IsHalfCapsulePull;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x71 , Size: 1]
byte SpawnType;//[Offset: 0x72 , Size: 1]
int ZTraceOffset;//[Offset: 0x74 , Size: 4]
int MonsterBornType;//[Offset: 0x78 , Size: 4]
int MonsterFrontBornType;//[Offset: 0x7c , Size: 4]
enum FeatureSetType;//[Offset: 0x80 , Size: 1]
--------------------------------
Class: UAESpotDataSerialize
--------------------------------
Class: RepeatSpawnItemCD
int idx;//[Offset: 0x0 , Size: 4]
float CurrentSpawnItemCD;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: TriggerAction_SpawnItemDrop.TriggerAction.Object
SpawnItemCfg SpawnItemCfg;//[Offset: 0xc0 , Size: 440]
TriggerAction_SpawnItemUtils* SpawnItemUtils;//[Offset: 0x278 , Size: 8]
--------------------------------
Class:
TriggerAction_SpawnItemForPlayer.TriggerAction_SpawnItemDrop.TriggerAction.Object
STExtraPlayerController* TargetPC;//[Offset: 0x2b8 , Size: 8]
--------------------------------
Class: TriggerAction_SpawnItemInterface.Interface.Object
--------------------------------
Class: TriggerAction_SpawnItemSecretRoom.TriggerAction.Object
SpawnItemCfg SpawnItemCfg;//[Offset: 0xb8 , Size: 440]
FString ActionTag;//[Offset: 0x270 , Size: 16]
bool bTraceGround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x280 , Size: 1]
TriggerAction_SpawnItemUtils* SpawnItemUtils;//[Offset: 0x288 , Size: 8]
--------------------------------
Class: TriggerAction_SpawnItemSpotFile.TriggerAction.Object
SpawnItemCfg SpawnItemCfg;//[Offset: 0xa8 , Size: 440]
bool bReloadCookSpot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x260 , Size: 1]
TriggerAction_SpawnItemUtils* SpawnItemUtils;//[Offset: 0x268 , Size: 8]
UAESpotDataSerialize SpotDataSerialize;//[Offset: 0x270 , Size: 432]
--------------------------------
Class: TriggerAction_SpawnItemTrigger.TriggerAction.Object
SpawnItemCfg SpawnItemCfg;//[Offset: 0xd0 , Size: 440]
bool UseCfgLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x288 , Size: 1]
Vector CfgLocation;//[Offset: 0x28c , Size: 12]
bool UseCfgRot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x298 ,
Size: 1]
Rotator CfgRotator;//[Offset: 0x29c , Size: 12]
TriggerAction_SpawnItemUtils* SpawnItemUtils;//[Offset: 0x2a8 , Size: 8]
--------------------------------
Class: TriggerAction_SpawnMonsterOutBossArea.TriggerAction.Object
--------------------------------
Class: TriggerAction_SpawnSupplySpot.TriggerAction.Object
--------------------------------
Class: TriggerAction_SpawnUnit.TriggerAction.Object
--------------------------------
Class: TriggerAction_SpawnZombie.TriggerAction.Object
--------------------------------
Class: TriggerAction_StartMonsterWave.TriggerAction.Object
--------------------------------
Class: TriggerAction_StartWeakGuid.TriggerAction.Object
--------------------------------
Class: TriggerAction_StopWeakGuid.TriggerAction.Object
--------------------------------
Class: TriggerAction_TeamBattleResult.TriggerAction.Object
--------------------------------
Class: TriggerAction_TeamMass.TriggerAction.Object
--------------------------------
Class: TriggerAction_TeamTerminated.TriggerAction.Object
--------------------------------
Class: TriggerAction_TriggerActive.TriggerAction.Object
--------------------------------
Class: TriggerAction_TriggerDeactive.TriggerAction.Object
--------------------------------
Class: TriggerAction_UnitSetRageLevel.TriggerAction.Object
--------------------------------
Class: TriggerCondition_AllTeamNoSign.TriggerCondition.Object
--------------------------------
Class: TriggerCondition_AllTeamRevival.TriggerCondition.Object
--------------------------------
Class: TriggerCondition_AND.TriggerCondition.Object
--------------------------------
Class: TriggerCondition_Bool.TriggerCondition.Object
--------------------------------
Class: TriggerCondition_BoolCompare.TriggerCondition.Object
--------------------------------
Class: TriggerCondition_CollectItem.TriggerCondition_Task.TriggerCondition.Object
int CollectedItemID;//[Offset: 0x5c , Size: 4]
int NeedToCollect;//[Offset: 0x60 , Size: 4]
int Collected;//[Offset: 0x64 , Size: 4]
void SetCollectConditionParam(FString InParams);// 0x2f156b8
bool GetItemIDFromData(VariableSet* InDataSource, out int OutItemID);//
0x2f155dc
bool GetItemCountFromData(VariableSet* InDataSource, out int outItemCount);//
0x2f15500
int GetCollectProcess();// 0x2f154cc
--------------------------------
Class: TriggerCondition_FloatCompare.TriggerCondition.Object
--------------------------------
Class: TriggerCondition_GameMode.TriggerCondition_Task.TriggerCondition.Object
enum SpecifiedGameModeType;//[Offset: 0x5b , Size: 1]
void SetGameModeType(enum GameModeType);// 0x2f15d4c
--------------------------------
Class: TriggerCondition_InfectAreaInBlueCircle.TriggerCondition.Object
--------------------------------
Class: TriggerCondition_IntegerCompare.TriggerCondition.Object
--------------------------------
Class: TriggerCondition_KillPlayer.TriggerCondition_Task.TriggerCondition.Object
int SpecifiedKillCount;//[Offset: 0x5c , Size: 4]
int TargetKillingCount;//[Offset: 0x60 , Size: 4]
int InitProcess;//[Offset: 0x64 , Size: 4]
void UpdateTaskProcess();// 0x2f16348
bool GetKillCountFromData(VariableSet* InDataSource, out int outKillCount);//
0x2f1626c
--------------------------------
Class: TriggerCondition_No.TriggerCondition.Object
--------------------------------
Class: TriggerCondition_ObjectEqual.TriggerCondition.Object
FString CompareKeyName;//[Offset: 0x58 , Size: 16]
FString extraMsg;//[Offset: 0x68 , Size: 16]
--------------------------------
Class:
TriggerCondition_OperatorAND.TriggerCondition_Operator.TriggerCondition_Task.Trigge
rCondition.Object
--------------------------------
Class:
TriggerCondition_OperatorOR.TriggerCondition_Operator.TriggerCondition_Task.Trigger
Condition.Object
--------------------------------
Class: TriggerCondition_OR.TriggerCondition.Object
--------------------------------
Class: TriggerCondition_SpecifiedArea.TriggerCondition_Task.TriggerCondition.Object
byte SpecifiedTriggerAreaType;//[Offset: 0x5b , Size: 1]
void SetTriggerAreaType(byte TriggerAreaType);// 0x2f16fd8
bool GetTriggerAreaTypeFromData(VariableSet* InDataSource, out byte
outTriggerAreaType);// 0x2f16efc
--------------------------------
Class: TriggerCondition_SpecifiedItem.TriggerCondition_Task.TriggerCondition.Object
int SpecifiedItemID;//[Offset: 0x5c , Size: 4]
void SetSpecifiedItemID(int ItemID);// 0x2f17420
bool GetItemIDFromData(VariableSet* InDataSource, out int OutItemID);//
0x2f17344
--------------------------------
Class:
TriggerCondition_SpecifiedPlace.TriggerCondition_Task.TriggerCondition.Object
byte SpecifiedTriggerItemType;//[Offset: 0x5b , Size: 1]
void SetTriggerItemType(byte TriggerItemType);// 0x2f17860
bool GetTriggerItemTypeFromData(VariableSet* InDataSource, out byte
outTriggerItemType);// 0x2f17784
--------------------------------
Class: TriggerCondition_StringCompare.TriggerCondition.Object
--------------------------------
Class: TriggerCondition_TeamAction.TriggerCondition_Task.TriggerCondition.Object
byte TeamActionConditionType;//[Offset: 0x5b , Size: 1]
float TimeIntervalForSameEmotion;//[Offset: 0x5c , Size: 4]
<int> EmoteIDUniqueSet;//[Offset: 0x60 , Size: 80]
<int> AreaIDUniqueSet;//[Offset: 0xb0 , Size: 80]
void SetTeamActionConditionType(byte ActionConditionType, float
TimeIntervalForSameEmote);// 0x2f1853c
--------------------------------
Class: TriggerEvent_Task.TriggerEvent.Object
byte EventType;//[Offset: 0xa8 , Size: 1]
void BroadCast(int Param);// 0x2f191ec
--------------------------------
Class: TriggerEvent_DoEmote.TriggerEvent_Task.TriggerEvent.Object
--------------------------------
Class: TriggerEvent_DropItem.TriggerEvent_Task.TriggerEvent.Object
--------------------------------
Class: TriggerEvent_KillPlayer.TriggerEvent_Task.TriggerEvent.Object
--------------------------------
Class: TriggerEvent_LevelObjectMsg.TriggerEvent.Object
--------------------------------
Class: TriggerEvent_PickupItem.TriggerEvent_Task.TriggerEvent.Object
--------------------------------
Class: TriggerEvent_PlayerDead.TriggerEvent.Object
--------------------------------
Class: TriggerEvent_UseItem.TriggerEvent.Object
--------------------------------
Class: UAETriggerArea.Actor.Object
TriggerAreaEvent[] Enter_EventsList;//[Offset: 0x398 , Size: 16]
TriggerAreaEvent[] Leave_EventsList;//[Offset: 0x3a8 , Size: 16]
void OnTriggerExit(PrimitiveComponent* OverlappedComponent, Actor*
OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex);// 0x5dc0888
void OnTriggerEnter(PrimitiveComponent* OverlappedComponent, Actor*
OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out
const HitResult SweepResult);// 0x5dc06a8
--------------------------------
Class: TriggerAreaEvent
TriggerEventKeySelector EventKeySelector;//[Offset: 0x0 , Size: 8]
TriggerEventParamKeySelector[] EventParam;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: TriggerEventKeySelector
FName SelectedKeyName;//[Offset: 0x0 , Size: 8]
--------------------------------
Class: TriggerEventParamKeySelector
FName SelectedKeyName;//[Offset: 0x0 , Size: 8]
FString ParamData;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: TriggerItem_CommonArea.UAETriggerArea.Actor.Object
int UniqueId;//[Offset: 0x3b8 , Size: 4]
int LifeSpan;//[Offset: 0x3bc , Size: 4]
int TipMsgID;//[Offset: 0x3c0 , Size: 4]
SphereComponent* CollisionComponent;//[Offset: 0x3c8 , Size: 8]
void OnTriggerExit(PrimitiveComponent* OverlappedComponent, Actor*
OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex);// 0x2f197dc
void OnTriggerEnter(PrimitiveComponent* OverlappedComponent, Actor*
OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out
const HitResult SweepResult);// 0x2f195fc
--------------------------------
Class:
TriggerItem_CommonAreaComponent.SphereComponent.ShapeComponent.PrimitiveComponent.S
ceneComponent.ActorComponent.Object
int UniqueId;//[Offset: 0x694 , Size: 4]
int TipMsgID;//[Offset: 0x698 , Size: 4]
bool bOnlyTriggerTipOnce;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x69c , Size: 1]
int EventId;//[Offset: 0x6a0 , Size: 4]
void OnTriggerExit(PrimitiveComponent* OverlappedComponent, Actor*
OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex);// 0x2f19d2c
void OnTriggerEnter(PrimitiveComponent* OverlappedComponent, Actor*
OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out
const HitResult SweepResult);// 0x2f19b4c
--------------------------------
Class: TriggerItem_Task.TriggerSphere.TriggerBase.Actor.Object
int OwningTeamID;//[Offset: 0x3a0 , Size: 4]
byte TriggerItemType;//[Offset: 0x3a4 , Size: 1]
ParticleSystem* TriggerVisualEffect;//[Offset: 0x3a8 , Size: 8]
int LifeSpan;//[Offset: 0x3b0 , Size: 4]
void OnTriggerExit(Actor* OverlappedActor, Actor* Other);// 0x2f1a9f0
void OnTriggerEnter(Actor* OverlappedActor, Actor* Other);// 0x2f1a934
--------------------------------
Class:
TriggerItem_PicnicMat.TriggerItem_Task.TriggerSphere.TriggerBase.Actor.Object
int PicnicMatID;//[Offset: 0x3b4 , Size: 4]
--------------------------------
Class: TriggerMoveComponent.ActorComponent.Object
Vector TargetOffset;//[Offset: 0x110 , Size: 12]
Vector TargetLoc;//[Offset: 0x11c , Size: 12]
float MoveSpeed;//[Offset: 0x128 , Size: 4]
bool bTriggered;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x12c , Size: 1]
bool bIsMoving;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x12d ,
Size: 1]
void StartMove(bool bInTriggered);// 0x2f1b108
--------------------------------
Class: TssHookEx.Actor.Object
--------------------------------
Class: TurnAroundViewComponent.ActorComponent.Object
FocusTargetItem FocusTurnData;//[Offset: 0x148 , Size: 56]
bool bTurnOnlyOnServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x180 , Size: 1]
Character* MyChar;//[Offset: 0x1b0 , Size: 8]
void OnRep_FocusTurnTargetChange();// 0x2f1c7f8
--------------------------------
Class: FocusTargetItem
Actor* Actor;//[Offset: 0x0 , Size: 8]
Vector Position;//[Offset: 0x8 , Size: 12]
bool IsStartTurnTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x14 , Size: 1]
float TurnTargetVelocity;//[Offset: 0x18 , Size: 4]
Rotator LastActorRotation;//[Offset: 0x1c , Size: 12]
FString CurveName;//[Offset: 0x28 , Size: 16]
--------------------------------
Class: UAEAIMaxMoveDistanceVolume.Volume.Brush.Actor.Object
--------------------------------
Class: UAEAIOcclusionBoundsVolume.Volume.Brush.Actor.Object
--------------------------------
Class: UAEAIOcclusionTagVolume.Volume.Brush.Actor.Object
FString OcclusionTag;//[Offset: 0x3d0 , Size: 16]
--------------------------------
Class: UAEBaseSkill.UTSkill.Actor.Object
delegate OnSkillCustomEvent;//[Offset: 0x6c8 , Size: 16]
bool OnEvent(UTSkillManagerComponent* Comp, byte TheEventType, int
PhaseIndex);// 0x2f21b78
--------------------------------
Class: UAEAISkill.UAEBaseSkill.UTSkill.Actor.Object
float MaxCastDistance;//[Offset: 0x6d8 , Size: 4]
float MinCastDistance;//[Offset: 0x6dc , Size: 4]
--------------------------------
Class: UAEAISpecifiedOcclusionVolume.Volume.Brush.Actor.Object
--------------------------------
Class:
UAEAttachActorUI.ActorPositionWidget.UAEUserWidget.UserWidget.Widget.Visual.Object
bool bTickUpdateAll;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x461 , Size: 1]
bool bHideOutScreen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x462 , Size: 1]
bool IsOutScreen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x463
, Size: 1]
bool IsBackScreen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x464 , Size: 1]
Object* WorldContext;//[Offset: 0x468 , Size: 8]
--------------------------------
Class: UAEAvatarDisplayDirector.Actor.Object
int poseNum;//[Offset: 0x398 , Size: 4]
CameraActor* avatarCamera;//[Offset: 0x3a0 , Size: 8]
AvatarDisplayPoseComponent*[] avatarPoseList;//[Offset: 0x3a8 , Size: 16]
Vector2D[] ScreenPos;//[Offset: 0x3b8 , Size: 16]
Vector4 Limit;//[Offset: 0x3d0 , Size: 16]
delegate OnCoordCalculated;//[Offset: 0x3e0 , Size: 16]
void UnloadWeatherLevel();// 0x2f218e0
void SpawnAvatar();// 0x2f218c4
void SetMainCamera(CameraActor* Camera);// 0x2f2184c
void SendScreenPosEvent();// 0x2f21838
void CalcCharacterScreenPos(int pos, CharacterAvatarComponent2* CharComp);//
0x2f21780
--------------------------------
Class: UAESkillManagerComponent.UTSkillManagerComponent.ActorComponent.Object
<int,int> IndexOfMapID;//[Offset: 0x6e0 , Size: 80