Zdexby TheHolyOneZ
4,275 classes
Class

ABP_ApartmentsLights_C

: AActor : UObject
/Game/0Blueprint/Level/BP_ApartmentsLights.BP_ApartmentsLights_C 0x02D8 (728 B) align 8 inherited 0x0290 6 scripted vtable /Game/0Blueprint/Level/BP_ApartmentsLights
0x00x02D8

Members 6

OffsetSizeNameTypeFlagsDefault
0x08UberGraphFrameFPointerToUberGraphFrameTransient+2 flags{}
0x08DefaultSceneRootUSceneComponent*6 flagsnullptr
0x10LightsTArray<ALight*>3 flags[]
0x10Windows1TArray<AStaticMeshActor*>3 flags[]
0x10Windows2TArray<AStaticMeshActor*>3 flags[]
0x08ShadowASkeletalMeshActor*6 flagsnullptr
Inherited from AActor 80
OffsetSizeNameTypeFlagsDefault
0x30PrimaryActorTickFActorTickFunction3 flags{}
0x01bNetTemporary : 1bit 0bool3 flagsfalse
0x01bOnlyRelevantToOwner : 1bit 2bool7 flagsfalse
0x01bAlwaysRelevant : 1bit 3bool6 flagsfalse
0x01bReplicateMovement : 1bit 4boolNetRepNotify+5 flagsfalse
0x01bCallPreReplication : 1bit 5bool6 flagstrue
0x01bCallPreReplicationForReplay : 1bit 6bool6 flagstrue
0x01bHidden : 1bit 7boolNet+7 flagsfalse
0x01bTearOff : 1bit 0boolNet+3 flagsfalse
0x01bForceNetAddressable : 1bit 1bool3 flagsfalse
0x01bExchangedRoles : 1bit 2boolTransient+3 flagsfalse
0x01bNetLoadOnClient : 1bit 3bool4 flagstrue
0x01bNetUseOwnerRelevancy : 1bit 4bool6 flagsfalse
0x01bRelevantForNetworkReplays : 1bit 5bool3 flagstrue
0x01bRelevantForLevelBounds : 1bit 6bool5 flagstrue
0x01bReplayRewindable : 1bit 7bool6 flagsfalse
0x01bAllowTickBeforeBeginPlay : 1bit 0bool5 flagsfalse
0x01bAutoDestroyWhenFinished : 1bit 1bool4 flagsfalse
0x01bCanBeDamaged : 1bit 2boolNet+6 flagstrue
0x01bBlockInput : 1bit 3bool5 flagsfalse
0x01bCollideWhenPlacing : 1bit 4bool3 flagsfalse
0x01bFindCameraComponentWhenViewTarget : 1bit 5bool6 flagstrue
0x01bGenerateOverlapEventsDuringLevelStreaming : 1bit 6bool5 flagsfalse
0x01bIgnoresOriginShifting : 1bit 7bool5 flagsfalse
0x01bEnableAutoLODGeneration : 1bit 0bool5 flagstrue
0x01bIsEditorOnlyActor : 1bit 1bool5 flagsfalse
0x01bActorSeamlessTraveled : 1bit 2bool3 flagsfalse
0x01bReplicates : 1bit 3boolProtected+7 flagsfalse
0x01bCanBeInCluster : 1bit 4boolProtected+5 flagsfalse
0x01bAllowReceiveTickEventOnDedicatedServer : 1bit 5boolProtected+3 flagstrue
0x01bReplicateUsingRegisteredSubObjectList : 1bit 7boolProtected+9 flagsfalse
0x01bActorEnableCollision : 1bit 7bool3 flagstrue
0x01bActorIsBeingDestroyed : 1bit 0boolTransient+4 flagsfalse
0x01bAsyncPhysicsTickEnabled : 1bit 5boolProtected+4 flagsfalse
0x01UpdateOverlapsMethodDuringLevelStreamingEActorUpdateOverlapsMethodProtected+6 flagsUseConfigDefault
0x01DefaultUpdateOverlapsMethodDuringLevelStreamingEActorUpdateOverlapsMethod8 flagsOnlyUpdateMovable
0x01RemoteRoleENetRoleNetTransient+8 flagsROLE_None
0x00610x03padding / unreflected
0x04InitialLifeSpanfloat8 flags0
0x04CustomTimeDilationfloat7 flags1
0x04RayTracingGroupIdint325 flags-1
0x60AttachmentReplicationFRepAttachmentNetTransient+5 flags{AttachParent=nullptr, LocationOffset={}, RelativeScale3D={…
0x70ReplicatedMovementFRepMovementNetRepNotify+5 flags{LinearVelocity={X=0, Y=0, Z=0}, AngularVelocity={X=0, Y=0,…
0x08OwnerAActor*NetRepNotify+6 flagsnullptr
0x08NetDriverNameFNameProtected+5 flagsGameNetDriver
0x01RoleENetRoleNet+8 flagsROLE_Authority
0x01NetDormancyENetDormancy9 flagsDORM_Awake
0x01SpawnCollisionHandlingMethodESpawnActorCollisionHandlingMethod7 flagsAlwaysSpawn
0x01AutoReceiveInputEAutoReceiveInput6 flagsDisabled
0x04InputPriorityint326 flags0
0x01580x08padding / unreflected
0x08InputComponentUInputComponent*9 flagsnullptr
0x04NetCullDistanceSquaredfloat9 flags2.25e+08
0x04NetTagint32Transient+5 flags0
0x04NetUpdateFrequencyfloat8 flags100
0x04MinNetUpdateFrequencyfloat8 flags2
0x04NetPriorityfloat8 flags1
0x01PhysicsReplicationModeEPhysicsReplicationMode7 flagsDefault
0x017D0x0Bpadding / unreflected
0x08InstigatorAPawn*NetRepNotify+8 flagsnullptr
0x10ChildrenTArray<AActor*>Transient+4 flags[]
0x08RootComponentUSceneComponent*Protected+10 flagsnullptr
0x01A80x08padding / unreflected
0x10LayersTArray<FName>4 flags[]
0x08ParentComponentTWeakObjectPtr<UChildActorComponent>8 flagsnullptr
0x10TagsTArray<FName>5 flags[]
0x01OnTakeAnyDamageFMulticastScriptDelegate4 flags<delegate>
0x01OnTakePointDamageFMulticastScriptDelegate4 flags<delegate>
0x01OnTakeRadialDamageFMulticastScriptDelegate4 flags<delegate>
0x01OnActorBeginOverlapFMulticastScriptDelegate4 flags<delegate>
0x01OnActorEndOverlapFMulticastScriptDelegate4 flags<delegate>
0x01OnBeginCursorOverFMulticastScriptDelegate4 flags<delegate>
0x01OnEndCursorOverFMulticastScriptDelegate4 flags<delegate>
0x01OnClickedFMulticastScriptDelegate4 flags<delegate>
0x01OnReleasedFMulticastScriptDelegate4 flags<delegate>
0x01OnInputTouchBeginFMulticastScriptDelegate4 flags<delegate>
0x01OnInputTouchEndFMulticastScriptDelegate4 flags<delegate>
0x01OnInputTouchEnterFMulticastScriptDelegate4 flags<delegate>
0x01OnInputTouchLeaveFMulticastScriptDelegate4 flags<delegate>
0x01OnActorHitFMulticastScriptDelegate4 flags<delegate>
0x01OnDestroyedFMulticastScriptDelegate4 flags<delegate>
0x01OnEndPlayFMulticastScriptDelegate4 flags<delegate>
0x01E80x80padding / unreflected
0x10InstanceComponentsTArray<UActorComponent*>6 flags[]
0x10BlueprintCreatedComponentsTArray<UActorComponent*>8 flags[]

Functions 6

SignatureFlagsNativeParams
void ReceiveBeginPlay()
Script3 statements · 18 bytes of bytecode
0x0000ExecuteUbergraph_BP_ApartmentsLights(2375);0x000Freturn;0x0011// end of script
EventProtected0x00
void LightsOn()
Script3 statements · 18 bytes of bytecode
0x0000ExecuteUbergraph_BP_ApartmentsLights(2380);0x000Freturn;0x0011// end of script
0x00
void LightsOff()
Script3 statements · 18 bytes of bytecode
0x0000ExecuteUbergraph_BP_ApartmentsLights(2385);0x000Freturn;0x0011// end of script
0x00
void ShowShadow()
Script3 statements · 18 bytes of bytecode
0x0000ExecuteUbergraph_BP_ApartmentsLights(2390);0x000Freturn;0x0011// end of script
0x00
void HideShadow()
Script3 statements · 18 bytes of bytecode
0x0000ExecuteUbergraph_BP_ApartmentsLights(2447);0x000Freturn;0x0011// end of script
0x00
void ExecuteUbergraph_BP_ApartmentsLights(int32 EntryPoint)
Script117 statements · 2,507 bytes of bytecode
0x0000PushFlow(Label_09C8);0x0005goto [EntryPoint];0x000FLabel_000F:0x000FHideShadow();0x001DPopFlow();0x001ELabel_001E:0x001ETemp_int_Array_Index_Variable = 0;0x0035Label_0035:0x0035CallFunc_Array_Length_ReturnValue_2 = /Script/Engine.Default__KismetArrayLibrary.Array_Length(Lights);0x0070CallFunc_Less_IntInt_ReturnValue_2 = Less_IntInt(Temp_int_Loop_Counter_Variable, CallFunc_Array_Length_ReturnValue_2);0x0096if (!(CallFunc_Less_IntInt_ReturnValue_2)) goto Label_0138;0x00A4Temp_int_Array_Index_Variable = Temp_int_Loop_Counter_Variable;0x00BFPushFlow(Label_0400);0x00C4/Script/Engine.Default__KismetArrayLibrary.Array_Get(Lights, Temp_int_Array_Index_Variable, CallFunc_Array_Get_Item_2);0x00FFCallFunc_Array_Get_Item_2.LightComponent.SetVisibility(false, false);0x0137PopFlow();0x0138Label_0138:0x0138Temp_int_Loop_Counter_Variable_2 = 0;0x014FTemp_int_Array_Index_Variable_3 = 0;0x0166Label_0166:0x0166CallFunc_Array_Length_ReturnValue_3 = /Script/Engine.Default__KismetArrayLibrary.Array_Length(Windows1);0x01A1CallFunc_Less_IntInt_ReturnValue_3 = Less_IntInt(Temp_int_Loop_Counter_Variable_2, CallFunc_Array_Length_ReturnValue_3);0x01C7if (!(CallFunc_Less_IntInt_ReturnValue_3)) goto Label_0279;0x01D5Temp_int_Array_Index_Variable_3 = Temp_int_Loop_Counter_Variable_2;0x01F0PushFlow(Label_044A);0x01F5/Script/Engine.Default__KismetArrayLibrary.Array_Get(Windows1, Temp_int_Array_Index_Variable_3, CallFunc_Array_Get_Item_4);0x0230CallFunc_Array_Get_Item_4.StaticMeshComponent.SetMaterial(0, /Game/0Material/MI_ApartmentWindow1.MI_ApartmentWindow1);0x0278PopFlow();0x0279Label_0279:0x0279Temp_int_Loop_Counter_Variable_5 = 0;0x0290Temp_int_Array_Index_Variable_4 = 0;0x02A7Label_02A7:0x02A7CallFunc_Array_Length_ReturnValue_5 = /Script/Engine.Default__KismetArrayLibrary.Array_Length(Windows2);0x02E2CallFunc_Less_IntInt_ReturnValue_5 = Less_IntInt(Temp_int_Loop_Counter_Variable_5, CallFunc_Array_Length_ReturnValue_5);0x0308if (!(CallFunc_Less_IntInt_ReturnValue_5)) PopFlow();0x0312Temp_int_Array_Index_Variable_4 = Temp_int_Loop_Counter_Variable_5;0x032DPushFlow(Label_03B6);0x0332/Script/Engine.Default__KismetArrayLibrary.Array_Get(Windows2, Temp_int_Array_Index_Variable_4, CallFunc_Array_Get_Item_5);0x036DCallFunc_Array_Get_Item_5.StaticMeshComponent.SetMaterial(0, /Game/0Material/MI_ApartmentWindow1.MI_ApartmentWindow1);0x03B5PopFlow();0x03B6Label_03B6:0x03B6CallFunc_Add_IntInt_ReturnValue_4 = Add_IntInt(Temp_int_Loop_Counter_Variable_5, 1);0x03E0Temp_int_Loop_Counter_Variable_5 = CallFunc_Add_IntInt_ReturnValue_4;0x03FBgoto Label_02A7;0x0400Label_0400:0x0400CallFunc_Add_IntInt_ReturnValue = Add_IntInt(Temp_int_Loop_Counter_Variable, 1);0x042ATemp_int_Loop_Counter_Variable = CallFunc_Add_IntInt_ReturnValue;0x0445goto Label_0035;0x044ALabel_044A:0x044ACallFunc_Add_IntInt_ReturnValue_2 = Add_IntInt(Temp_int_Loop_Counter_Variable_2, 1);0x0474Temp_int_Loop_Counter_Variable_2 = CallFunc_Add_IntInt_ReturnValue_2;0x048Fgoto Label_0166;0x0494Label_0494:0x0494Temp_int_Loop_Counter_Variable = 0;0x04ABgoto Label_001E;0x04B0Label_04B0:0x04B0PushFlow(Label_0539);0x04B5/Script/Engine.Default__KismetArrayLibrary.Array_Get(Windows2, Temp_int_Array_Index_Variable_1, CallFunc_Array_Get_Item_3);0x04F0CallFunc_Array_Get_Item_3.StaticMeshComponent.SetMaterial(0, /Game/0Material/MI_InteriorGlow2.MI_InteriorGlow2);0x0538PopFlow();0x0539Label_0539:0x0539CallFunc_Add_IntInt_ReturnValue_1 = Add_IntInt(Temp_int_Loop_Counter_Variable_1, 1);0x0563Temp_int_Loop_Counter_Variable_1 = CallFunc_Add_IntInt_ReturnValue_1;0x057ELabel_057E:0x057ECallFunc_Array_Length_ReturnValue_4 = /Script/Engine.Default__KismetArrayLibrary.Array_Length(Windows2);0x05B9CallFunc_Less_IntInt_ReturnValue_4 = Less_IntInt(Temp_int_Loop_Counter_Variable_1, CallFunc_Array_Length_ReturnValue_4);0x05DFif (!(CallFunc_Less_IntInt_ReturnValue_4)) PopFlow();0x05E9Temp_int_Array_Index_Variable_1 = Temp_int_Loop_Counter_Variable_1;0x0604goto Label_04B0;0x0609Label_0609:0x0609Temp_int_Loop_Counter_Variable_1 = 0;0x0620Temp_int_Array_Index_Variable_1 = 0;0x0637goto Label_057E;0x063CLabel_063C:0x063CTemp_int_Array_Index_Variable_2 = 0;0x0653Label_0653:0x0653CallFunc_Array_Length_ReturnValue_1 = /Script/Engine.Default__KismetArrayLibrary.Array_Length(Lights);0x068ECallFunc_Less_IntInt_ReturnValue_1 = Less_IntInt(Temp_int_Loop_Counter_Variable_4, CallFunc_Array_Length_ReturnValue_1);0x06B4if (!(CallFunc_Less_IntInt_ReturnValue_1)) goto Label_07A0;0x06C2Temp_int_Array_Index_Variable_2 = Temp_int_Loop_Counter_Variable_4;0x06DDPushFlow(Label_0756);0x06E2/Script/Engine.Default__KismetArrayLibrary.Array_Get(Lights, Temp_int_Array_Index_Variable_2, CallFunc_Array_Get_Item);0x071DCallFunc_Array_Get_Item.LightComponent.SetVisibility(true, false);0x0755PopFlow();0x0756Label_0756:0x0756CallFunc_Add_IntInt_ReturnValue_5 = Add_IntInt(Temp_int_Loop_Counter_Variable_4, 1);0x0780Temp_int_Loop_Counter_Variable_4 = CallFunc_Add_IntInt_ReturnValue_5;0x079Bgoto Label_0653;0x07A0Label_07A0:0x07A0Temp_int_Loop_Counter_Variable_3 = 0;0x07B7Temp_int_Array_Index_Variable_5 = 0;0x07CELabel_07CE:0x07CECallFunc_Array_Length_ReturnValue = /Script/Engine.Default__KismetArrayLibrary.Array_Length(Windows1);0x0809CallFunc_Less_IntInt_ReturnValue = Less_IntInt(Temp_int_Loop_Counter_Variable_3, CallFunc_Array_Length_ReturnValue);0x082Fif (!(CallFunc_Less_IntInt_ReturnValue)) goto Label_0609;0x083DTemp_int_Array_Index_Variable_5 = Temp_int_Loop_Counter_Variable_3;0x0858PushFlow(Label_08E1);0x085D/Script/Engine.Default__KismetArrayLibrary.Array_Get(Windows1, Temp_int_Array_Index_Variable_5, CallFunc_Array_Get_Item_1);0x0898CallFunc_Array_Get_Item_1.StaticMeshComponent.SetMaterial(0, /Game/0Material/MI_InteriorGlow1.MI_InteriorGlow1);0x08E0PopFlow();0x08E1Label_08E1:0x08E1CallFunc_Add_IntInt_ReturnValue_3 = Add_IntInt(Temp_int_Loop_Counter_Variable_3, 1);0x090BTemp_int_Loop_Counter_Variable_3 = CallFunc_Add_IntInt_ReturnValue_3;0x0926goto Label_07CE;0x092BLabel_092B:0x092BTemp_int_Loop_Counter_Variable_4 = 0;0x0942goto Label_063C;0x0947goto Label_000F;0x094Cgoto Label_092B;0x0951goto Label_0494;0x0956Shadow.SkeletalMeshComponent.SetVisibility(true, false);0x098EPopFlow();0x098FShadow.SkeletalMeshComponent.SetVisibility(false, false);0x09C7PopFlow();0x09C8Label_09C8:0x09C8return;0x09CA// end of script
Final0x04

Used by 2

types with a member, parameter or interface of this type