Zdexby TheHolyOneZ
4,841 classes
Class

USwingEnabled_C

: UAnimNotify : UObject
/Game/Blueprints/MainCharacter/P/Anim/Pole/SwingEnabled.SwingEnabled_C 0x003B (59 B) align 8 inherited 0x0038 1 scripted vtable /Game/Blueprints/MainCharacter/P/Anim/Pole/SwingEnabled
0x00x003B

Members 3

OffsetSizeNameTypeFlagsDefault
0x01Swingbool6 flagsfalse
0x01ThroughSwingbool6 flagstrue
0x01Is Backbool6 flagsfalse

Functions 1

SignatureFlagsNativeParams
bool Received_Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, FAnimNotifyEventReference& EventReference)
Script12 statements · 307 bytes of bytecode
0x0000CallFunc_GetOwner_ReturnValue = MeshComp.GetOwner();0x002AK2Node_DynamicCast_AsMain_Char = Cast<MainChar_C>(CallFunc_GetOwner_ReturnValue);0x004EK2Node_DynamicCast_bSuccess = Cast<1>(K2Node_DynamicCast_AsMain_Char);0x006Bif (!(K2Node_DynamicCast_bSuccess)) goto Label_0128;0x0079K2Node_DynamicCast_AsHorizontal_Pole = Cast<HorizontalPole_C>(K2Node_DynamicCast_AsMain_Char.Special Movement Actor);0x00B3K2Node_DynamicCast_bSuccess_1 = Cast<1>(K2Node_DynamicCast_AsHorizontal_Pole);0x00D0if (!(K2Node_DynamicCast_bSuccess_1)) goto Label_0128;0x00DEK2Node_DynamicCast_AsHorizontal_Pole.IsSwing(Swing, ThroughSwing, Is Back);0x011DReturnValue = false;0x0128Label_0128:0x0128return ReturnValue;0x0132// end of script
EventPublic0x41