Zdexby TheHolyOneZ
4,593 classes
Class

ABP_CM_InteractableChair_C

: AActor : UObject
/Game/GameBlueprints/Cinema/BP_CM_InteractableChair.BP_CM_InteractableChair_C 0x03B0 (944 B) align 16 inherited 0x02A8 21 scripted vtable /Game/GameBlueprints/Cinema/BP_CM_InteractableChair
implements IBPI_Interact_C
0x00x03B0

Members 10

OffsetSizeNameTypeFlagsDefault
0x08UberGraphFrameFPointerToUberGraphFrameTransient+2 flags{}
0x08InteractCollisionUSphereComponent*6 flagsnullptr
0x08SM_ChairUStaticMeshComponent*6 flagsnullptr
0x01IsInteractablebool6 flagstrue
0x02C10x0Fpadding / unreflected
0x60EnterTransformFTransform6 flags{Rotation={X=0, Y=-0, Z=0, W=1}, Translation={X=0, Y=0, Z=8…
0x60ExitTransformFTransform6 flags{Rotation={X=0, Y=-0, Z=0, W=1}, Translation={X=0, Y=90, Z=…
0x08ProjectorRefABP_PR_Projector_C*7 flagsnullptr
0x08PlayerRefABP_FirstPersonCharacter_C*7 flagsnullptr
0x08LockLeftASkeletalMeshActor*8 flagsnullptr
0x08LockRightASkeletalMeshActor*8 flagsnullptr
Inherited from AActor 79
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
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={…
0x88ReplicatedMovementFRepMovementNetRepNotify+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
0x01700x08padding / unreflected
0x08InputComponentUInputComponent*9 flagsnullptr
0x04NetTagint32Transient+5 flags0
0x04NetCullDistanceSquaredfloat8 flags2.25e+08
0x04NetUpdateFrequencyfloat8 flags100
0x04MinNetUpdateFrequencyfloat8 flags2
0x04NetPriorityfloat8 flags1
0x01PhysicsReplicationModeEPhysicsReplicationMode7 flagsDefault
0x01950x0Bpadding / unreflected
0x08InstigatorAPawn*NetRepNotify+8 flagsnullptr
0x10ChildrenTArray<AActor*>Transient+4 flags[]
0x08RootComponentUSceneComponent*Protected+10 flagsnullptr
0x01C00x08padding / 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>
0x02000x80padding / unreflected
0x10InstanceComponentsTArray<UActorComponent*>6 flags[]
0x10BlueprintCreatedComponentsTArray<UActorComponent*>8 flags[]

Functions 21

SignatureFlagsNativeParams
void GetCarryTransform(FTransform& Transform)
Script3 statements · 102 bytes of bytecode
0x0000Transform = FTransform(...);0x0063return;0x0065// end of script
Public0x60
void ShouldHideInteractPrompt(const bool& Result)
Script3 statements · 14 bytes of bytecode
0x0000Result = false;0x000Breturn;0x000D// end of script
Public0x01
void GetInteractionComponent(const UPrimitiveComponent*& InteractionComponent)
Script3 statements · 22 bytes of bytecode
0x0000InteractionComponent = InteractCollision;0x0013return;0x0015// end of script
Public0x08
void GetInteractionPrompt(const E_InteractionTypes& InputPrompt)
Script3 statements · 23 bytes of bytecode
0x0000InputPrompt = 5;0x0014return;0x0016// end of script
Public0x01
void IsInteractionAllowed(const bool& Allowed)
Script4 statements · 45 bytes of bytecode
0x0000CanShowWidget(CallFunc_CanShowWidget_CanShowWidget);0x0017Allowed = CallFunc_CanShowWidget_CanShowWidget;0x002Areturn;0x002C// end of script
Public0x01
void IsInteractableOnShoot(const bool& IsInteractableOnShoot)
Script3 statements · 14 bytes of bytecode
0x0000IsInteractableOnShoot = false;0x000Breturn;0x000D// end of script
Public0x01
void GetHighlightComponent(const USC_Highlight_C*& Highlight Component)
Script3 statements · 14 bytes of bytecode
0x0000Highlight Component = nullptr;0x000Breturn;0x000D// end of script
Public0x08
void OpenLock(bool IsLeft)
Script4 statements · 130 bytes of bytecode
0x0000Temp_bool_Variable = IsLeft;0x0013Switch(Temp_bool_Variable, false => LockRight, true => LockLeft, default => K2Node_Select_Default).SkeletalMeshComponent.PlayAnimation(/Game/Art/Assets/Meshes/CM/Chair/ChainLock/ANIM_ChairUnlocks.ANIM_ChairUnlocks, false);0x007Freturn;0x0081// end of script
Public0x01
void CloseLock(bool IsLeft)
Script4 statements · 130 bytes of bytecode
0x0000Temp_bool_Variable = IsLeft;0x0013Switch(Temp_bool_Variable, false => LockRight, true => LockLeft, default => K2Node_Select_Default).SkeletalMeshComponent.PlayAnimation(/Game/Art/Assets/Meshes/CM/Chair/ChainLock/ANIM_ChairLocks.ANIM_ChairLocks, false);0x007Freturn;0x0081// end of script
Public0x01
void DestroyLocks()
Script4 statements · 75 bytes of bytecode
0x0000LockLeft.K2_DestroyActor();0x0024LockRight.K2_DestroyActor();0x0048return;0x004A// end of script
Public0x00
void SpawnLocks()
Script22 statements · 885 bytes of bytecode
0x0000PushFlow(Label_0372);0x0005PushFlow(Label_01BE);0x000ACallFunc_MakeTransform_ReturnValue = MakeTransform(FVector(-37, 30, 56), FRotator(0, 90, 0), FVector(1, 1, 1));0x0071CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue = BeginDeferredActorSpawnFromClass(this, /Script/Engine.SkeletalMeshActor, CallFunc_MakeTransform_ReturnValue, 0, nullptr, 1);0x009DCallFunc_MakeTransform_ReturnValue = MakeTransform(FVector(-37, 30, 56), FRotator(0, 90, 0), FVector(1, 1, 1));0x0104CallFunc_FinishSpawningActor_ReturnValue = FinishSpawningActor(CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue, CallFunc_MakeTransform_ReturnValue, 1);0x012CCallFunc_FinishSpawningActor_ReturnValue.SkeletalMeshComponent.SetSkeletalMeshAsset(/Game/Art/Assets/Meshes/CM/Chair/ChainLock/SKM_ChairLocks.SKM_ChairLocks);0x016BLockLeft = CallFunc_FinishSpawningActor_ReturnValue;0x017ECallFunc_K2_AttachToActor_ReturnValue = LockLeft.K2_AttachToActor(this, FName(None), 0, 0, 0, true);0x01BDPopFlow();0x01BELabel_01BE:0x01BECallFunc_MakeTransform_ReturnValue_1 = MakeTransform(FVector(37, 30, 56), FRotator(0, 90, 0), FVector(1, 1, 1));0x0225CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue_1 = BeginDeferredActorSpawnFromClass(this, /Script/Engine.SkeletalMeshActor, CallFunc_MakeTransform_ReturnValue_1, 0, nullptr, 1);0x0251CallFunc_MakeTransform_ReturnValue_1 = MakeTransform(FVector(37, 30, 56), FRotator(0, 90, 0), FVector(1, 1, 1));0x02B8CallFunc_FinishSpawningActor_ReturnValue_1 = FinishSpawningActor(CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue_1, CallFunc_MakeTransform_ReturnValue_1, 1);0x02E0CallFunc_FinishSpawningActor_ReturnValue_1.SkeletalMeshComponent.SetSkeletalMeshAsset(/Game/Art/Assets/Meshes/CM/Chair/ChainLock/SKM_ChairLocks.SKM_ChairLocks);0x031FLockRight = CallFunc_FinishSpawningActor_ReturnValue_1;0x0332CallFunc_K2_AttachToActor_ReturnValue_1 = LockRight.K2_AttachToActor(this, FName(None), 0, 0, 0, true);0x0371PopFlow();0x0372Label_0372:0x0372return;0x0374// end of script
Public0x00
FVector GetExitLocation()
Script6 statements · 158 bytes of bytecode
0x0000CallFunc_GetTransform_ReturnValue = GetTransform();0x001CBreakTransform(ExitTransform, CallFunc_BreakTransform_Location, CallFunc_BreakTransform_Rotation, CallFunc_BreakTransform_Scale);0x004ACallFunc_TransformLocation_ReturnValue = TransformLocation(CallFunc_GetTransform_ReturnValue, CallFunc_BreakTransform_Location);0x0078ReturnValue = CallFunc_TransformLocation_ReturnValue;0x0093return ReturnValue;0x009D// end of script
Private0x18
FVector GetEnterLocation()
Script6 statements · 158 bytes of bytecode
0x0000CallFunc_GetTransform_ReturnValue = GetTransform();0x001CBreakTransform(EnterTransform, CallFunc_BreakTransform_Location, CallFunc_BreakTransform_Rotation, CallFunc_BreakTransform_Scale);0x004ACallFunc_TransformLocation_ReturnValue = TransformLocation(CallFunc_GetTransform_ReturnValue, CallFunc_BreakTransform_Location);0x0078ReturnValue = CallFunc_TransformLocation_ReturnValue;0x0093return ReturnValue;0x009D// end of script
Private0x18
void CanShowWidget(const bool& CanShowWidget)
Script6 statements · 188 bytes of bytecode
0x0000/Game/GameBlueprints/FunctionLibraries/BPFL_Utilities.Default__BPFL_Utilities_C.T5F_GetPlayerCharacter(this, CallFunc_T5F_GetPlayerCharacter_First_Person_Character);0x002ECallFunc_BooleanAND_ReturnValue = BooleanAND(IsInteractable, ProjectorRef.IsEnabled);0x006ACallFunc_BooleanAND_ReturnValue_1 = BooleanAND(CallFunc_BooleanAND_ReturnValue, CallFunc_T5F_GetPlayerCharacter_First_Person_Character.CanMove);0x00A6CanShowWidget = CallFunc_BooleanAND_ReturnValue_1;0x00B9return;0x00BB// end of script
Private0x01
void CanEnter(const bool& CanEnter)
Script9 statements · 331 bytes of bytecode
0x0000/Game/GameBlueprints/FunctionLibraries/BPFL_Utilities.Default__BPFL_Utilities_C.T5F_GetPlayerCharacter(this, CallFunc_T5F_GetPlayerCharacter_First_Person_Character);0x002EProjectorRef.IsReadyForMovie(CallFunc_IsReadyForMovie_Is_Ready, CallFunc_IsReadyForMovie_Movie_Type_Ready);0x0064CallFunc_BooleanAND_ReturnValue = BooleanAND(CallFunc_IsReadyForMovie_Is_Ready, CallFunc_T5F_GetPlayerCharacter_First_Person_Character.CanMove);0x00A0CallFunc_Not_PreBool_ReturnValue = Not_PreBool(ProjectorRef.IsCrashed);0x00D3CallFunc_BooleanAND_ReturnValue_1 = BooleanAND(CallFunc_BooleanAND_ReturnValue, ProjectorRef.IsEnabled);0x010FCallFunc_BooleanAND_ReturnValue_2 = BooleanAND(CallFunc_BooleanAND_ReturnValue_1, CallFunc_Not_PreBool_ReturnValue);0x0135CanEnter = CallFunc_BooleanAND_ReturnValue_2;0x0148return;0x014A// end of script
Private0x01
void Exit()
Script13 statements · 431 bytes of bytecode
0x0000/Game/GameBlueprints/FunctionLibraries/BPFL_Utilities.Default__BPFL_Utilities_C.T5F_GetPlayerCharacter(this, CallFunc_T5F_GetPlayerCharacter_First_Person_Character);0x002ECallFunc_T5F_GetPlayerCharacter_First_Person_Character.CapsuleComponent.SetCollisionEnabled(3);0x006ACallFunc_T5F_GetPlayerCharacter_First_Person_Character.CanMove = true;0x008BCallFunc_GetExitLocation_ReturnValue = GetExitLocation();0x00ABCallFunc_K2_SetActorLocationAndRotation_ReturnValue = CallFunc_T5F_GetPlayerCharacter_First_Person_Character.K2_SetActorLocationAndRotation(CallFunc_GetExitLocation_ReturnValue, FRotator(0, 0, 0), false, CallFunc_K2_SetActorLocationAndRotation_SweepHitResult, false);0x0102SM_Chair.SetCollisionEnabled(3);0x0128CallFunc_GetActorOfClass_ReturnValue = GetActorOfClass(this, /Game/GameBlueprints/Inky/Blueprints/BP_Inky_Tool.BP_Inky_Tool_C);0x0146CallFunc_IsValid_ReturnValue = IsValid(CallFunc_GetActorOfClass_ReturnValue);0x0163if (!(CallFunc_IsValid_ReturnValue)) goto Label_01AC;0x0171CallFunc_GetActorOfClass_ReturnValue.MovementComponent.SetRespawnAllowed(true);0x01ACLabel_01AC:0x01ACreturn;0x01AE// end of script
Public0x00
void Enter()
Script13 statements · 431 bytes of bytecode
0x0000/Game/GameBlueprints/FunctionLibraries/BPFL_Utilities.Default__BPFL_Utilities_C.T5F_GetPlayerCharacter(this, CallFunc_T5F_GetPlayerCharacter_First_Person_Character);0x002ECallFunc_T5F_GetPlayerCharacter_First_Person_Character.CapsuleComponent.SetCollisionEnabled(0);0x006ACallFunc_T5F_GetPlayerCharacter_First_Person_Character.CanMove = false;0x008BSM_Chair.SetCollisionEnabled(0);0x00B1CallFunc_GetEnterLocation_ReturnValue = GetEnterLocation();0x00D1CallFunc_K2_SetActorLocationAndRotation_ReturnValue = CallFunc_T5F_GetPlayerCharacter_First_Person_Character.K2_SetActorLocationAndRotation(CallFunc_GetEnterLocation_ReturnValue, FRotator(0, 0, 0), false, CallFunc_K2_SetActorLocationAndRotation_SweepHitResult, true);0x0128CallFunc_GetActorOfClass_ReturnValue = GetActorOfClass(this, /Game/GameBlueprints/Inky/Blueprints/BP_Inky_Tool.BP_Inky_Tool_C);0x0146CallFunc_IsValid_ReturnValue = IsValid(CallFunc_GetActorOfClass_ReturnValue);0x0163if (!(CallFunc_IsValid_ReturnValue)) goto Label_01AC;0x0171CallFunc_GetActorOfClass_ReturnValue.MovementComponent.SetRespawnAllowed(false);0x01ACLabel_01AC:0x01ACreturn;0x01AE// end of script
Public0x00
void ReceiveBeginPlay()
Script3 statements · 18 bytes of bytecode
0x0000ExecuteUbergraph_BP_CM_InteractableChair(99);0x000Freturn;0x0011// end of script
EventProtected0x00
void Interact(bool Force, AActor* Actor)
Script5 statements · 54 bytes of bytecode
0x0000PersistentFrame.K2Node_Event_Force_1 = Force;0x0012PersistentFrame.K2Node_Event_Actor = Actor;0x0024ExecuteUbergraph_BP_CM_InteractableChair(153);0x0033return;0x0035// end of script
Public0x10
void Withdraw(const FVector& Force)
Script4 statements · 36 bytes of bytecode
0x0000PersistentFrame.K2Node_Event_Force = Force;0x0012ExecuteUbergraph_BP_CM_InteractableChair(711);0x0021return;0x0023// end of script
Public0x18
void ExecuteUbergraph_BP_CM_InteractableChair(int32 EntryPoint)
Script25 statements · 714 bytes of bytecode
0x0000goto [EntryPoint];0x000ALabel_000A:0x000A/Game/GameBlueprints/FunctionLibraries/BPFL_Utilities.Default__BPFL_Utilities_C.T5F_GetGameMode(this, CallFunc_T5F_GetGameMode_Game_Mode);0x0038CallFunc_T5F_GetGameMode_Game_Mode.TriggerEvent(11);0x005Egoto Label_02C7;0x0063CallFunc_GetActorOfClass_ReturnValue = GetActorOfClass(this, /Game/GameBlueprints/Cinema/BP_PR_Projector.BP_PR_Projector_C);0x0081ProjectorRef = CallFunc_GetActorOfClass_ReturnValue;0x0094goto Label_02C7;0x0099CanEnter(CallFunc_CanEnter_CanEnter);0x00B0if (!(CallFunc_CanEnter_CanEnter)) goto Label_02C7;0x00BEProjectorRef.PlayMovie(this, ProjectorRef.TopReel.Movie Type);0x0118/Game/GameBlueprints/FunctionLibraries/BPFL_Utilities.Default__BPFL_Utilities_C.T5F_GetGameMode(this, CallFunc_T5F_GetGameMode_Game_Mode_1);0x0146Temp_object_Variable = nullptr;0x0151Temp_object_Variable_1 = nullptr;0x015CTemp_object_Variable_2 = /Game/Sequences/Chapter1/CM/LS_CM_EvilChairEnter.LS_CM_EvilChairEnter;0x016FTemp_object_Variable_3 = /Game/Sequences/Chapter1/CM/LS_CM_ChairEnter.LS_CM_ChairEnter;0x0182Temp_object_Variable_4 = nullptr;0x018DTemp_byte_Variable = ProjectorRef.TopReel.Movie Type;0x01D4CallFunc_T5F_GetGameMode_Game_Mode_1.StartLevelSequence(Switch(Temp_byte_Variable, 0 => Temp_object_Variable_4, 1 => Temp_object_Variable_3, 2 => Temp_object_Variable_2, 3 => Temp_object_Variable_1, 4 => Temp_object_Variable, default => K2Node_Select_Default), 1, true, false, CallFunc_StartLevelSequence_SequencePlayer);0x0269CallFunc_EqualEqual_ByteByte_ReturnValue = EqualEqual_ByteByte(ProjectorRef.TopReel.Movie Type, 2);0x02B4if (!(CallFunc_EqualEqual_ByteByte_ReturnValue)) goto Label_02C7;0x02C2goto Label_000A;0x02C7Label_02C7:0x02C7return;0x02C9// end of script
Final0x04