Zdexby TheHolyOneZ
3,987 classes
Class

ABP_Noia_FracturedHourglass_C

: ABP_Noia_C : AEnemy_Master_C : ACharacter : APawn : AActor : UObject
/Game/Comatose/Enemies/Noia/BP_Noia_FracturedHourglass.BP_Noia_FracturedHourglass_C 0x0868 (2,152 B) align 16 inherited 0x0868 1 scripted vtable /Game/Comatose/Enemies/Noia/BP_Noia_FracturedHourglass
0x00x0868

Members 0

OffsetSizeNameTypeFlagsDefault
No reflected members.
Inherited from AEnemy_Master_C 42
OffsetSizeNameTypeFlagsDefault
0x08UberGraphFrameFPointerToUberGraphFrameTransient+2 flags{}
0x08IngamePauseComponentUIngamePauseComponent_C*6 flagsnullptr
0x08TimeDilationRandomizerUTimeDilationRandomizer_C*6 flagsnullptr
0x08EnemyAudioCompUAudioComponent*6 flagsnullptr
0x08AIPerceptionUAIPerceptionComponent*6 flagsnullptr
0x08OptimizationProxyUOptimizationProxyComponent*6 flagsnullptr
0x08SaveAndLoadComponentUSaveAndLoadComponent_C*6 flagsnullptr
0x08HealthComponentUHealthComponent_C*6 flagsnullptr
0x10Enemy Action ListTArray<TSubclassOf<UEnemyAction_Master_C>>3 flags[]
0x10Pre-Queued Enemy ActionsTArray<TSubclassOf<UEnemyAction_Master_C>>3 flags[]
0x08Enemy Debug ActionTSubclassOf<UEnemyAction_Master_C>5 flagsnullptr
0x08Enemy BehaviorUBehaviorTree*6 flagsnullptr
0x10Health Blood RangeFVector2D7 flags{X=0.5, Y=1}
0x08Base Healthdouble6 flags50
0x10Health RangeFVector2D7 flags{X=50, Y=100}
0x08Death MontageUAnimMontage*6 flagsnullptr
0x08Death Animation BaseUAnimSequenceBase*6 flagsnullptr
0x08CT Game InstanceUCT_GameInstance_C*6 flagsnullptr
0x18Spawn PointFVector7 flags{X=0, Y=0, Z=0}
0x08Dead ClassTSubclassOf<AEnemy_dead_C>6 flags/Game/Comatose/Enemies/Logic/Enemy_dead.Enemy_dead_C
0x10Anim Montage FinishedFMulticastScriptDelegateBlueprintCallable+5 flags<delegate>
0x01Game Instance Pausedbool7 flagsfalse
0x07610x07padding / unreflected
0x08Player RefACT_Player_C*7 flagsnullptr
0x01Player Being grabbed by another enemybool7 flagsfalse
0x07710x07padding / unreflected
0x08Enemy Walk Speed Rangedouble7 flags0
0x10Enemy KilledFMulticastScriptDelegateBlueprintCallable+5 flags<delegate>
0x04Score Rewardint327 flags0
0x07940x04padding / unreflected
0x08Time RewardFTimespan6 flags{}
0x01Should Disable Optimizations At First Wavebool7 flagstrue
0x07A10x07padding / unreflected
0x08Door Detection Event HandleFTimerHandle5 flags{Handle=0}
0x08Resume Sound HandleFTimerHandle5 flags{Handle=0}
0x08Capsule Half Heightdouble7 flags50
0x01Save/Load Enabledbool7 flagstrue
0x07C10x07padding / unreflected
0x50Save and load infoFST_SaveAndLoadItem7 flags{Bool1_1_424DF91B450EA63FED0DF5BBCB1A2EF8=false, Bool2_3_46…
0x08Environment HandlerACT_EnvironmentHandler_C*7 flagsnullptr
0x08Player Seen VerificationFTimerHandle5 flags{Handle=0}
0x01Seen by Playerbool7 flagsfalse
0x08290x07padding / unreflected
0x08Idle SoundUSoundBase*7 flagsnullptr
0x01Should Only do noises when first seen by playerbool6 flagsfalse
0x08390x07padding / unreflected
0x08Gameplay GamemodeACT_GamemodeGameplay_C*7 flagsnullptr
0x01Executing Environment Montagebool7 flagsfalse
0x08490x07padding / unreflected
0x18Last Hit Trace LocationFVector7 flags{X=0, Y=0, Z=0}
Inherited from ACharacter 40
OffsetSizeNameTypeFlagsDefault
0x08MeshUSkeletalMeshComponent*11 flags/Script/Engine.Default__Character.CharacterMesh0
0x08CharacterMovementUCharacterMovementComponent*11 flags/Script/Engine.Default__Character.CharMoveComp
0x08CapsuleComponentUCapsuleComponent*11 flags/Script/Engine.Default__Character.CollisionCylinder
0x50BasedMovementFBasedMovementInfoProtected+3 flags{BaseID=0, MovementBase=nullptr, BoneName=None, Location={}…
0x50ReplicatedBasedMovementFBasedMovementInfoNetRepNotify+4 flags{BaseID=0, MovementBase=nullptr, BoneName=None, Location={}…
0x04AnimRootMotionTranslationScalefloatNetProtected+5 flags1
0x03DC0x04padding / unreflected
0x18BaseTranslationOffsetFVectorProtected+5 flags{X=0, Y=0, Z=0}
0x03F80x08padding / unreflected
0x20BaseRotationOffsetFQuatProtected+4 flags{X=0, Y=0, Z=0, W=1}
0x04ReplicatedServerLastTransformUpdateTimeStampfloatNetProtected+5 flags0
0x04ReplayLastTransformUpdateTimeStampfloatNetRepNotify+6 flags0
0x01ReplicatedMovementModeuint8NetProtected+5 flags0
0x04290x07padding / unreflected
0x18ReplicatedGravityDirectionFVector_NetQuantizeNormalNetProtected+3 flags{}
0x01bInBaseReplicationboolProtected+5 flagsfalse
0x04490x1Fpadding / unreflected
0x04CrouchedEyeHeightfloat7 flags32
0x01bIsCrouched : 1bit 0boolNetRepNotify+5 flagsfalse
0x01bProxyIsJumpForceApplied : 1bit 1boolNetTransient+3 flagsfalse
0x01bPressedJump : 1bit 2bool5 flagsfalse
0x01bClientUpdating : 1bit 3boolTransient+3 flagsfalse
0x01bClientWasFalling : 1bit 4boolTransient+3 flagsfalse
0x01bClientResimulateRootMotion : 1bit 5boolTransient+3 flagsfalse
0x01bClientResimulateRootMotionSources : 1bit 6boolTransient+3 flagsfalse
0x01bSimGravityDisabled : 1bit 7bool3 flagsfalse
0x01bClientCheckEncroachmentOnNetUpdate : 1bit 0boolTransient+3 flagstrue
0x01bServerMoveIgnoreRootMotion : 1bit 1boolTransient+3 flagsfalse
0x01bWasJumping : 1bit 2boolTransient+8 flagsfalse
0x046E0x02padding / unreflected
0x04JumpKeyHoldTimefloatTransient+10 flags0
0x04JumpForceTimeRemainingfloatTransient+10 flags0
0x04ProxyJumpForceStartedTimefloatTransient+10 flags0
0x04JumpMaxHoldTimefloatNet+7 flags0
0x04JumpMaxCountint32Net+7 flags1
0x04JumpCurrentCountint3210 flags0
0x04JumpCurrentCountPreJumpint3210 flags0
0x048C0x04padding / unreflected
0x10OnReachedJumpApexFMulticastScriptDelegate4 flags<delegate>
0x10LandedDelegateFMulticastScriptDelegate4 flags<delegate>
0x10MovementModeChangedDelegateFMulticastScriptDelegate4 flags<delegate>
0x10OnCharacterMovementUpdatedFMulticastScriptDelegate4 flags<delegate>
0x48SavedRootMotionFRootMotionSourceGroupTransient+1 flags{bHasAdditiveSources=false, bHasOverrideSources=false, bHas…
0x05180x08padding / unreflected
0x70ClientRootMotionParamsFRootMotionMovementParamsTransient+2 flags{bHasRootMotion=false, BlendWeight=0, RootMotionTransform={…
0x10RootMotionRepMovesTArray<FSimulatedRootMotionReplicatedMove>Transient+3 flags[]
0xD8RepRootMotionFRepRootMotionMontageNetRepNotify+2 flags{bIsActive=false, AnimMontage=nullptr, position=0, Location…
Inherited from APawn 19
OffsetSizeNameTypeFlagsDefault
0x01bUseControllerRotationPitch : 1bit 0bool5 flagsfalse
0x01bUseControllerRotationYaw : 1bit 1bool5 flagsfalse
0x01bUseControllerRotationRoll : 1bit 2bool5 flagsfalse
0x01bCanAffectNavigationGeneration : 1bit 3bool6 flagsfalse
0x01bIsLocalViewTarget : 1bit 6boolTransientProtected+3 flagsfalse
0x02A10x03padding / unreflected
0x04BaseEyeHeightfloat7 flags64
0x01AutoPossessPlayerEAutoReceiveInput6 flagsDisabled
0x01AutoPossessAIEAutoPossessAI6 flagsPlacedInWorld
0x01RemoteViewPitchuint8Net+5 flags0
0x02AB0x05padding / unreflected
0x08AIControllerClassTSubclassOf<AController>7 flags/Script/AIModule.AIController
0x08PlayerStateAPlayerState*NetRepNotify+7 flagsnullptr
0x02C00x08padding / unreflected
0x08LastHitByAController*Transient+7 flagsnullptr
0x08ControllerAController*NetRepNotify+5 flagsnullptr
0x08PreviousControllerAController*Transient+5 flagsnullptr
0x02E00x04padding / unreflected
0x01ReceiveControllerChangedDelegateFMulticastScriptDelegate4 flags<delegate>
0x01ReceiveRestartedDelegateFMulticastScriptDelegate4 flags<delegate>
0x02E60x02padding / unreflected
0x18ControlInputVectorFVectorTransientProtected+5 flags{X=0, Y=0, Z=0}
0x18LastControlInputVectorFVectorTransientProtected+5 flags{X=0, Y=0, Z=0}
0x08OverrideInputComponentClassTSubclassOf<UInputComponent>Protected+7 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
0x04InitialLifeSpanfloat8 flags0
0x04CustomTimeDilationfloat7 flags1
0x01RemoteRoleENetRoleNetTransient+8 flagsROLE_None
0x00690x03padding / unreflected
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+5 flagsnullptr
0x08NetDriverNameFNameProtected+5 flagsGameNetDriver
0x01RoleENetRoleNet+8 flagsROLE_Authority
0x01NetDormancyENetDormancy9 flagsDORM_Awake
0x01SpawnCollisionHandlingMethodESpawnActorCollisionHandlingMethod7 flagsAlwaysSpawn
0x01AutoReceiveInputEAutoReceiveInput6 flagsDisabled
0x04InputPriorityint326 flags0
0x01580x08padding / unreflected
0x08InputComponentUInputComponent*8 flagsnullptr
0x04NetCullDistanceSquaredfloat9 flags2.25e+08
0x04NetTagint32Transient+5 flags0
0x04NetUpdateFrequencyfloat8 flags100
0x04MinNetUpdateFrequencyfloat8 flags2
0x04NetPriorityfloat8 flags1
0x01PhysicsReplicationModeEPhysicsReplicationMode7 flagsDefault
0x017D0x0Bpadding / unreflected
0x08InstigatorAPawn*NetRepNotify+7 flagsnullptr
0x10ChildrenTArray<AActor*>Transient+3 flags[]
0x08RootComponentUSceneComponent*Protected+9 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*>5 flags[]
0x10BlueprintCreatedComponentsTArray<UActorComponent*>7 flags[]

Functions 1

SignatureFlagsNativeParams
FIntPoint Get Resource Drop quantity range(TSubclassOf<UObject> Ammo to drop)
Script9 statements · 267 bytes of bytecode
0x0000CallFunc_EqualEqual_ClassClass_ReturnValue = EqualEqual_ClassClass(Ammo to drop, /Game/Comatose/Journal/Items/Ammo/Item_HandgunAmmo.Item_HandgunAmmo_C);0x0026K2Node_MakeStruct_IntPoint.X = 2;0x0046K2Node_MakeStruct_IntPoint.Y = 6;0x0066Temp_bool_Variable = CallFunc_EqualEqual_ClassClass_ReturnValue;0x0079K2Node_MakeStruct_IntPoint_1.X = 5;0x0099K2Node_MakeStruct_IntPoint_1.Y = 25;0x00B9ReturnValue = Switch(Temp_bool_Variable, false => K2Node_MakeStruct_IntPoint, true => K2Node_MakeStruct_IntPoint_1, default => K2Node_Select_Default);0x0100return ReturnValue;0x010A// end of script
Public0x10