Zdexby TheHolyOneZ
3,987 classes
Class

APlayerPositionCutscene_C

: AActor : UObject
/Game/Comatose/EventHandling/PlayerPositionCutscene.PlayerPositionCutscene_C 0x02E8 (744 B) align 8 inherited 0x0298 30 scripted vtable /Game/Comatose/EventHandling/PlayerPositionCutscene
0x00x02E8

Members 9

OffsetSizeNameTypeFlagsDefault
0x08UberGraphFrameFPointerToUberGraphFrameTransient+2 flags{}
0x08ArrowUArrowComponent*6 flagsnullptr
0x08CapsuleUCapsuleComponent*6 flagsnullptr
0x08DefaultSceneRootUSceneComponent*6 flagsnullptr
0x08Desired MontageUAnimMontage*5 flagsnullptr
0x08Starting SectionFName6 flagsNone
0x01Should Pause Gamebool6 flagsfalse
0x02C90x07padding / unreflected
0x08PlayerACT_Player_C*7 flagsnullptr
0x10FinishedFMulticastScriptDelegateBlueprintCallable+5 flags<delegate>
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 30

SignatureFlagsNativeParams
void Retrieve Player Position Cutscene(const APlayerPositionCutscene_C*& Player position cutscene)
Script3 statements · 14 bytes of bytecode
0x0000Player position cutscene = this;0x000Breturn;0x000D// end of script
Public0x08
void Retrieve Comatose Character(const ACT_Player_C*& Player)
Script3 statements · 14 bytes of bytecode
0x0000Player = nullptr;0x000Breturn;0x000D// end of script
Public0x08
void Retrieve Comatose Game Instance(const UCT_GameInstance_C*& CT Game Instance)
Script3 statements · 14 bytes of bytecode
0x0000CT Game Instance = nullptr;0x000Breturn;0x000D// end of script
Public0x08
void Retrieve Comatose Player Controller(const ACT_PlayerControllerGameplay_C*& Player Controller)
Script3 statements · 14 bytes of bytecode
0x0000Player Controller = nullptr;0x000Breturn;0x000D// end of script
Public0x08
void Retrieve Comatose Player Controller Master(const ACT_PlayerControllerMaster_C*& Player Controller)
Script3 statements · 14 bytes of bytecode
0x0000Player Controller = nullptr;0x000Breturn;0x000D// end of script
Public0x08
void Retrieve Comatose Master Enemy(const AEnemy_Master_C*& Enemy Ref)
Script3 statements · 14 bytes of bytecode
0x0000Enemy Ref = nullptr;0x000Breturn;0x000D// end of script
Public0x08
void Retrieve Comatose Fractured Hourglass Gamemode(const ACT_FracturedHourglassGamemode_C*& GameMode)
Script3 statements · 14 bytes of bytecode
0x0000GameMode = nullptr;0x000Breturn;0x000D// end of script
Public0x08
void Retrieve Microwave(const ABP_Microwave_C*& Microwave)
Script3 statements · 14 bytes of bytecode
0x0000Microwave = nullptr;0x000Breturn;0x000D// end of script
Public0x08
void Retrieve Pigface(const ABP_Pigface_C*& Pigface)
Script3 statements · 14 bytes of bytecode
0x0000Pigface = nullptr;0x000Breturn;0x000D// end of script
Public0x08
void Retrieve Comatose Widget Element(const UW_ComatoseWidgetElement_C*& WElement)
Script3 statements · 14 bytes of bytecode
0x0000WElement = nullptr;0x000Breturn;0x000D// end of script
Public0x08
void Retrieve Eyecrab(const ABP_EyeCrab_C*& Eyecrab)
Script3 statements · 14 bytes of bytecode
0x0000Eyecrab = nullptr;0x000Breturn;0x000D// end of script
Public0x08
void Retrieve Comatose Map marker(const AMapMarker_Internal_C*& Map marker)
Script3 statements · 14 bytes of bytecode
0x0000Map marker = nullptr;0x000Breturn;0x000D// end of script
Public0x08
void Retrieve Comatose Gameplay Gamemode(const ACT_GamemodeGameplay_C*& Gameplay Gamemode)
Script3 statements · 14 bytes of bytecode
0x0000Gameplay Gamemode = nullptr;0x000Breturn;0x000D// end of script
Public0x08
void Retrieve Comatose Door(const ABP_nDoor_C*& Door Reference)
Script3 statements · 14 bytes of bytecode
0x0000Door Reference = nullptr;0x000Breturn;0x000D// end of script
Public0x08
void Retrieve Comatose Master Player controller(const ACT_PlayerControllerMaster_C*& Ref)
Script3 statements · 14 bytes of bytecode
0x0000Ref = nullptr;0x000Breturn;0x000D// end of script
Public0x08
void Retrieve Comatose BP_Door(const ABP_Door_C*& BP Door Ref)
Script3 statements · 14 bytes of bytecode
0x0000BP Door Ref = nullptr;0x000Breturn;0x000D// end of script
Public0x08
void Retrieve Comatose Pawn(const APawn*& Pawn)
Script3 statements · 14 bytes of bytecode
0x0000Pawn = nullptr;0x000Breturn;0x000D// end of script
Public0x08
void Retrieve Ladder(const ABP_Ladder_C*& Ladder)
Script3 statements · 14 bytes of bytecode
0x0000Ladder = nullptr;0x000Breturn;0x000D// end of script
Public0x08
void Retrieve Dialog NPC animBP(const UAnimBP_DialogNPC_C*& Dialog AnimBP)
Script3 statements · 14 bytes of bytecode
0x0000Dialog AnimBP = nullptr;0x000Breturn;0x000D// end of script
Public0x08
void RetrieveDiary(const ABP_Diary_C*& Diary)
Script3 statements · 14 bytes of bytecode
0x0000Diary = nullptr;0x000Breturn;0x000D// end of script
Public0x08
void Retrieve Comatose Laura AnimBP(const UAnimBP_Laura_C*& AnimBP)
Script3 statements · 14 bytes of bytecode
0x0000AnimBP = nullptr;0x000Breturn;0x000D// end of script
Public0x08
void Retrieve Comatose Mirror Laura(const ABP_MirrorLaura_C*& Mirror Laura, const UAnimBP_MIrrorLaura_C*& AnimBP)
Script4 statements · 25 bytes of bytecode
0x0000Mirror Laura = nullptr;0x000BAnimBP = nullptr;0x0016return;0x0018// end of script
Public0x10
void Retrieve MapMarkerWidget(const UT_MapMarkerWidget_C*& Widget map marker)
Script3 statements · 14 bytes of bytecode
0x0000Widget map marker = nullptr;0x000Breturn;0x000D// end of script
Public0x08
void Retrieve Lighter BP(const ABP_Lighter_C*& Lighter)
Script3 statements · 14 bytes of bytecode
0x0000Lighter = nullptr;0x000Breturn;0x000D// end of script
Public0x08
void Retrieve Laura Scared Zone(const ABP_LauraScaredZone_C*& Scared Zone)
Script3 statements · 14 bytes of bytecode
0x0000Scared Zone = nullptr;0x000Breturn;0x000D// end of script
Public0x08
void Retrieve DecalV2(const ABP_DecalActorV2_C*& Decal Actor)
Script3 statements · 14 bytes of bytecode
0x0000Decal Actor = nullptr;0x000Breturn;0x000D// end of script
Public0x08
void Trigger()
Script3 statements · 18 bytes of bytecode
0x0000ExecuteUbergraph_PlayerPositionCutscene(949);0x000Freturn;0x0011// end of script
0x00
void Player anim Finished()
Script3 statements · 18 bytes of bytecode
0x0000ExecuteUbergraph_PlayerPositionCutscene(1658);0x000Freturn;0x0011// end of script
0x00
void ExecuteUbergraph_PlayerPositionCutscene(int32 EntryPoint)
Script78 statements · 1,730 bytes of bytecode
0x0000PushFlow(Label_06BF);0x0005goto [EntryPoint];0x000FLabel_000F:0x000FFinished.Broadcast();0x0022if (!(Should Pause Game)) PopFlow();0x002CCallFunc_GetGameInstance_ReturnValue_1 = GetGameInstance(this);0x0041K2Node_DynamicCast_AsBPI_Comatose_Retriever_2 = Cast<BPI_ComatoseRetriever_C>(CallFunc_GetGameInstance_ReturnValue_1);0x0065K2Node_DynamicCast_bSuccess_3 = Cast<2>(K2Node_DynamicCast_AsBPI_Comatose_Retriever_2);0x0082if (!(K2Node_DynamicCast_bSuccess_3)) goto Label_00E4;0x0090K2Node_DynamicCast_AsBPI_Comatose_Retriever_2.Retrieve Comatose Game Instance(CallFunc_Retrieve_Comatose_Game_Instance_CT_Game_Instance_1);0x00BELabel_00BE:0x00BECallFunc_Retrieve_Comatose_Game_Instance_CT_Game_Instance_1.Toggle Game Pause(false);0x00E3PopFlow();0x00E4Label_00E4:0x00E4CallFunc_Retrieve_Comatose_Game_Instance_CT_Game_Instance_1 = nullptr;0x00EFgoto Label_00BE;0x00F4CallFunc_GetPlayerCharacter_ReturnValue_1 = GetPlayerCharacter(this, 0);0x010ECallFunc_GetTransform_ReturnValue = GetTransform();0x012ACallFunc_K2_SetActorTransform_ReturnValue = CallFunc_GetPlayerCharacter_ReturnValue_1.K2_SetActorTransform(CallFunc_GetTransform_ReturnValue, false, CallFunc_K2_SetActorTransform_SweepHitResult, false);0x0168CallFunc_GetTransform_ReturnValue = GetTransform();0x0184BreakTransform(CallFunc_GetTransform_ReturnValue, CallFunc_BreakTransform_Location, CallFunc_BreakTransform_Rotation, CallFunc_BreakTransform_Scale);0x01B2CallFunc_GetPlayerController_ReturnValue = GetPlayerController(this, 0);0x01CCCallFunc_GetPlayerController_ReturnValue.SetControlRotation(CallFunc_BreakTransform_Rotation);0x01F9CallFunc_GetPlayerCharacter_ReturnValue = GetPlayerCharacter(this, 0);0x0213K2Node_DynamicCast_AsBPI_Multi_Actor_Montage = Cast<BPI_MultiActorMontage_C>(CallFunc_GetPlayerCharacter_ReturnValue);0x0237K2Node_DynamicCast_bSuccess = Cast<2>(K2Node_DynamicCast_AsBPI_Multi_Actor_Montage);0x0254if (!(K2Node_DynamicCast_bSuccess)) goto Label_0364;0x0262K2Node_DynamicCast_AsBPI_Multi_Actor_Montage.Execute Environment Montage(Desired Montage, Starting Section, 0, CallFunc_Execute_Environment_Montage_Success);0x02ABLabel_02AB:0x02ABCallFunc_GetPlayerCameraManager_ReturnValue_1 = GetPlayerCameraManager(this, 0);0x02C5CallFunc_GetPlayerCameraManager_ReturnValue_1.StartCameraFade(2f, 0f, 1f, LinearColor{0f, 0f, 0f, 0f}, false, true);0x031C/Game/Comatose/MainClasses/MainCharacter/Input/BPF_InputMapping.Default__BPF_InputMapping_C.Add/Remove Input mappings at priotity(ST_PlayerInputConfiguration{{}}, 6528, false, this);0x0363PopFlow();0x0364Label_0364:0x0364CallFunc_Execute_Environment_Montage_Success = false;0x036Fgoto Label_02AB;0x0374Label_0374:0x0374K2Node_CreateDelegate_OutputDelegate.Bind(this, Player anim Finished);0x038BPlayer.First Person Animation Finished += K2Node_CreateDelegate_OutputDelegate;0x03B4PopFlow();0x03B5PushFlow(Label_052A);0x03BAif (!(Should Pause Game)) PopFlow();0x03C4CallFunc_GetGameInstance_ReturnValue = GetGameInstance(this);0x03D9K2Node_DynamicCast_AsBPI_Comatose_Retriever = Cast<BPI_ComatoseRetriever_C>(CallFunc_GetGameInstance_ReturnValue);0x03FDK2Node_DynamicCast_bSuccess_1 = Cast<2>(K2Node_DynamicCast_AsBPI_Comatose_Retriever);0x041Aif (!(K2Node_DynamicCast_bSuccess_1)) goto Label_065A;0x0428K2Node_DynamicCast_AsBPI_Comatose_Retriever.Retrieve Comatose Game Instance(CallFunc_Retrieve_Comatose_Game_Instance_CT_Game_Instance);0x0456Label_0456:0x0456CallFunc_Retrieve_Comatose_Game_Instance_CT_Game_Instance.Toggle Game Pause(true);0x047BCallFunc_GetPlayerCharacter_ReturnValue_2 = GetPlayerCharacter(this, 0);0x0495K2Node_DynamicCast_AsBPI_Comatose_Retriever_1 = Cast<BPI_ComatoseRetriever_C>(CallFunc_GetPlayerCharacter_ReturnValue_2);0x04B9K2Node_DynamicCast_bSuccess_2 = Cast<2>(K2Node_DynamicCast_AsBPI_Comatose_Retriever_1);0x04D6if (!(K2Node_DynamicCast_bSuccess_2)) goto Label_066A;0x04E4K2Node_DynamicCast_AsBPI_Comatose_Retriever_1.Retrieve Comatose Character(CallFunc_Retrieve_Comatose_Character_Player);0x0512Label_0512:0x0512Player = CallFunc_Retrieve_Comatose_Character_Player;0x0525goto Label_0374;0x052ALabel_052A:0x052A/Game/Comatose/MainClasses/MainCharacter/Input/BPF_InputMapping.Default__BPF_InputMapping_C.Add/Remove Input mappings at priotity(ST_PlayerInputConfiguration{{}}, 6528, true, this);0x0571CallFunc_GetPlayerCameraManager_ReturnValue = GetPlayerCameraManager(this, 0);0x058BCallFunc_IsValid_ReturnValue = IsValid(CallFunc_GetPlayerCameraManager_ReturnValue);0x05A8if (!(CallFunc_IsValid_ReturnValue)) PopFlow();0x05B2CallFunc_GetPlayerCameraManager_ReturnValue = GetPlayerCameraManager(this, 0);0x05CCCallFunc_GetPlayerCameraManager_ReturnValue.StartCameraFade(0f, 1f, 0.2f, LinearColor{0f, 0f, 0f, 0f}, false, true);0x0623Delay(this, 0.3f, LatentActionInfo{0xF4, -2088638159, FName(ExecuteUbergraph_PlayerPositionCutscene), this});0x0659PopFlow();0x065ALabel_065A:0x065ACallFunc_Retrieve_Comatose_Game_Instance_CT_Game_Instance = nullptr;0x0665goto Label_0456;0x066ALabel_066A:0x066ACallFunc_Retrieve_Comatose_Character_Player = nullptr;0x0675goto Label_0512;0x067AK2Node_CreateDelegate_OutputDelegate.Bind(this, Player anim Finished);0x0691Player.First Person Animation Finished -= K2Node_CreateDelegate_OutputDelegate;0x06BAgoto Label_000F;0x06BFLabel_06BF:0x06BFreturn;0x06C1// end of script
Final0x04
void Finished__DelegateSignature()
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x00

Used by 21

types with a member, parameter or interface of this type