Zdexby TheHolyOneZ
3,987 classes
Class

UItemAction_Equip_C

: UItemActionMaster_C : UObject
/Game/Comatose/Journal/ItemActions/ItemAction_Equip.ItemAction_Equip_C 0x0078 (120 B) align 8 inherited 0x0070 4 scripted vtable /Game/Comatose/Journal/ItemActions/ItemAction_Equip
0x00x0078

Members 1

OffsetSizeNameTypeFlagsDefault
0x08UberGraphFrameFPointerToUberGraphFrameTransient+2 flags{}
Inherited from UItemActionMaster_C 6
OffsetSizeNameTypeFlagsDefault
0x08UberGraphFrameFPointerToUberGraphFrameTransient+2 flags{}
0x18Action NameFText3 flags<FText>
0x08Game InstanceUCT_GameInstance_C*6 flagsnullptr
0x08Player RefACT_Player_C*7 flagsnullptr
0x08My ItemTSubclassOf<UItem_Master_C>6 flagsnullptr
0x10FinishedFMulticastScriptDelegateBlueprintCallable+5 flags<delegate>

Functions 4

SignatureFlagsNativeParams
void Can Show Action(const bool& ?)
Script7 statements · 172 bytes of bytecode
0x0000CallFunc_GetObjectClass_ReturnValue = GetObjectClass(Player Ref.Equipped Weapon);0x0033Get Item From Weapon Component(CallFunc_GetObjectClass_ReturnValue, CallFunc_Get_Item_From_Weapon_Component_Item);0x0053CallFunc_EqualEqual_ClassClass_ReturnValue = EqualEqual_ClassClass(CallFunc_Get_Item_From_Weapon_Component_Item, My Item);0x0079CallFunc_Not_PreBool_ReturnValue = Not_PreBool(CallFunc_EqualEqual_ClassClass_ReturnValue);0x0096? = CallFunc_Not_PreBool_ReturnValue;0x00A9return;0x00AB// end of script
Public0x01
void Execute Action()
Script3 statements · 18 bytes of bytecode
0x0000ExecuteUbergraph_ItemAction_Equip(34);0x000Freturn;0x0011// end of script
0x00
void Delay()
Script3 statements · 18 bytes of bytecode
0x0000ExecuteUbergraph_ItemAction_Equip(384);0x000Freturn;0x0011// end of script
0x00
void ExecuteUbergraph_ItemAction_Equip(int32 EntryPoint)
Script23 statements · 513 bytes of bytecode
0x0000goto [EntryPoint];0x000ALabel_000A:0x000AFinished.Broadcast();0x001Dgoto Label_01FE;0x0022K2Node_DynamicCast_AsBPI_Input_Mapping = Cast<BPI_InputMapping_C>(Player Ref);0x0046K2Node_DynamicCast_bSuccess = Cast<2>(K2Node_DynamicCast_AsBPI_Input_Mapping);0x0063if (!(K2Node_DynamicCast_bSuccess)) goto Label_00B7;0x0071K2Node_DynamicCast_AsBPI_Input_Mapping.Add Input mapping Configuration at priority(ST_PlayerInputConfiguration{{}}, 3412666);0x00B7Label_00B7:0x00B7Player Ref.Toggle Journal(0);0x00E0Get weapon component from item(My Item, CallFunc_Get_weapon_component_from_item_Weapon_Component);0x0100Player Ref.Equip Weapon(CallFunc_Get_weapon_component_from_item_Weapon_Component, false, true);0x012FK2Node_CreateDelegate_OutputDelegate.Bind(this, Delay);0x0146CallFunc_K2_SetTimerDelegate_ReturnValue = K2_SetTimerDelegate(K2Node_CreateDelegate_OutputDelegate, 0.2f, false, 0f, 0f);0x017Bgoto Label_01FE;0x0180K2Node_DynamicCast_AsBPI_Input_Mapping_1 = Cast<BPI_InputMapping_C>(Player Ref);0x01A4K2Node_DynamicCast_bSuccess_1 = Cast<2>(K2Node_DynamicCast_AsBPI_Input_Mapping_1);0x01C1if (!(K2Node_DynamicCast_bSuccess_1)) goto Label_000A;0x01CFK2Node_DynamicCast_AsBPI_Input_Mapping_1.Remove Input Mapping at Priority(3412666);0x01F9goto Label_000A;0x01FELabel_01FE:0x01FEreturn;0x0200// end of script
Final0x04