Zdexby TheHolyOneZ
3,987 classes
Class

UW_Inventory_C

: UUserWidget : UWidget : UVisual : UObject
/Game/Comatose/Journal/W_Inventory.W_Inventory_C 0x0300 (768 B) align 8 inherited 0x02C0 9 scripted vtable /Game/Comatose/Journal/W_Inventory
0x00x0300

Members 8

OffsetSizeNameTypeFlagsDefault
0x08UberGraphFrameFPointerToUberGraphFrameTransient+2 flags{}
0x08CurrentItemInformationUW_CurrentItemNode_C*10 flagsnullptr
0x08LifeSizeBoxUSizeBox*10 flagsnullptr
0x08MainItemActionUW_ItemAction_C*10 flagsnullptr
0x08SecondaryItemActionUW_ItemAction_C*10 flagsnullptr
0x08Inventory CompUInventoryComponent_C*7 flagsnullptr
0x01Show Healthbool6 flagstrue
0x02F10x07padding / unreflected
0x08Current item actionUItemActionMaster_C*6 flagsnullptr
Inherited from UUserWidget 21
OffsetSizeNameTypeFlagsDefault
0x10ColorAndOpacityFLinearColor7 flags{R=1, G=1, B=1, A=1}
0x10ColorAndOpacityDelegateFScriptDelegate5 flags<delegate>
0x14ForegroundColorFSlateColor3 flags{SpecifiedColor={R=1, G=0, B=1, A=1}, ColorUseRule=UseColor…
0x10ForegroundColorDelegateFScriptDelegate5 flags<delegate>
0x01CC0x04padding / unreflected
0x10OnVisibilityChangedFMulticastScriptDelegate4 flags<delegate>
0x01E00x18padding / unreflected
0x10PaddingFMargin6 flags{Left=0, Top=0, Right=0, Bottom=0}
0x04Priorityint327 flags0
0x01bIsFocusable : 1bit 0bool5 flagsfalse
0x01bStopAction : 1bit 1bool5 flagsfalse
0x020D0x03padding / unreflected
0x10ActiveSequencePlayersTArray<UUMGSequencePlayer*>Transient+3 flags[]
0x08AnimationTickManagerUUMGSequenceTickManager*Transient+5 flagsnullptr
0x10StoppedSequencePlayersTArray<UUMGSequencePlayer*>Transient+3 flags[]
0x10NamedSlotBindingsTArray<FNamedSlotBinding>3 flags[]
0x10ExtensionsTArray<UUserWidgetExtension*>5 flags[]
0x08WidgetTreeUWidgetTree*Transient+7 flagsnullptr
0x01bHasScriptImplementedTick : 1bit 0bool3 flagstrue
0x01bHasScriptImplementedPaint : 1bit 1bool3 flagstrue
0x02610x17padding / unreflected
0x01TickFrequencyEWidgetTickFrequency9 flagsAuto
0x02790x03padding / unreflected
0x10DesiredFocusWidgetFWidgetChild5 flags{WidgetName=None, WidgetPtr=nullptr}
0x028C0x04padding / unreflected
0x08InputComponentUInputComponent*TransientProtected+8 flagsnullptr
0x10AnimationCallbacksTArray<FAnimationEventBinding>TransientProtected+4 flags[]
Inherited from UWidget 23
OffsetSizeNameTypeFlagsDefault
0x08SlotUPanelSlot*12 flagsnullptr
0x10bIsEnabledDelegateFScriptDelegate5 flags<delegate>
0x18ToolTipTextFText3 flags<FText>
0x10ToolTipTextDelegateFScriptDelegate5 flags<delegate>
0x08ToolTipWidgetUWidget*11 flagsnullptr
0x10ToolTipWidgetDelegateFScriptDelegate5 flags<delegate>
0x10VisibilityDelegateFScriptDelegate5 flags<delegate>
0x38RenderTransformFWidgetTransform4 flags{Translation={X=0, Y=0}, Scale={X=1, Y=1}, Shear={X=0, Y=0}…
0x10RenderTransformPivotFVector2D7 flags{X=0.5, Y=0.5}
0x01FlowDirectionPreferenceEFlowDirectionPreference7 flagsInherit
0x01bIsVariable : 1bit 0bool3 flagstrue
0x01bCreatedByConstructionScript : 1bit 1boolTransient+3 flagsfalse
0x01bIsEnabled : 1bit 2bool5 flagstrue
0x01bOverride_Cursor : 1bit 3bool4 flagsfalse
0x01bIsVolatile : 1bit 4boolProtected+6 flagsfalse
0x01CursorEMouseCursor8 flagsDefault
0x01ClippingEWidgetClipping7 flagsInherit
0x01VisibilityESlateVisibility7 flagsVisible
0x00E50x03padding / unreflected
0x04RenderOpacityfloat7 flags1
0x01PixelSnappingEWidgetPixelSnapping7 flagsInherit
0x00ED0x03padding / unreflected
0x08AccessibleWidgetDataUSlateAccessibleWidgetData*8 flagsnullptr
0x01000x50padding / unreflected
0x10NativeBindingsTArray<UPropertyBinding*>TransientProtected+3 flags[]

Functions 9

SignatureFlagsNativeParams
void Item action finished()
Script6 statements · 165 bytes of bytecode
0x0000K2Node_CreateDelegate_OutputDelegate.Bind(this, Item action finished);0x0017Current item action.Finished -= K2Node_CreateDelegate_OutputDelegate;0x0040Current item action = nullptr;0x004BPrintString(this, "ITEM ACTION FINISHED", true, true, LinearColor{0f, 0.66f, 1f, 1f}, 2f, FName(None));0x00A2return;0x00A4// end of script
Public0x00
void Filter Shotgun use action(TSubclassOf<UItemActionMaster_C> Action, TSubclassOf<UItem_Master_C> Item, const TSubclassOf<UItemActionMaster_C>& OutputPin)
Script16 statements · 340 bytes of bytecode
0x0000Temp_class_Variable = /Game/Comatose/Journal/Items/Guns/Shotgun/Item_Shotgun_Golden.Item_Shotgun_Golden_C;0x0013Temp_class_Variable_1 = /Game/Comatose/Journal/Items/Guns/Shotgun/Item_Shotgun.Item_Shotgun_C;0x0026/Game/Comatose/MainClasses/BPF_CTFunctions.Default__BPF_CTFunctions_C.Golden Gun DLC Enabled (this, CallFunc_Golden_Gun_DLC_Enabled___);0x0054Temp_bool_Variable = CallFunc_Golden_Gun_DLC_Enabled___;0x0067CallFunc_EqualEqual_ClassClass_ReturnValue = EqualEqual_ClassClass(Item, Switch(Temp_bool_Variable, false => Temp_class_Variable_1, true => Temp_class_Variable, default => K2Node_Select_Default));0x00B9if (!(CallFunc_EqualEqual_ClassClass_ReturnValue)) goto Label_013E;0x00C7CallFunc_GetPlayerCharacter_ReturnValue = GetPlayerCharacter(this, 0);0x00E1CallFunc_ActorHasTag_ReturnValue = CallFunc_GetPlayerCharacter_ReturnValue.ActorHasTag(FName(ShotgunUse));0x0118if (!(CallFunc_ActorHasTag_ReturnValue)) goto Label_013E;0x0126OutputPin = /Game/Comatose/Journal/ItemActions/ItemAction_UseKeyItem.ItemAction_UseKeyItem_C;0x0139goto Label_0151;0x013ELabel_013E:0x013EOutputPin = Action;0x0151Label_0151:0x0151return;0x0153// end of script
Public0x18
void Attempt Use Inventory Action(bool Main)
Script42 statements · 1,215 bytes of bytecode
0x0000CallFunc_IsValid_ReturnValue = IsValid(Inventory Comp);0x001Dif (!(CallFunc_IsValid_ReturnValue)) goto Label_04BC;0x002BFilter Shotgun use action(Inventory Comp.Active Carousel Item.Item Main Action, Inventory Comp.Active Carousel Item, CallFunc_Filter_Shotgun_use_action_OutputPin);0x0096Temp_bool_Variable = Main;0x00A9CallFunc_IsValidClass_ReturnValue = IsValidClass(Switch(Temp_bool_Variable, false => Inventory Comp.Active Carousel Item.Item Secondary Action, true => CallFunc_Filter_Shotgun_use_action_OutputPin, default => K2Node_Select_Default));0x011Eif (!(CallFunc_IsValidClass_ReturnValue)) goto Label_04BC;0x012CCallFunc_GetGameInstance_ReturnValue = GetGameInstance(this);0x0141K2Node_DynamicCast_AsBPI_Comatose_Retriever = Cast<BPI_ComatoseRetriever_C>(CallFunc_GetGameInstance_ReturnValue);0x0165K2Node_DynamicCast_bSuccess = Cast<2>(K2Node_DynamicCast_AsBPI_Comatose_Retriever);0x0182if (!(K2Node_DynamicCast_bSuccess)) goto Label_0491;0x0190K2Node_DynamicCast_AsBPI_Comatose_Retriever.Retrieve Comatose Game Instance(CallFunc_Retrieve_Comatose_Game_Instance_CT_Game_Instance);0x01BELabel_01BE:0x01BECallFunc_GetPlayerCharacter_ReturnValue = GetPlayerCharacter(this, 0);0x01D8K2Node_DynamicCast_AsBPI_Comatose_Retriever_1 = Cast<BPI_ComatoseRetriever_C>(CallFunc_GetPlayerCharacter_ReturnValue);0x01FCK2Node_DynamicCast_bSuccess_1 = Cast<2>(K2Node_DynamicCast_AsBPI_Comatose_Retriever_1);0x0219if (!(K2Node_DynamicCast_bSuccess_1)) goto Label_04A1;0x0227K2Node_DynamicCast_AsBPI_Comatose_Retriever_1.Retrieve Comatose Character(CallFunc_Retrieve_Comatose_Character_Player);0x0255Label_0255:0x0255Filter Shotgun use action(Inventory Comp.Active Carousel Item.Item Main Action, Inventory Comp.Active Carousel Item, CallFunc_Filter_Shotgun_use_action_OutputPin);0x02C0Temp_bool_Variable = Main;0x02D3CallFunc_SpawnObject_ReturnValue = SpawnObject(Switch(Temp_bool_Variable, false => Inventory Comp.Active Carousel Item.Item Secondary Action, true => CallFunc_Filter_Shotgun_use_action_OutputPin, default => K2Node_Select_Default), this);0x0349SetObjectPropertyByName(CallFunc_SpawnObject_ReturnValue, FName(Game Instance), CallFunc_Retrieve_Comatose_Game_Instance_CT_Game_Instance);0x0372SetObjectPropertyByName(CallFunc_SpawnObject_ReturnValue, FName(Player Ref), CallFunc_Retrieve_Comatose_Character_Player);0x039BSetClassPropertyByName(CallFunc_SpawnObject_ReturnValue, FName(My Item), Inventory Comp.Active Carousel Item);0x03DACurrent item action = CallFunc_SpawnObject_ReturnValue;0x03EDCurrent item action.Can Show Action(CallFunc_Can_Show_Action__);0x041Aif (!(CallFunc_Can_Show_Action__)) goto Label_04B1;0x0428K2Node_CreateDelegate_OutputDelegate.Bind(this, Item action finished);0x043FCurrent item action.Finished += K2Node_CreateDelegate_OutputDelegate;0x0468Current item action.Execute Action();0x048Cgoto Label_04BC;0x0491Label_0491:0x0491CallFunc_Retrieve_Comatose_Game_Instance_CT_Game_Instance = nullptr;0x049Cgoto Label_01BE;0x04A1Label_04A1:0x04A1CallFunc_Retrieve_Comatose_Character_Player = nullptr;0x04ACgoto Label_0255;0x04B1Label_04B1:0x04B1Current item action = nullptr;0x04BCLabel_04BC:0x04BCreturn;0x04BE// end of script
Public0x01
void Set Item Action(UW_ItemAction_C* Desired Widget, TSubclassOf<UItemActionMaster_C> Desired Action, TSubclassOf<UItem_Master_C> Item)
Script10 statements · 298 bytes of bytecode
0x0000Desired Widget.My Item = Item;0x0029Temp_byte_Variable = 0;0x003DTemp_byte_Variable_1 = 2;0x0051CallFunc_IsValidClass_ReturnValue = IsValidClass(Desired Action);0x006ETemp_bool_Variable = CallFunc_IsValidClass_ReturnValue;0x0081Desired Widget.SetVisibility(Switch(Temp_bool_Variable, false => Temp_byte_Variable_1, true => Temp_byte_Variable, default => K2Node_Select_Default));0x00DADesired Widget.My Action = Desired Action;0x0103Desired Widget.Update();0x0127return;0x0129// end of script
Public0x18
void Inventory Updated Active Item()
Script9 statements · 412 bytes of bytecode
0x0000CurrentItemInformation.Update Current Item(Inventory Comp.Active Carousel Item);0x0043CallFunc_IsValidClass_ReturnValue = IsValidClass(Inventory Comp.Active Carousel Item);0x0076if (!(CallFunc_IsValidClass_ReturnValue)) goto Label_0199;0x0084Filter Shotgun use action(Inventory Comp.Active Carousel Item.Item Main Action, Inventory Comp.Active Carousel Item, CallFunc_Filter_Shotgun_use_action_OutputPin);0x00EFSet Item Action(MainItemAction, CallFunc_Filter_Shotgun_use_action_OutputPin, Inventory Comp.Active Carousel Item);0x012ESet Item Action(SecondaryItemAction, Inventory Comp.Active Carousel Item.Item Secondary Action, Inventory Comp.Active Carousel Item);0x0199Label_0199:0x0199return;0x019B// end of script
Public0x00
void Initialize Inventory(UInventoryComponent_C* Inventory Component)
Script6 statements · 100 bytes of bytecode
0x0000Inventory Comp = Inventory Component;0x0013K2Node_CreateDelegate_OutputDelegate.Bind(this, Inventory Updated Active Item);0x002AInventory Comp.Updated Active Item += K2Node_CreateDelegate_OutputDelegate;0x0053Inventory Updated Active Item();0x0061return;0x0063// end of script
Public0x08
void Next Item(bool Next/Previous)
Script4 statements · 36 bytes of bytecode
0x0000PersistentFrame.K2Node_CustomEvent_Next_Previous = Next/Previous;0x0012ExecuteUbergraph_W_Inventory(103);0x0021return;0x0023// end of script
0x01
void PreConstruct(bool IsDesignTime)
Script4 statements · 36 bytes of bytecode
0x0000PersistentFrame.K2Node_Event_IsDesignTime = IsDesignTime;0x0012ExecuteUbergraph_W_Inventory(108);0x0021return;0x0023// end of script
EventPublic0x01
void ExecuteUbergraph_W_Inventory(int32 EntryPoint)
Script13 statements · 236 bytes of bytecode
0x0000goto [EntryPoint];0x000ALabel_000A:0x000ACallFunc_IsValid_ReturnValue = IsValid(Inventory Comp);0x0027if (!(CallFunc_IsValid_ReturnValue)) goto Label_00E9;0x0035Inventory Comp.Next Item(K2Node_CustomEvent_Next_Previous);0x0062goto Label_00E9;0x0067goto Label_000A;0x006CCallFunc_SelectFloat_ReturnValue = SelectFloat(1, 0, Show Health);0x00A3CallFunc_SetRenderOpacity_InOpacity_ImplicitCast = Cast<3>(CallFunc_SelectFloat_ReturnValue);0x00C0LifeSizeBox.SetRenderOpacity(CallFunc_SetRenderOpacity_InOpacity_ImplicitCast);0x00E9Label_00E9:0x00E9return;0x00EB// end of script
Final0x04

Used by 1

types with a member, parameter or interface of this type