Zdexby TheHolyOneZ
2,103 classes
Class

ABP_FlickeringLight_C

: AActor : UObject
/Game/Production/Blueprints/Lights/BP_FlickeringLight.BP_FlickeringLight_C 0x0338 (824 B) align 8 inherited 0x0240 10 scripted vtable /Game/Production/Blueprints/Lights/BP_FlickeringLight
0x00x0338

Members 44

OffsetSizeNameTypeFlagsDefault
0x08UberGraphFrameFPointerToUberGraphFrameTransient+2 flags{}
0x08AudioSourceUAkComponent*7 flagsnullptr
0x08DustPSUParticleSystemComponent*7 flagsnullptr
0x08GodraysUStaticMeshComponent*7 flagsnullptr
0x08PointLightStaticUPointLightComponent*7 flagsnullptr
0x08PointLightUPointLightComponent*7 flagsnullptr
0x08LightUStaticMeshComponent*7 flagsnullptr
0x08DefaultSceneRootUSceneComponent*7 flagsnullptr
0x04StopFlicker_Stop_flicker_int_D6C2E1F844F08C7497E1EC85072B8889float4 flags0
0x01StopFlicker__Direction_D6C2E1F844F08C7497E1EC85072B8889ETimelineDirection4 flagsForward
0x02850x03padding / unreflected
0x08StopFlickerUTimelineComponent*6 flagsnullptr
0x04Intensity_control_Intensity_DD1E80784B864D5FBD7ADDA01D71BBC5float4 flags0
0x01Intensity_control__Direction_DD1E80784B864D5FBD7ADDA01D71BBC5ETimelineDirection4 flagsForward
0x02950x03padding / unreflected
0x08Intensity controlUTimelineComponent*6 flagsnullptr
0x08Static MeshUStaticMesh*6 flags/Game/Production/Meshes/Props/SM_WallLight.SM_WallLight
0x08Material instanceUMaterialInstance*6 flags/Game/Production/Materials/Common/Emissive/MI_WallLightBlue…
0x08Local MIUMaterialInstanceDynamic*7 flagsnullptr
0x04Flicker Timeline play ratefloat6 flags0.15
0x04Stop flicker timeline play ratefloat6 flags1
0x01Enable Dynamic Lightbool5 flagstrue
0x01Dynamic Light casts shadowsbool5 flagsfalse
0x02C20x02padding / unreflected
0x04Dynamic Light Intensityfloat6 flags5
0x04Static Light Intensityfloat6 flags8
0x04IES Intensity compensationfloat6 flags5
0x04Dynamic light Radiusfloat6 flags1200
0x04Static Light Radiusfloat6 flags500
0x04Delay before stop flicker is triggered(sec)float6 flags0.5
0x04DLight current intsfloat7 flags0
0x10Stop flicker event name(don't edit this, just for reference)FString4 flags"Stop Flicker"
0x01Enable Debug input (L key)bool5 flagsfalse
0x02F10x03padding / unreflected
0x10Emissive colorFLinearColor6 flags{R=1, G=1, B=1, A=1}
0x01Randomize flicker ratebool5 flagsfalse
0x01Enable Fogbool5 flagstrue
0x01Use spherebool5 flagsfalse
0x03070x01padding / unreflected
0x04Noise Scalingfloat6 flags3
0x04Pan speedfloat6 flags0.06
0x04Densityfloat6 flags2.32
0x04Radiusfloat7 flags0.2
0x04Base refract valuefloat6 flags0.8
0x04Camera fade lengthfloat6 flags600
0x04Emissive valuefloat6 flags0.6
0x04Exponent valuefloat6 flags0.3
0x04Opacityfloat6 flags1.2
0x032C0x04padding / unreflected
0x08IES textureUTextureLightProfile*6 flags/Game/Production/Textures/IES/IES_Light_1__3_.IES_Light_1__…
Inherited from AActor 73
OffsetSizeNameTypeFlagsDefault
0x58PrimaryActorTickFActorTickFunction3 flags{}
0x01bHidden : 1bit 0boolNet+7 flagsfalse
0x01bNetTemporary : 1bit 1bool3 flagsfalse
0x01bNetStartup : 1bit 2bool3 flagsfalse
0x01bOnlyRelevantToOwner : 1bit 3bool7 flagsfalse
0x01bAlwaysRelevant : 1bit 4bool6 flagsfalse
0x01bReplicateMovement : 1bit 5boolNetRepNotify+5 flagsfalse
0x01bTearOff : 1bit 6boolNet+3 flagsfalse
0x01bExchangedRoles : 1bit 7boolTransient+3 flagsfalse
0x01bNetLoadOnClient : 1bit 0bool4 flagstrue
0x01bNetUseOwnerRelevancy : 1bit 1bool6 flagsfalse
0x01bRelevantForNetworkReplays : 1bit 2bool3 flagstrue
0x01bRelevantForLevelBounds : 1bit 3bool5 flagstrue
0x01bReplayRewindable : 1bit 4bool5 flagsfalse
0x01bAllowTickBeforeBeginPlay : 1bit 5bool5 flagsfalse
0x01bAutoDestroyWhenFinished : 1bit 6bool4 flagsfalse
0x01bBlockInput : 1bit 7bool5 flagsfalse
0x01bCanBeDamaged : 1bit 0boolNet+6 flagstrue
0x01bCollideWhenPlacing : 1bit 1bool3 flagsfalse
0x01bFindCameraComponentWhenViewTarget : 1bit 2bool6 flagstrue
0x01bGenerateOverlapEventsDuringLevelStreaming : 1bit 3bool5 flagsfalse
0x01bIgnoresOriginShifting : 1bit 4bool5 flagsfalse
0x01bEnableAutoLODGeneration : 1bit 5bool6 flagsfalse
0x01bIsEditorOnlyActor : 1bit 6bool5 flagsfalse
0x01bActorSeamlessTraveled : 1bit 7bool3 flagsfalse
0x01bReplicates : 1bit 0boolProtected+7 flagsfalse
0x01bCanBeInCluster : 1bit 1boolProtected+5 flagsfalse
0x01bAllowReceiveTickEventOnDedicatedServer : 1bit 2boolProtected+3 flagstrue
0x01bActorEnableCollision : 1bit 1bool3 flagstrue
0x01bActorIsBeingDestroyed : 1bit 2boolTransient+4 flagsfalse
0x01RemoteRoleENetRoleNetTransient+5 flagsROLE_None
0x00860x02padding / unreflected
0x34ReplicatedMovementFRepMovementNetRepNotify+5 flags{LinearVelocity={X=0, Y=0, Z=0}, AngularVelocity={X=0, Y=0,…
0x04InitialLifeSpanfloat8 flags0
0x04CustomTimeDilationfloat7 flags1
0x00C40x04padding / unreflected
0x40AttachmentReplicationFRepAttachmentNetTransient+4 flags{AttachParent=nullptr, LocationOffset={}, RelativeScale3D={…
0x08OwnerAActor*NetRepNotify+5 flagsnullptr
0x08NetDriverNameFNameProtected+5 flagsGameNetDriver
0x01RoleENetRoleNet+5 flagsROLE_Authority
0x01NetDormancyENetDormancy9 flagsDORM_Awake
0x01SpawnCollisionHandlingMethodESpawnActorCollisionHandlingMethod7 flagsAlwaysSpawn
0x01AutoReceiveInputEAutoReceiveInput6 flagsDisabled
0x04InputPriorityint326 flags0
0x08InputComponentUInputComponent*7 flagsnullptr
0x04NetCullDistanceSquaredfloat9 flags2.25e+08
0x04NetTagint32Transient+5 flags0
0x04NetUpdateFrequencyfloat8 flags100
0x04MinNetUpdateFrequencyfloat8 flags2
0x04NetPriorityfloat8 flags1
0x013C0x04padding / unreflected
0x08InstigatorAPawn*NetRepNotify+7 flagsnullptr
0x10ChildrenTArray<AActor*>Transient+2 flags[]
0x08RootComponentUSceneComponent*Protected+9 flagsnullptr
0x10ControllingMatineeActorsTArray<AMatineeActor*>TransientProtected+2 flags[]
0x01700x08padding / unreflected
0x10LayersTArray<FName>2 flags[]
0x08ParentComponentTWeakObjectPtr<UChildActorComponent>8 flags<0xffffffff>
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>
0x01B00x60padding / unreflected
0x10InstanceComponentsTArray<UActorComponent*>4 flags[]
0x10BlueprintCreatedComponentsTArray<UActorComponent*>6 flags[]

Functions 10

SignatureFlagsNativeParams
void Set fog()
Script19 statements · 802 bytes of bytecode
0x0000if (!(Use sphere)) goto Label_00BD;0x000ECallFunc_GetMaterial_ReturnValue_1 = Godrays.GetMaterial(0);0x0041GodraysMat = CallFunc_GetMaterial_ReturnValue_1;0x0054CallFunc_SetStaticMesh_ReturnValue = Godrays.SetStaticMesh(/Engine/EngineMeshes/Sphere.Sphere);0x008BGodrays.SetMaterial(0, GodraysMat);0x00BDLabel_00BD:0x00BDCallFunc_GetMaterial_ReturnValue = Godrays.GetMaterial(0);0x00F0CallFunc_CreateDynamicMaterialInstance_ReturnValue = Godrays.CreateDynamicMaterialInstance(0, CallFunc_GetMaterial_ReturnValue, FName(None));0x0139CallFunc_CreateDynamicMaterialInstance_ReturnValue.SetScalarParameterValue(FName(Noise Scaling), Noise Scaling);0x016FCallFunc_CreateDynamicMaterialInstance_ReturnValue.SetScalarParameterValue(FName(Pan speed), Pan speed);0x01A5CallFunc_CreateDynamicMaterialInstance_ReturnValue.SetScalarParameterValue(FName(Density (S)), Density);0x01DBCallFunc_CreateDynamicMaterialInstance_ReturnValue.SetScalarParameterValue(FName(Radius (S)), Radius);0x0211CallFunc_CreateDynamicMaterialInstance_ReturnValue.SetScalarParameterValue(FName(BaseReflectFractionIn), Base refract value);0x0247CallFunc_CreateDynamicMaterialInstance_ReturnValue.SetScalarParameterValue(FName(Camera Fade Length (S)), Camera fade length);0x027DCallFunc_CreateDynamicMaterialInstance_ReturnValue.SetScalarParameterValue(FName(Emissive), Emissive value);0x02B3CallFunc_CreateDynamicMaterialInstance_ReturnValue.SetScalarParameterValue(FName(ExponentIn), Exponent value);0x02E9CallFunc_CreateDynamicMaterialInstance_ReturnValue.SetScalarParameterValue(FName(Opacity), Opacity);0x031Freturn;0x0321// end of script
Public0x00
void UserConstructionScript()
Script38 statements · 899 bytes of bytecode
0x0000PushFlow(Label_0380);0x0005PushFlow(Label_0027);0x000Aif (!(Enable Fog)) goto Label_0318;0x0018Set fog();0x0026PopFlow();0x0027Label_0027:0x0027PointLightStatic.SetIESTexture(IES texture);0x0050CallFunc_SetStaticMesh_ReturnValue = Light.SetStaticMesh(Static Mesh);0x0087Light.SetMaterial(0, Material instance);0x00B9CallFunc_CreateDynamicMaterialInstance_ReturnValue = Light.CreateDynamicMaterialInstance(0, Material instance, FName(None));0x0102Local MI = CallFunc_CreateDynamicMaterialInstance_ReturnValue;0x0115Local MI.SetVectorParameterValue(FName(Emissive color), Emissive color);0x014BPointLight.SetLightColor(Emissive color, true);0x0175PointLightStatic.SetLightColor(Emissive color, true);0x019FPointLight.SetIntensity(Dynamic Light Intensity);0x01C8PointLightStatic.SetIntensity(Static Light Intensity);0x01F1PointLight.SetAttenuationRadius(Dynamic light Radius);0x021APointLightStatic.SetAttenuationRadius(Static Light Radius);0x0243PointLight.SetCastShadows(Dynamic Light casts shadows);0x026CCallFunc_IsValid_ReturnValue = IsValid(IES texture);0x0289if (!(CallFunc_IsValid_ReturnValue)) goto Label_02A6;0x0297Label_0297:0x0297if (!(Enable Dynamic Light)) goto Label_035D;0x02A5PopFlow();0x02A6Label_02A6:0x02A6CallFunc_Add_FloatFloat_ReturnValue = Add_FloatFloat(PointLightStatic.Intensity, IES Intensity compensation);0x02EAPointLightStatic.SetIntensity(CallFunc_Add_FloatFloat_ReturnValue);0x0313goto Label_0297;0x0318Label_0318:0x0318Godrays.SetVisibility(false, false);0x033ADustPS.SetVisibility(false, false);0x035CPopFlow();0x035DLabel_035D:0x035DPointLight.SetVisibility(false, false);0x037FPopFlow();0x0380Label_0380:0x0380return;0x0382// end of script
EventPublic0x00
void Intensity control__FinishedFunc()
Script3 statements · 18 bytes of bytecode
0x0000ExecuteUbergraph_BP_FlickeringLight(1021);0x000Freturn;0x0011// end of script
0x00
void Intensity control__UpdateFunc()
Script3 statements · 18 bytes of bytecode
0x0000ExecuteUbergraph_BP_FlickeringLight(241);0x000Freturn;0x0011// end of script
0x00
void StopFlicker__FinishedFunc()
Script3 statements · 18 bytes of bytecode
0x0000ExecuteUbergraph_BP_FlickeringLight(582);0x000Freturn;0x0011// end of script
0x00
void StopFlicker__UpdateFunc()
Script3 statements · 18 bytes of bytecode
0x0000ExecuteUbergraph_BP_FlickeringLight(616);0x000Freturn;0x0011// end of script
0x00
void InpActEvt_L_K2Node_InputKeyEvent_0(const FKey& Key)
Script4 statements · 36 bytes of bytecode
0x0000PersistentFrame.K2Node_InputKeyEvent_Key = Key;0x0012ExecuteUbergraph_BP_FlickeringLight(713);0x0021return;0x0023// end of script
0x18
void ReceiveBeginPlay()
Script3 statements · 18 bytes of bytecode
0x0000ExecuteUbergraph_BP_FlickeringLight(857);0x000Freturn;0x0011// end of script
EventProtected0x00
void Stop Flicker()
Script3 statements · 18 bytes of bytecode
0x0000ExecuteUbergraph_BP_FlickeringLight(1016);0x000Freturn;0x0011// end of script
0x00
void ExecuteUbergraph_BP_FlickeringLight(int32 EntryPoint)
Script45 statements · 1,025 bytes of bytecode
0x0000PushFlow(Label_03FE);0x0005goto [EntryPoint];0x000FIntensity control.Stop();0x002FStopFlicker.SetPlayRate(Stop flicker timeline play rate);0x0058PrintString(this, "STOPPING FLICKER!", true, true, LinearColor{1f, 0.073312f, 0f, 1f}, 4f);0x009FDLight current ints = PointLight.Intensity;0x00D0StopFlicker.PlayFromStart();0x00F0PopFlow();0x00F1CallFunc_Divide_FloatFloat_ReturnValue = Divide_FloatFloat(Dynamic Light Intensity, 2f);0x011BCallFunc_Divide_FloatFloat_ReturnValue_1 = Divide_FloatFloat(Dynamic Light Intensity, 30f);0x0145CallFunc_Lerp_ReturnValue_1 = Lerp(CallFunc_Divide_FloatFloat_ReturnValue, CallFunc_Divide_FloatFloat_ReturnValue_1, Intensity_control_Intensity_DD1E80784B864D5FBD7ADDA01D71BBC5);0x017CPointLight.SetIntensity(CallFunc_Lerp_ReturnValue_1);0x01A5CallFunc_Lerp_ReturnValue = Lerp(2f, 0.1f, Intensity_control_Intensity_DD1E80784B864D5FBD7ADDA01D71BBC5);0x01D4Local MI.SetScalarParameterValue(FName(Emissive intensity), CallFunc_Lerp_ReturnValue);0x020Aif (!(Enable Debug input (L key))) PopFlow();0x0214CallFunc_GetPlayerController_ReturnValue = GetPlayerController(this, 0);0x022EEnableInput(CallFunc_GetPlayerController_ReturnValue);0x0245PopFlow();0x0246PopFlow();0x0247Label_0247:0x0247Intensity control.PlayFromStart();0x0267PopFlow();0x0268CallFunc_Lerp_ReturnValue_2 = Lerp(DLight current ints, Dynamic Light Intensity, StopFlicker_Stop_flicker_int_D6C2E1F844F08C7497E1EC85072B8889);0x029FPointLight.SetIntensity(CallFunc_Lerp_ReturnValue_2);0x02C8PopFlow();0x02C9Label_02C9:0x02C9Delay(this, Delay before stop flicker is triggered(sec), LatentActionInfo{0xF, -1273085377, FName(ExecuteUbergraph_BP_FlickeringLight), this});0x0303PopFlow();0x0304Label_0304:0x0304CallFunc_PostAkEvent_ReturnValue = AudioSource.PostAkEvent(/Game/WwiseAudio/Events/Production/Environment/Machinery/FlickeringBulb.FlickeringBulb, 0, Temp_delegate_Variable, Temp_struct_Variable, "");0x0358PopFlow();0x0359if (!(Enable Dynamic Light)) PopFlow();0x0363PushFlow(Label_0304);0x0368if (!(Randomize flicker rate)) goto Label_03CA;0x0376CallFunc_RandomFloatInRange_ReturnValue = RandomFloatInRange(0.15f, 0.3f);0x039CIntensity control.SetPlayRate(CallFunc_RandomFloatInRange_ReturnValue);0x03C5goto Label_0247;0x03CALabel_03CA:0x03CAIntensity control.SetPlayRate(Flicker Timeline play rate);0x03F3goto Label_0247;0x03F8goto Label_02C9;0x03FDPopFlow();0x03FELabel_03FE:0x03FEreturn;0x0400// end of script
Final0x04