Zdexby TheHolyOneZ
2,103 classes
Class

AWeWentBackGameModeBase

: AGameModeBase : AInfo : AActor : UObject
/Script/WeWentBack.WeWentBackGameModeBase 0x0500 (1,280 B) align 8 inherited 0x02E0 vtable /Script/WeWentBack
0x00x0500

Members 27

OffsetSizeNameTypeFlagsDefault
0x01m_currLoopAct1Loops7 flagsLoop_0
0x02E10x07padding / unreflected
0x10m_pickedClueObjectsTArray<ClueEnumValues>4 flags[]
0x01m_clueOnLoopingClueEnumValues7 flagsDefault_Clue
0x02F90x03padding / unreflected
0x04m_incompleteLoopsint327 flags0
0x04m_maxFailureAttemptsint327 flags0
0x01m_isObjectiveCompletebool7 flagsfalse
0x01m_isInsideRepeatStatebool7 flagsfalse
0x01m_hasGameStartedbool7 flagsfalse
0x01m_isFirstTimebool7 flagsfalse
0x01m_isScareDonebool7 flagsfalse
0x03090x07padding / unreflected
0x10m_clueObjectsTArray<APickable*>3 flags[]
0x08m_clueCatalogUClueCatalog*7 flagsnullptr
0x50m_targetPointsLocationTMap<FString, ATargetPoint*>3 flags<TMap>
0x50m_terminalAnimationPlayedTMap<ClueEnumValues, bool>3 flags<TMap>
0x50m_DynamicObjectsTMap<FString, AActor*>3 flags<TMap>
0x08m_levelStreamerObjectALevelStreamer*6 flagsnullptr
0x10m_loopUpdateSectionsTArray<FName>4 flags[]
0x10m_beginPlaySectionNamesTArray<FName>4 flags[]
0x10m_gameLoopMainSectionNamesTArray<FName>4 flags[]
0x04m_TimerRespawnfloat7 flags0
0x04m_TimeCapfloat7 flags240
0x04m_segmentCountint327 flags0
0x01m_ToRunTimerbool7 flagsfalse
0x01m_ToRespawnbool7 flagstrue
0x01m_ToKillbool7 flagsfalse
0x045F0x01padding / unreflected
0x50m_repeatSegmentNamesTMap<Act1Loops, LoopRoomTransformEnum>2 flags<TMap>
0x50m_loopClueMapTMap<Act1Loops, ClueEnumValues>2 flags<TMap>
Inherited from AGameModeBase 17
OffsetSizeNameTypeFlagsDefault
0x10OptionsStringFString5 flags""
0x08GameSessionClassTSubclassOf<AGameSession>8 flags/Script/Engine.GameSession
0x08GameStateClassTSubclassOf<AGameStateBase>10 flags/Script/Engine.GameStateBase
0x08PlayerControllerClassTSubclassOf<APlayerController>10 flags/Script/Engine.PlayerController
0x08PlayerStateClassTSubclassOf<APlayerState>10 flags/Script/Engine.PlayerState
0x08HUDClassTSubclassOf<AHUD>8 flags/Script/Engine.HUD
0x08DefaultPawnClassTSubclassOf<APawn>8 flags/Script/Engine.DefaultPawn
0x08SpectatorClassTSubclassOf<ASpectatorPawn>10 flags/Script/Engine.SpectatorPawn
0x08ReplaySpectatorPlayerControllerClassTSubclassOf<APlayerController>10 flags/Script/Engine.PlayerController
0x08ServerStatReplicatorClassTSubclassOf<AServerStatReplicator>10 flags/Script/Engine.ServerStatReplicator
0x08GameSessionAGameSession*Transient+5 flagsnullptr
0x08GameStateAGameStateBase*Transient+5 flagsnullptr
0x08ServerStatReplicatorAServerStatReplicator*Transient+5 flagsnullptr
0x18DefaultPlayerNameFText2 flags<FText>
0x01bUseSeamlessTravel : 1bit 0bool5 flagsfalse
0x01bStartPlayersAsSpectators : 1bit 1boolProtected+6 flagsfalse
0x01bPauseable : 1bit 2boolProtected+5 flagstrue
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 30

SignatureFlagsNativeParams
void UpdateDynamicObjects(const TArray<UClueDetails*>& i_dynamicObjects)FinalNative+1 flags0x10
void UnLoadDynamicObjects(const TArray<UClueDetails*>& i_dynamicObjects)FinalNative+1 flags0x10
void UnloadAllDynamicObjectsForLooping(const TArray<UClueDetails*>& i_clueObjects)FinalNative+1 flags0x10
void temporary()EventPublic0x00
void spawn_KillCeilingDropItem()EventPublic0x00
void set_ScareDone_Bit(uint8 Index)FinalNative+1 flags0x01
void RestartPlayerAtStart(AWeWentBackController* i_newPlayer, AActor* i_startSpot)FinalNative+1 flags0x10
void RespawnPlyarInCryo_ForLoop6()FinalNative+1 flags0x00
void RespawnPlayerAndLoadRotunda()FinalNative+1 flags0x00
void ResetRespawnTimer()FinalNative+1 flags0x00
void RepeatRotundaSection(const LoopRoomTransformEnum& i_repeatSection)FinalNative+1 flags0x01
void PassThroughLoopDoor()FinalNative+1 flags0x00
void MakeObjectVisibleAfterLooping(const ClueEnumValues& i_PickedClue)EventPublic0x01
void MakeObjectVisible(const ClueEnumValues& i_PickedClue)EventPublic0x01
void LoadLoopObjects()FinalNative+1 flags0x00
bool LoadLoopBlueprintObjects(const Act1Loops& i_loopEnum, int32 i_startIndex, int32 i_endIndex, const FName& i_loopRoom)EventPublic0x15
void LoadDynamicObjects(const TArray<UClueDetails*>& i_dynamicObjects)EventPublic0x10
void KillAllGlowStickIntensity()EventPublic0x00
bool IsAllScareDone()FinalNative+1 flags0x01
TArray<ATargetPoint*> GetAllTargetPoints()EventPublic0x10
void DestroyHatchDoor()EventPublic0x00
void DestroyAndRecreatClues()FinalNative+1 flags0x00
void DestroyAllGlowStick()EventPublic0x00
bool DespawnBlueprintObjects(int32 i_startIndex, int32 i_endIndex, const FName& i_loopRoom)EventPublic0x11
TArray<APickable*> CreateLoopingClueObjects(const TArray<UClueDetails*>& i_dynamicObjects, int32 i_startIndex, int32 i_lastIndex, const FName& i_loopRoom)EventPublic0x30
void CreateClueObjects(const TArray<UClueDetails*>& i_clueObjects)EventPublic0x10
bool CheckForClueCorrectness(const ClueEnumValues& i_clueToCheck)FinalNative+1 flags0x02
void AfterPasingThroughLoopDoor()EventPublic0x00
void Add_AchievementProgress(const FString& ID)EventPublic0x10
void ActivateImage()EventPublic0x00

Subclasses 1

Used by 4

types with a member, parameter or interface of this type