Zdexby TheHolyOneZ
1,879 classes
Class

Ahorizonal_platform_C

: AActor : UObject
/Game/BP/horizonal_platform.horizonal_platform_C 0x0350 (848 B) align 8 inherited 0x0330 2 scripted vtable /Game/BP/horizonal_platform
0x00x0350

Members 6

OffsetSizeNameTypeFlagsDefault
0x08UberGraphFrameFPointerToUberGraphFrameTransient+2 flags{}
0x08DefaultSceneRootUSceneComponent*7 flagsnullptr
0x04Locfloat7 flags0
0x04random posuv_Yfloat7 flags0
0x01Timerbool6 flagsfalse
0x03490x03padding / unreflected
0x04die_time_pre_kockufloat7 flags0
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[]
0x10OnTakeAnyDamageFMulticastScriptDelegate4 flags<delegate>
0x10OnTakePointDamageFMulticastScriptDelegate4 flags<delegate>
0x10OnTakeRadialDamageFMulticastScriptDelegate4 flags<delegate>
0x10OnActorBeginOverlapFMulticastScriptDelegate4 flags<delegate>
0x10OnActorEndOverlapFMulticastScriptDelegate4 flags<delegate>
0x10OnBeginCursorOverFMulticastScriptDelegate4 flags<delegate>
0x10OnEndCursorOverFMulticastScriptDelegate4 flags<delegate>
0x10OnClickedFMulticastScriptDelegate4 flags<delegate>
0x10OnReleasedFMulticastScriptDelegate4 flags<delegate>
0x10OnInputTouchBeginFMulticastScriptDelegate4 flags<delegate>
0x10OnInputTouchEndFMulticastScriptDelegate4 flags<delegate>
0x10OnInputTouchEnterFMulticastScriptDelegate4 flags<delegate>
0x10OnInputTouchLeaveFMulticastScriptDelegate4 flags<delegate>
0x10OnActorHitFMulticastScriptDelegate4 flags<delegate>
0x10OnDestroyedFMulticastScriptDelegate4 flags<delegate>
0x10OnEndPlayFMulticastScriptDelegate4 flags<delegate>
0x02A00x60padding / unreflected
0x10InstanceComponentsTArray<UActorComponent*>4 flags[]
0x10BlueprintCreatedComponentsTArray<UActorComponent*>6 flags[]

Functions 2

SignatureFlagsNativeParams
void ReceiveBeginPlay()
Script3 statements · 18 bytes of bytecode
0x0000ExecuteUbergraph_horizonal_platform(1987);0x000Freturn;0x0011// end of script
EventProtected0x00
void ExecuteUbergraph_horizonal_platform(int32 EntryPoint)
Script71 statements · 2,029 bytes of bytecode
0x0000PushFlow(Label_07EA);0x0005goto [EntryPoint];0x000FLabel_000F:0x000FPushFlow(Label_0551);0x0014CallFunc_RandomFloatInRange_ReturnValue = RandomFloatInRange(-15f, 15f);0x003ACallFunc_K2_GetActorLocation_ReturnValue = K2_GetActorLocation();0x0056BreakVector(CallFunc_K2_GetActorLocation_ReturnValue, CallFunc_BreakVector_X, CallFunc_BreakVector_Y, CallFunc_BreakVector_Z);0x0084CallFunc_Add_FloatFloat_ReturnValue1 = Add_FloatFloat(CallFunc_BreakVector_Z, CallFunc_RandomFloatInRange_ReturnValue);0x00B2CallFunc_Add_FloatFloat_ReturnValue2 = Add_FloatFloat(Loc, CallFunc_BreakVector_Y);0x00E0CallFunc_Add_FloatFloat_ReturnValue3 = Add_FloatFloat(CallFunc_Add_FloatFloat_ReturnValue2, random posuv_Y);0x010ECallFunc_MakeVector_ReturnValue = MakeVector(CallFunc_BreakVector_X, CallFunc_Add_FloatFloat_ReturnValue3, CallFunc_Add_FloatFloat_ReturnValue1);0x0145CallFunc_MakeTransform_ReturnValue = MakeTransform(CallFunc_MakeVector_ReturnValue, FRotator(0, 0, 0), FVector(0.9, 0.2, 0.2));0x0184CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue = /Script/Engine.Default__GameplayStatics.BeginDeferredActorSpawnFromClass(this, /Game/BP/cube.cube_C, CallFunc_MakeTransform_ReturnValue, 3, nullptr);0x01C4/Script/Engine.Default__KismetSystemLibrary.SetFloatPropertyByName(CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue, FName(LifeTime), die_time_pre_kocku);0x0203CallFunc_RandomFloatInRange_ReturnValue = RandomFloatInRange(-15f, 15f);0x0229CallFunc_K2_GetActorLocation_ReturnValue = K2_GetActorLocation();0x0245BreakVector(CallFunc_K2_GetActorLocation_ReturnValue, CallFunc_BreakVector_X, CallFunc_BreakVector_Y, CallFunc_BreakVector_Z);0x0273CallFunc_Add_FloatFloat_ReturnValue1 = Add_FloatFloat(CallFunc_BreakVector_Z, CallFunc_RandomFloatInRange_ReturnValue);0x02A1CallFunc_Add_FloatFloat_ReturnValue2 = Add_FloatFloat(Loc, CallFunc_BreakVector_Y);0x02CFCallFunc_Add_FloatFloat_ReturnValue3 = Add_FloatFloat(CallFunc_Add_FloatFloat_ReturnValue2, random posuv_Y);0x02FDCallFunc_MakeVector_ReturnValue = MakeVector(CallFunc_BreakVector_X, CallFunc_Add_FloatFloat_ReturnValue3, CallFunc_Add_FloatFloat_ReturnValue1);0x0334CallFunc_MakeTransform_ReturnValue = MakeTransform(CallFunc_MakeVector_ReturnValue, FRotator(0, 0, 0), FVector(0.9, 0.2, 0.2));0x0373CallFunc_FinishSpawningActor_ReturnValue = /Script/Engine.Default__GameplayStatics.FinishSpawningActor(CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue, CallFunc_MakeTransform_ReturnValue);0x03AFK2Node_MakeArray_Array = {FName(HorizontalPlatform)};0x03C7CallFunc_FinishSpawningActor_ReturnValue.Tags = K2Node_MakeArray_Array;0x03F8CallFunc_Add_FloatFloat_ReturnValue = Add_FloatFloat(Loc, 20f);0x0422Loc = CallFunc_Add_FloatFloat_ReturnValue;0x043DCallFunc_GetGameInstance_ReturnValue = /Script/Engine.Default__GameplayStatics.GetGameInstance(this);0x0468K2Node_DynamicCast_AsGI = Cast<GI_C>(CallFunc_GetGameInstance_ReturnValue);0x048CK2Node_DynamicCast_bSuccess = Cast<71>(K2Node_DynamicCast_AsGI);0x04A9if (!(K2Node_DynamicCast_bSuccess)) PopFlow();0x04B3CallFunc_Conv_LinearColorToVector_ReturnValue = Conv_LinearColorToVector(K2Node_DynamicCast_AsGI.VIS.GROUND_COLOR);0x0504CallFunc_FinishSpawningActor_ReturnValue.StaticMesh.SetVectorParameterValueOnMaterials(FName(Color), CallFunc_Conv_LinearColorToVector_ReturnValue);0x0550PopFlow();0x0551Label_0551:0x0551CallFunc_Add_IntInt_ReturnValue = Add_IntInt(Temp_int_Variable, 1);0x057BTemp_int_Variable = CallFunc_Add_IntInt_ReturnValue;0x0596Label_0596:0x0596CallFunc_RandomIntegerInRange_ReturnValue = RandomIntegerInRange(3, 12);0x05BCCallFunc_LessEqual_IntInt_ReturnValue = LessEqual_IntInt(Temp_int_Variable, CallFunc_RandomIntegerInRange_ReturnValue);0x05E2if (!(CallFunc_LessEqual_IntInt_ReturnValue)) PopFlow();0x05ECgoto Label_000F;0x05F1Label_05F1:0x05F1CallFunc_GetGameInstance_ReturnValue1 = /Script/Engine.Default__GameplayStatics.GetGameInstance(this);0x061CK2Node_DynamicCast_AsGI1 = Cast<GI_C>(CallFunc_GetGameInstance_ReturnValue1);0x0640K2Node_DynamicCast_bSuccess1 = Cast<71>(K2Node_DynamicCast_AsGI1);0x065Dif (!(K2Node_DynamicCast_bSuccess1)) PopFlow();0x0667SetLifeSpan(K2Node_DynamicCast_AsGI1.die_time);0x0694PopFlow();0x0695Label_0695:0x0695CallFunc_GetGameInstance_ReturnValue2 = /Script/Engine.Default__GameplayStatics.GetGameInstance(this);0x06C0K2Node_DynamicCast_AsGI2 = Cast<GI_C>(CallFunc_GetGameInstance_ReturnValue2);0x06E4K2Node_DynamicCast_bSuccess2 = Cast<71>(K2Node_DynamicCast_AsGI2);0x0701if (!(K2Node_DynamicCast_bSuccess2)) PopFlow();0x070Bif (!(Timer)) goto Label_078D;0x0719die_time_pre_kocku = 5f;0x0730Label_0730:0x0730CallFunc_RandomFloatInRange_ReturnValue1 = RandomFloatInRange(-300f, 300f);0x0756random posuv_Y = CallFunc_RandomFloatInRange_ReturnValue1;0x0771Temp_int_Variable = 0;0x0788goto Label_0596;0x078DLabel_078D:0x078Ddie_time_pre_kocku = K2Node_DynamicCast_AsGI2.die_time;0x07BEgoto Label_0730;0x07C3PushFlow(Label_0695);0x07C8if (!(Timer)) goto Label_05F1;0x07D6SetLifeSpan(6f);0x07E9PopFlow();0x07EALabel_07EA:0x07EAreturn;0x07EC// end of script
Final0x04