Zdexby TheHolyOneZ
2,291 classes
Class

ABP_BloodPool_C

: AActor : UObject
/Game/BP/General/BP_BloodPool.BP_BloodPool_C 0x024C (588 B) align 8 inherited 0x0220 4 scripted vtable /Game/BP/General/BP_BloodPool
0x00x024C

Members 7

OffsetSizeNameTypeFlagsDefault
0x08UberGraphFrameFPointerToUberGraphFrameTransient+2 flags{}
0x08StaticMeshUStaticMeshComponent*7 flagsnullptr
0x08DefaultSceneRootUSceneComponent*7 flagsnullptr
0x04TL_ExpandBloodPool_LerpAlpha_482DF9D54493253516E3AF90C4796C41float4 flags0
0x01TL_ExpandBloodPool__Direction_482DF9D54493253516E3AF90C4796C41ETimelineDirection4 flagsForward
0x023D0x03padding / unreflected
0x08TL_ExpandBloodPoolUTimelineComponent*6 flagsnullptr
0x04BloodPoolSizefloat7 flags0
Inherited from AActor 75
OffsetSizeNameTypeFlagsDefault
0x30PrimaryActorTickFActorTickFunction3 flags{}
0x01bNetTemporary : 1bit 0bool3 flagsfalse
0x01bNetStartup : 1bit 1bool3 flagsfalse
0x01bOnlyRelevantToOwner : 1bit 2bool7 flagsfalse
0x01bAlwaysRelevant : 1bit 3bool6 flagsfalse
0x01bReplicateMovement : 1bit 4boolNetRepNotify+5 flagsfalse
0x01bHidden : 1bit 5boolNet+7 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
0x01bCanBeDamaged : 1bit 7boolNet+6 flagstrue
0x01bBlockInput : 1bit 0bool5 flagsfalse
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 2bool3 flagstrue
0x01bActorIsBeingDestroyed : 1bit 3boolTransient+4 flagsfalse
0x01UpdateOverlapsMethodDuringLevelStreamingEActorUpdateOverlapsMethodProtected+6 flagsUseConfigDefault
0x01DefaultUpdateOverlapsMethodDuringLevelStreamingEActorUpdateOverlapsMethod8 flagsOnlyUpdateMovable
0x01RemoteRoleENetRoleNetTransient+5 flagsROLE_None
0x34ReplicatedMovementFRepMovementNetRepNotify+5 flags{LinearVelocity={X=0, Y=0, Z=0}, AngularVelocity={X=0, Y=0,…
0x04InitialLifeSpanfloat8 flags0
0x04CustomTimeDilationfloat7 flags1
0x009C0x04padding / 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*8 flagsnullptr
0x04NetCullDistanceSquaredfloat9 flags2.25e+08
0x04NetTagint32Transient+5 flags0
0x04NetUpdateFrequencyfloat8 flags100
0x04MinNetUpdateFrequencyfloat8 flags2
0x04NetPriorityfloat8 flags1
0x01140x04padding / unreflected
0x08InstigatorAPawn*NetRepNotify+7 flagsnullptr
0x10ChildrenTArray<AActor*>Transient+3 flags[]
0x08RootComponentUSceneComponent*Protected+9 flagsnullptr
0x10ControllingMatineeActorsTArray<AMatineeActor*>TransientProtected+3 flags[]
0x01480x08padding / unreflected
0x10LayersTArray<FName>3 flags[]
0x08ParentComponentTWeakObjectPtr<UChildActorComponent>8 flags<0xffffffff>
0x01680x08padding / unreflected
0x10TagsTArray<FName>6 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>
0x01900x60padding / unreflected
0x10InstanceComponentsTArray<UActorComponent*>5 flags[]
0x10BlueprintCreatedComponentsTArray<UActorComponent*>7 flags[]

Functions 4

SignatureFlagsNativeParams
void TL_ExpandBloodPool__FinishedFunc()
Script3 statements · 18 bytes of bytecode
0x0000ExecuteUbergraph_BP_BloodPool(10);0x000Freturn;0x0011// end of script
0x00
void TL_ExpandBloodPool__UpdateFunc()
Script3 statements · 18 bytes of bytecode
0x0000ExecuteUbergraph_BP_BloodPool(15);0x000Freturn;0x0011// end of script
0x00
void ReceiveBeginPlay()
Script3 statements · 18 bytes of bytecode
0x0000ExecuteUbergraph_BP_BloodPool(233);0x000Freturn;0x0011// end of script
EventProtected0x00
void ExecuteUbergraph_BP_BloodPool(int32 EntryPoint)
Script17 statements · 400 bytes of bytecode
0x0000goto [EntryPoint];0x000Agoto Label_018D;0x000FCallFunc_Lerp_ReturnValue = Lerp(0f, 0.1f, BloodPoolSize);0x003ECallFunc_Lerp_ReturnValue_1 = Lerp(0f, CallFunc_Lerp_ReturnValue, TL_ExpandBloodPool_LerpAlpha_482DF9D54493253516E3AF90C4796C41);0x0071CallFunc_Conv_FloatToVector_ReturnValue = Conv_FloatToVector(CallFunc_Lerp_ReturnValue_1);0x0096StaticMesh.SetWorldScale3D(CallFunc_Conv_FloatToVector_ReturnValue);0x00BFgoto Label_018D;0x00C4Label_00C4:0x00C4TL_ExpandBloodPool.Play();0x00E4goto Label_018D;0x00E9/Game/BP/Core/BBPSX_FuncLib.Default__BBPSX_FuncLib_C.GetGI_BBPSX(this, CallFunc_GetGI_BBPSX_AsGI_BBPSX);0x0117CallFunc_Conv_LinearColorToVector_ReturnValue = Conv_LinearColorToVector(CallFunc_GetGI_BBPSX_AsGI_BBPSX.LevelDefaultTint);0x0152StaticMesh.SetVectorParameterValueOnMaterials(FName(LocalTint), CallFunc_Conv_LinearColorToVector_ReturnValue);0x0188goto Label_00C4;0x018DLabel_018D:0x018Dreturn;0x018F// end of script
Final0x04