Zdexby TheHolyOneZ
2,291 classes
Class

ABP_BulletProjectile_C

: AActor : UObject
/Game/BP/PlayerWeapons/Projectiles/BP_BulletProjectile.BP_BulletProjectile_C 0x0270 (624 B) align 8 inherited 0x0220 4 scripted vtable /Game/BP/PlayerWeapons/Projectiles/BP_BulletProjectile
0x00x0270

Members 11

OffsetSizeNameTypeFlagsDefault
0x08UberGraphFrameFPointerToUberGraphFrameTransient+2 flags{}
0x08SphereUSphereComponent*7 flagsnullptr
0x08StaticMeshUStaticMeshComponent*7 flagsnullptr
0x08ProjectileMovementUProjectileMovementComponent*7 flagsnullptr
0x08OwningActorAActor*8 flagsnullptr
0x04DamageToDealint327 flags0
0x024C0x04padding / unreflected
0x08DamageTypeTSubclassOf<UDamageType>7 flags/Game/BP/Variables/DT_Bullet.DT_Bullet_C
0x01IsHitEnemyKinbool6 flagsfalse
0x02590x03padding / unreflected
0x04InitialSpeedfloat7 flags6000
0x01FiredFromShotgunbool6 flagsfalse
0x02610x07padding / unreflected
0x08ImpactParticleUParticleSystem*7 flags/Game/VFX/Particles/Impacts/P_SmokePuffBullet.P_SmokePuffBu…
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 UserConstructionScript()
Script3 statements · 52 bytes of bytecode
0x0000ProjectileMovement.InitialSpeed = InitialSpeed;0x0031return;0x0033// end of script
EventPublic0x00
void ReceiveBeginPlay()
Script3 statements · 18 bytes of bytecode
0x0000ExecuteUbergraph_BP_BulletProjectile(3119);0x000Freturn;0x0011// end of script
EventProtected0x00
void ReceiveHit(UPrimitiveComponent* MyComp, AActor* Other, UPrimitiveComponent* OtherComp, bool bSelfMoved, const FVector& HitLocation, const FVector& HitNormal, const FVector& NormalImpulse, FHitResult& Hit)
Script11 statements · 162 bytes of bytecode
0x0000PersistentFrame.K2Node_Event_MyComp = MyComp;0x0012PersistentFrame.K2Node_Event_Other = Other;0x0024PersistentFrame.K2Node_Event_OtherComp = OtherComp;0x0036PersistentFrame.K2Node_Event_bSelfMoved = bSelfMoved;0x0048PersistentFrame.K2Node_Event_HitLocation = HitLocation;0x005APersistentFrame.K2Node_Event_HitNormal = HitNormal;0x006CPersistentFrame.K2Node_Event_NormalImpulse = NormalImpulse;0x007EPersistentFrame.K2Node_Event_Hit = Hit;0x0090ExecuteUbergraph_BP_BulletProjectile(3124);0x009Freturn;0x00A1// end of script
EventPublic0xC8
void ExecuteUbergraph_BP_BulletProjectile(int32 EntryPoint)
Script147 statements · 3,621 bytes of bytecode
0x0000PushFlow(Label_0E22);0x0005goto [EntryPoint];0x000FDamageType = /Game/BP/Variables/DT_Bullet.DT_Bullet_C;0x0022PopFlow();0x0023Label_0023:0x0023K2_DestroyActor();0x0031PopFlow();0x0032Label_0032:0x0032CallFunc_EqualEqual_ObjectObject_ReturnValue = EqualEqual_ObjectObject(ImpactParticle, /Game/VFX/Particles/Magic/Moonlight/P_MoonlightProjImpact.P_MoonlightProjImpact);0x0058if (!(CallFunc_EqualEqual_ObjectObject_ReturnValue)) goto Label_0023;0x0066PlaySoundAtLocation(this, /Game/Audio/Gameplay/Magic/Cue_magic-impact2_longdist.Cue_magic-impact2_longdist, K2Node_Event_HitLocation, FRotator(0, 0, 0), 1.5f, 1f, 0f, nullptr, nullptr, nullptr);0x00A2goto Label_0023;0x00A7Label_00A7:0x00A7CallFunc_EqualEqual_ObjectObject_ReturnValue = EqualEqual_ObjectObject(ImpactParticle, /Game/VFX/Particles/Magic/Moonlight/P_MoonlightProjImpact.P_MoonlightProjImpact);0x00CDif (!(CallFunc_EqualEqual_ObjectObject_ReturnValue)) goto Label_0182;0x00DBPlaySoundAtLocation(this, /Game/Audio/Foley/Impacts/Cue_bloodlight.Cue_bloodlight, K2Node_Event_HitLocation, FRotator(0, 0, 0), 1f, 1f, 0f, nullptr, nullptr, nullptr);0x0117Label_0117:0x0117CallFunc_Conv_VectorToRotator_ReturnValue = Conv_VectorToRotator(K2Node_Event_HitNormal);0x013CCallFunc_SpawnEmitterAtLocation_ReturnValue = SpawnEmitterAtLocation(this, ImpactParticle, K2Node_Event_HitLocation, CallFunc_Conv_VectorToRotator_ReturnValue, FVector(1, 1, 1), true, 0, true);0x017Dgoto Label_0032;0x0182Label_0182:0x0182PlaySoundAtLocation(this, /Game/Audio/Foley/Impacts/Cue_bloodlight.Cue_bloodlight, K2Node_Event_HitLocation, FRotator(0, 0, 0), 1f, 1f, 0f, nullptr, nullptr, nullptr);0x01BEgoto Label_0023;0x01C3Label_01C3:0x01C3PushFlow(Label_024A);0x01C8K2Node_ClassDynamicCast_AsDT_Bullet_Heavy = Cast<DT_BulletHeavy_C>(DamageType);0x01ECK2Node_ClassDynamicCast_bSuccess = Cast<71>(K2Node_ClassDynamicCast_AsDT_Bullet_Heavy);0x0209if (!(K2Node_ClassDynamicCast_bSuccess)) PopFlow();0x0213Delay(this, 0.09f, LatentActionInfo{0xF, 857088455, FName(ExecuteUbergraph_BP_BulletProjectile), this});0x0249PopFlow();0x024ALabel_024A:0x024ADelay(this, 1f, LatentActionInfo{0x23, -1524775803, FName(ExecuteUbergraph_BP_BulletProjectile), this});0x0280PopFlow();0x0281Label_0281:0x0281PushFlow(Label_05D0);0x0286/Game/BP/Core/BBPSX_FuncLib.Default__BBPSX_FuncLib_C.GetGI_BBPSX(this, CallFunc_GetGI_BBPSX_AsGI_BBPSX);0x02B4if (!(CallFunc_GetGI_BBPSX_AsGI_BBPSX.AccessSettings.CheatPaintBallMode_13_10571A2045220DA0CE278CAB121F4B20)) PopFlow();0x02DDTemp_struct_Variable = LinearColor{0.062644f, 0f, 1f, 1f};0x0311Temp_struct_Variable_1 = LinearColor{0f, 0.073961f, 1f, 1f};0x0345Temp_struct_Variable_2 = LinearColor{0f, 1f, 0.884223f, 1f};0x0379Temp_struct_Variable_3 = LinearColor{0f, 1f, 0.006942f, 1f};0x03ADTemp_struct_Variable_4 = LinearColor{0.633207f, 1f, 0f, 1f};0x03E1Temp_struct_Variable_5 = LinearColor{1f, 0.675086f, 0f, 1f};0x0415Temp_struct_Variable_6 = LinearColor{1f, 0f, 0f, 1f};0x0449Temp_struct_Variable_7 = LinearColor{1f, 0f, 0.406291f, 1f};0x047DCallFunc_RandomIntegerInRange_ReturnValue = RandomIntegerInRange(0, 7);0x04A3Temp_int_Variable = CallFunc_RandomIntegerInRange_ReturnValue;0x04BECallFunc_Conv_LinearColorToVector_ReturnValue = Conv_LinearColorToVector(Switch(Temp_int_Variable, 0 => Temp_struct_Variable_7, 1 => Temp_struct_Variable_6, 2 => Temp_struct_Variable_5, 3 => Temp_struct_Variable_4, 4 => Temp_struct_Variable_3, 5 => Temp_struct_Variable_2, 6 => Temp_struct_Variable_1, 7 => Temp_struct_Variable, default => K2Node_Select_Default_1));0x0583K2Node_DynamicCast_AsCharacter_1.Mesh.SetVectorParameterValueOnMaterials(FName(DeathTint), CallFunc_Conv_LinearColorToVector_ReturnValue);0x05CFPopFlow();0x05D0Label_05D0:0x05D0K2Node_DynamicCast_AsBP_Enemy_Parent_1 = Cast<BP_EnemyParent_C>(K2Node_Event_Other);0x05F4K2Node_DynamicCast_bSuccess_7 = Cast<71>(K2Node_DynamicCast_AsBP_Enemy_Parent_1);0x0611if (!(K2Node_DynamicCast_bSuccess_7)) goto Label_0853;0x061FK2Node_DynamicCast_AsBP_Enemy_Parent_1.DamagedComponent = K2Node_Event_OtherComp;0x0648CallFunc_Multiply_IntInt_ReturnValue = Multiply_IntInt(DamageToDeal, 2);0x0672DamageToDeal = CallFunc_Multiply_IntInt_ReturnValue;0x068DIsHitEnemyKin = K2Node_DynamicCast_AsBP_Enemy_Parent_1.IsKin;0x06B6Label_06B6:0x06B6CallFunc_Conv_IntToFloat_ReturnValue = Conv_IntToFloat(DamageToDeal);0x06DBCallFunc_ApplyDamage_ReturnValue_1 = /Script/Engine.Default__GameplayStatics.ApplyDamage(K2Node_DynamicCast_AsCharacter_1, CallFunc_Conv_IntToFloat_ReturnValue, nullptr, OwningActor, DamageType);0x0732PushFlow(Label_08B2);0x0737Label_0737:0x0737K2Node_DynamicCast_AsBP_Kart_Pawn = Cast<BP_KartPawn_C>(OwningActor);0x075BK2Node_DynamicCast_bSuccess = Cast<71>(K2Node_DynamicCast_AsBP_Kart_Pawn);0x0778if (!(K2Node_DynamicCast_bSuccess)) PopFlow();0x0782K2Node_DynamicCast_AsBP_Kart_Pawn_1 = Cast<BP_KartPawn_C>(K2Node_Event_Other);0x07A6K2Node_DynamicCast_bSuccess_2 = Cast<71>(K2Node_DynamicCast_AsBP_Kart_Pawn_1);0x07C3if (!(K2Node_DynamicCast_bSuccess_2)) goto Label_0B3B;0x07D1K2Node_DynamicCast_AsBP_Kart_Pawn_1.GetRacerCurrentHealth(CallFunc_GetRacerCurrentHealth_Health);0x07FECallFunc_LessEqual_IntInt_ReturnValue = LessEqual_IntInt(CallFunc_GetRacerCurrentHealth_Health, 0);0x0820if (!(CallFunc_LessEqual_IntInt_ReturnValue)) goto Label_0BD1;0x082ELabel_082E:0x082EK2Node_DynamicCast_AsBP_Kart_Pawn.KillTargetVO();0x0852PopFlow();0x0853Label_0853:0x0853K2Node_DynamicCast_AsBP_Doll = Cast<BP_Doll_C>(K2Node_Event_Other);0x0877K2Node_DynamicCast_bSuccess_5 = Cast<71>(K2Node_DynamicCast_AsBP_Doll);0x0894if (!(K2Node_DynamicCast_bSuccess_5)) goto Label_06B6;0x08A2IsHitEnemyKin = true;0x08ADgoto Label_06B6;0x08B2Label_08B2:0x08B2/Game/BP/Core/BBPSX_FuncLib.Default__BBPSX_FuncLib_C.GetIsEnemyBlocking(K2Node_Event_Other, this, CallFunc_GetIsEnemyBlocking_IsBlocking);0x08E9if (!(CallFunc_GetIsEnemyBlocking_IsBlocking)) goto Label_08FC;0x08F7goto Label_0117;0x08FCLabel_08FC:0x08FCK2Node_DynamicCast_AsBP_Main_Char = Cast<BP_MainChar_C>(K2Node_Event_Other);0x0920K2Node_DynamicCast_bSuccess_6 = Cast<71>(K2Node_DynamicCast_AsBP_Main_Char);0x093Dif (!(K2Node_DynamicCast_bSuccess_6)) goto Label_0974;0x094Bif (!(K2Node_DynamicCast_AsBP_Main_Char.IsDodging)) goto Label_0974;0x096Fgoto Label_0023;0x0974Label_0974:0x0974Temp_object_Variable = /Game/VFX/Particles/Blood/P_BloodTrailLight.P_BloodTrailLight;0x0987Temp_object_Variable_1 = /Game/VFX/Particles/Blood/P_BloodTrailLightWhite.P_BloodTrailLightWhite;0x099ATemp_object_Variable_2 = /Game/VFX/Particles/Blood/P_BloodTrail.P_BloodTrail;0x09ADTemp_bool_Variable = IsHitEnemyKin;0x09C0Temp_object_Variable_3 = /Game/VFX/Particles/Blood/P_BloodTrailWhite.P_BloodTrailWhite;0x09D3Temp_bool_Variable_1 = IsHitEnemyKin;0x09E6CallFunc_EqualEqual_ClassClass_ReturnValue = EqualEqual_ClassClass(DamageType, /Game/BP/Variables/DT_BulletHeavy.DT_BulletHeavy_C);0x0A0CTemp_bool_Variable_2 = CallFunc_EqualEqual_ClassClass_ReturnValue;0x0A1FCallFunc_Conv_VectorToRotator_ReturnValue = Conv_VectorToRotator(K2Node_Event_HitNormal);0x0A44CallFunc_SpawnEmitterAttached_ReturnValue = SpawnEmitterAttached(Switch(Temp_bool_Variable_2, false => Switch(Temp_bool_Variable, false => Temp_object_Variable, true => Temp_object_Variable_1, default => K2Node_Select_Default), true => Switch(Temp_bool_Variable_1, false => Temp_object_Variable_2, true => Temp_object_Variable_3, default => K2Node_Select_Default_2), default => K2Node_Select_Default_3), K2Node_DynamicCast_AsCharacter_1.Mesh, FName(torso), K2Node_Event_HitLocation, CallFunc_Conv_VectorToRotator_ReturnValue, FVector(1, 1, 1), 1, true, 0, true);0x0B36goto Label_00A7;0x0B3BLabel_0B3B:0x0B3BK2Node_DynamicCast_AsBP_Enemy_Parent = Cast<BP_EnemyParent_C>(K2Node_Event_Other);0x0B5FK2Node_DynamicCast_bSuccess_1 = Cast<71>(K2Node_DynamicCast_AsBP_Enemy_Parent);0x0B7Cif (!(K2Node_DynamicCast_bSuccess_1)) PopFlow();0x0B86CallFunc_LessEqual_FloatFloat_ReturnValue = LessEqual_FloatFloat(K2Node_DynamicCast_AsBP_Enemy_Parent.CurrentHealth, 0f);0x0BBEif (!(CallFunc_LessEqual_FloatFloat_ReturnValue)) goto Label_0BD1;0x0BCCgoto Label_082E;0x0BD1Label_0BD1:0x0BD1K2Node_DynamicCast_AsBP_Kart_Pawn.DealDamageVO();0x0BF5PopFlow();0x0BF6Label_0BF6:0x0BF6PushFlow(Label_0117);0x0BFBgoto Label_0737;0x0C00Label_0C00:0x0C00Sphere.IgnoreActorWhenMoving(OwningActor, true);0x0C2Agoto Label_01C3;0x0C2Fgoto Label_0C00;0x0C34PushFlow(Label_0D0E);0x0C39K2Node_DynamicCast_AsCharacter_1 = Cast<Character>(K2Node_Event_Other);0x0C5DK2Node_DynamicCast_bSuccess_8 = Cast<71>(K2Node_DynamicCast_AsCharacter_1);0x0C7Aif (!(K2Node_DynamicCast_bSuccess_8)) goto Label_0C8D;0x0C88goto Label_0281;0x0C8DLabel_0C8D:0x0C8DCallFunc_Conv_IntToFloat_ReturnValue = Conv_IntToFloat(DamageToDeal);0x0CB2CallFunc_ApplyDamage_ReturnValue = /Script/Engine.Default__GameplayStatics.ApplyDamage(K2Node_Event_Other, CallFunc_Conv_IntToFloat_ReturnValue, nullptr, OwningActor, DamageType);0x0D09goto Label_0BF6;0x0D0ELabel_0D0E:0x0D0EK2Node_DynamicCast_AsBP_Kart_Pawn_3 = Cast<BP_KartPawn_C>(OwningActor);0x0D32K2Node_DynamicCast_bSuccess_9 = Cast<71>(K2Node_DynamicCast_AsBP_Kart_Pawn_3);0x0D4Fif (!(K2Node_DynamicCast_bSuccess_9)) PopFlow();0x0D59K2Node_DynamicCast_AsBP_Kart_Pawn_2 = Cast<BP_KartPawn_C>(K2Node_Event_Other);0x0D7DK2Node_DynamicCast_bSuccess_3 = Cast<71>(K2Node_DynamicCast_AsBP_Kart_Pawn_2);0x0D9Aif (!(K2Node_DynamicCast_bSuccess_3)) goto Label_0DD2;0x0DA8Label_0DA8:0x0DA8K2Node_DynamicCast_AsBP_Kart_Pawn_3.MostRecentDamagedActor = K2Node_Event_Other;0x0DD1PopFlow();0x0DD2Label_0DD2:0x0DD2K2Node_DynamicCast_AsCharacter = Cast<Character>(K2Node_Event_Other);0x0DF6K2Node_DynamicCast_bSuccess_4 = Cast<71>(K2Node_DynamicCast_AsCharacter);0x0E13if (!(K2Node_DynamicCast_bSuccess_4)) PopFlow();0x0E1Dgoto Label_0DA8;0x0E22Label_0E22:0x0E22return;0x0E24// end of script
Final0x04