Zdexby TheHolyOneZ
2,291 classes
Class

ABP_FlameProjectile_C

: AActor : UObject
/Game/BP/PlayerWeapons/Projectiles/BP_FlameProjectile.BP_FlameProjectile_C 0x0259 (601 B) align 8 inherited 0x0220 3 scripted vtable /Game/BP/PlayerWeapons/Projectiles/BP_FlameProjectile
0x00x0259

Members 8

OffsetSizeNameTypeFlagsDefault
0x08UberGraphFrameFPointerToUberGraphFrameTransient+2 flags{}
0x08ParticleSystemUParticleSystemComponent*7 flagsnullptr
0x08SphereUSphereComponent*7 flagsnullptr
0x08ProjectileMovementUProjectileMovementComponent*7 flagsnullptr
0x08OwningActorAActor*8 flagsnullptr
0x04DamageToDealint327 flags0
0x024C0x04padding / unreflected
0x08DamageTypeTSubclassOf<UDamageType>7 flags/Game/BP/Variables/DT_Fire.DT_Fire_C
0x01HitEnemyKinbool6 flagsfalse
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 3

SignatureFlagsNativeParams
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_FlameProjectile(453);0x009Freturn;0x00A1// end of script
EventPublic0xC8
void ReceiveBeginPlay()
Script3 statements · 18 bytes of bytecode
0x0000ExecuteUbergraph_BP_FlameProjectile(911);0x000Freturn;0x0011// end of script
EventProtected0x00
void ExecuteUbergraph_BP_FlameProjectile(int32 EntryPoint)
Script50 statements · 1,146 bytes of bytecode
0x0000PushFlow(Label_0477);0x0005goto [EntryPoint];0x000FLabel_000F:0x000FHitEnemyKin = true;0x001ALabel_001A:0x001ACallFunc_Conv_IntToFloat_ReturnValue = Conv_IntToFloat(DamageToDeal);0x003FCallFunc_ApplyDamage_ReturnValue_1 = /Script/Engine.Default__GameplayStatics.ApplyDamage(K2Node_DynamicCast_AsCharacter, CallFunc_Conv_IntToFloat_ReturnValue, nullptr, OwningActor, /Game/BP/Variables/DT_Fire.DT_Fire_C);0x0096Temp_object_Variable = /Game/VFX/Particles/Blood/P_BloodTrailLight.P_BloodTrailLight;0x00A9CallFunc_Conv_VectorToRotator_ReturnValue = Conv_VectorToRotator(K2Node_Event_HitNormal);0x00CETemp_object_Variable_1 = /Game/VFX/Particles/Blood/P_BloodTrailLightWhite.P_BloodTrailLightWhite;0x00E1Temp_bool_Variable = HitEnemyKin;0x00F4CallFunc_SpawnEmitterAtLocation_ReturnValue = SpawnEmitterAtLocation(this, Switch(Temp_bool_Variable, false => Temp_object_Variable, true => Temp_object_Variable_1, default => K2Node_Select_Default), K2Node_Event_HitLocation, CallFunc_Conv_VectorToRotator_ReturnValue, FVector(1, 1, 1), true, 0, true);0x0161PlaySoundAtLocation(this, /Game/Audio/Foley/Impacts/Cue_bloodlight.Cue_bloodlight, K2Node_Event_HitLocation, FRotator(0, 0, 0), 1f, 1f, 0f, nullptr, nullptr, nullptr);0x019DLabel_019D:0x019DK2_DestroyActor();0x01ABPopFlow();0x01ACgoto Label_019D;0x01B1DamageType = /Game/BP/Variables/DT_Bullet.DT_Bullet_C;0x01C4PopFlow();0x01C5K2Node_DynamicCast_AsCharacter = Cast<Character>(K2Node_Event_Other);0x01E9K2Node_DynamicCast_bSuccess_2 = Cast<71>(K2Node_DynamicCast_AsCharacter);0x0206if (!(K2Node_DynamicCast_bSuccess_2)) goto Label_02BA;0x0214K2Node_DynamicCast_AsBP_Enemy_Parent = Cast<BP_EnemyParent_C>(K2Node_Event_Other);0x0238K2Node_DynamicCast_bSuccess_1 = Cast<71>(K2Node_DynamicCast_AsBP_Enemy_Parent);0x0255if (!(K2Node_DynamicCast_bSuccess_1)) goto Label_033B;0x0263K2Node_DynamicCast_AsBP_Enemy_Parent.DamagedComponent = K2Node_Event_OtherComp;0x028CHitEnemyKin = K2Node_DynamicCast_AsBP_Enemy_Parent.IsKin;0x02B5goto Label_001A;0x02BALabel_02BA:0x02BACallFunc_Conv_IntToFloat_ReturnValue = Conv_IntToFloat(DamageToDeal);0x02DFCallFunc_ApplyDamage_ReturnValue = /Script/Engine.Default__GameplayStatics.ApplyDamage(K2Node_Event_Other, CallFunc_Conv_IntToFloat_ReturnValue, nullptr, OwningActor, /Game/BP/Variables/DT_Fire.DT_Fire_C);0x0336goto Label_019D;0x033BLabel_033B:0x033BK2Node_DynamicCast_AsBP_Doll = Cast<BP_Doll_C>(K2Node_Event_Other);0x035FK2Node_DynamicCast_bSuccess = Cast<71>(K2Node_DynamicCast_AsBP_Doll);0x037Cif (!(K2Node_DynamicCast_bSuccess)) goto Label_001A;0x038Agoto Label_000F;0x038FSphere.IgnoreActorWhenMoving(OwningActor, true);0x03B9PushFlow(Label_0440);0x03BEK2Node_ClassDynamicCast_AsDT_Bullet_Heavy = Cast<DT_BulletHeavy_C>(DamageType);0x03E2K2Node_ClassDynamicCast_bSuccess = Cast<71>(K2Node_ClassDynamicCast_AsDT_Bullet_Heavy);0x03FFif (!(K2Node_ClassDynamicCast_bSuccess)) PopFlow();0x0409Delay(this, 0.09f, LatentActionInfo{0x1B1, -2103144284, FName(ExecuteUbergraph_BP_FlameProjectile), this});0x043FPopFlow();0x0440Label_0440:0x0440Delay(this, 0.5f, LatentActionInfo{0x1AC, 2139782594, FName(ExecuteUbergraph_BP_FlameProjectile), this});0x0476PopFlow();0x0477Label_0477:0x0477return;0x0479// end of script
Final0x04