Class UStateTreeEvaluator_GetPlayersLookingAtEntity : UStateTreeEvaluatorBlueprintBase : UStateTreeNodeBlueprintBase : UObject Path C++ Link /Script/BETGame.StateTreeEvaluator_GetPlayersLookingAtEntity 0x00A0 (160 B) align 8 inherited 0x0070 vtable 0xa6a18e8 /Script/BETGame 0x00x00A0 Members 4 Show inherited members OffsetSizeNameTypeFlagsDefault0x00700x08OwningActorAActor*8 flagsnullptr0x00780x10TargetPlayersTArray<APawn*>4 flags[]0x00880x04LookAtThresholdfloat7 flags0.50x008C0x04padding / unreflected0x00900x10PlayersLookingTArray<APawn*>4 flags[] Functions 1 SignatureFlagsNativeParamsTArray<APawn*> GetPlayersLookingAtEntity(AActor* Owner, const TArray<APawn*>& Targets, float PlayerLookAtThreshold)FinalNative+1 flags0x609ec300x30 // /Script/BETGame.StateTreeEvaluator_GetPlayersLookingAtEntity // size 0x00A0 (160), inherited 0x0070, align 8 class UStateTreeEvaluator_GetPlayersLookingAtEntity : public UStateTreeEvaluatorBlueprintBase { public: AActor* OwningActor; // 0x0070(0x08) Edit BlueprintVisible ZeroConstructor NoDestructor UObjectWrapper HasGetValueTypeHash NativeAccessSpecifierPublic TObjectPtr = nullptr TArray<APawn*> TargetPlayers; // 0x0078(0x10) Edit BlueprintVisible ZeroConstructor NativeAccessSpecifierPublic = [] float LookAtThreshold; // 0x0088(0x04) Edit BlueprintVisible ZeroConstructor IsPlainOldData NoDestructor HasGetValueTypeHash NativeAccessSpecifierPublic = 0.5 uint8 pad_0[0x04]; // 0x008C(0x04) TArray<APawn*> PlayersLooking; // 0x0090(0x10) Edit BlueprintVisible ZeroConstructor NativeAccessSpecifierPublic = [] TArray<APawn*> GetPlayersLookingAtEntity(AActor* Owner, const TArray<APawn*>& Targets, float PlayerLookAtThreshold); // 0x609ec30 [Final Native Protected] };