Zdexby TheHolyOneZ
9,486 classes
Class

AMercunaNavOctree

: AMercunaNavGraph : AActor : UObject
/Script/Mercuna.MercunaNavOctree 0x0650 (1,616 B) align 16 inherited 0x05C0 vtable /Script/Mercuna
0x00x0650

Members 12

OffsetSizeNameTypeFlagsDefault
0x04MinPawnRadiusint3210 flags1
0x04MaxPawnRadiusint3210 flags3
0x01bRestrictToSurfacesbool11 flagsfalse
0x01bRecordOctreeDeltasbool8 flagsfalse
0x01WaterModeEMercunaWaterMode11 flagsEverywhere
0x05CB0x05padding / unreflected
0x10OnBuildLowResReadyFMulticastScriptDelegate4 flags<delegate>
0x10OnBuildCompleteFMulticastScriptDelegate5 flags<delegate>
0x05F00x18padding / unreflected
0x10OnRebuildCompleteFMulticastScriptDelegate5 flags<delegate>
0x10OnRebuildLowResReadyFMulticastScriptDelegate5 flags<delegate>
0x10OnLoadCompleteFMulticastScriptDelegate5 flags<delegate>
0x10OnShortRangeLoadCompleteFMulticastScriptDelegate5 flags<delegate>
0x01DebugDrawModeEMerOctreeDebugDrawModeTransient+5 flagsDISABLED
0x06490x07unreflected bytes to end of AMercunaNavOctree
Inherited from AMercunaNavGraph 22
OffsetSizeNameTypeFlagsDefault
0x04CellSizefloat10 flags0
0x01GeometryCollisionChannelECollisionChannel8 flagsECC_Pawn
0x02C50x03padding / unreflected
0x08ExcludeTagFName8 flagsNone
0x01bNeverSavebool7 flagsfalse
0x01bAllowNavGraphMergingbool7 flagsfalse
0x01bDisablePartitionOfNavDatabool8 flagsfalse
0x02D30x01padding / unreflected
0x0CGenerationBoxesPerChunkFIntVector8 flags{X=0, Y=0, Z=0}
0x20GameplayTagsFGameplayTagContainer4 flags{GameplayTags=[], ParentTags=[]}
0x01bRecordGeometryCollectionStatisticsbool6 flagsfalse
0x03010x07padding / unreflected
0x10OnChunkAddedFMulticastScriptDelegate5 flags<delegate>
0x10OnChunkDestroyedFMulticastScriptDelegate5 flags<delegate>
0x10OnChunkEnabledFMulticastScriptDelegate5 flags<delegate>
0x10OnChunkDisabledFMulticastScriptDelegate5 flags<delegate>
0x10OnNavGraphUpdateFMulticastScriptDelegate5 flags<delegate>
0x03580x08padding / unreflected
0x01bBuildAsSublevelboolProtected+5 flagsfalse
0x01bUsingChunksboolProtected+5 flagsfalse
0x01bNeedsRebuildboolProtected+5 flagsfalse
0x03630x05padding / unreflected
0x38StreamingBoundsFBoxProtected+5 flags{min={X=0, Y=0, Z=0}, max={X=0, Y=0, Z=0}, IsValid=false}
0x03A00x10padding / unreflected
0x60BuildTransformFTransformProtected+4 flags{Rotation={X=0, Y=0, Z=0, W=1}, Translation={X=0, Y=0, Z=0}…
0x60LevelRelativeBuildTransformFTransformProtected+4 flags{Rotation={X=0, Y=0, Z=0, W=1}, Translation={X=0, Y=0, Z=0}…
0x04700x08padding / unreflected
0x04C80xA0padding / unreflected
0x08MerNavGraphRenderingComponentUMerNavGraphRenderingComponent*TransientProtected+10 flagsnullptr
Inherited from AActor 80
OffsetSizeNameTypeFlagsDefault
0x30PrimaryActorTickFActorTickFunction3 flags{}
0x01bNetTemporary : 1bit 0bool3 flagsfalse
0x01bOnlyRelevantToOwner : 1bit 2bool7 flagsfalse
0x01bAlwaysRelevant : 1bit 3bool6 flagsfalse
0x01bReplicateMovement : 1bit 4boolNetRepNotify+5 flagsfalse
0x01bCallPreReplication : 1bit 5bool6 flagstrue
0x01bCallPreReplicationForReplay : 1bit 6bool6 flagstrue
0x01bHidden : 1bit 7boolNet+7 flagsfalse
0x01bTearOff : 1bit 0boolNet+3 flagsfalse
0x01bForceNetAddressable : 1bit 1bool3 flagsfalse
0x01bExchangedRoles : 1bit 2boolTransient+3 flagsfalse
0x01bNetLoadOnClient : 1bit 3bool4 flagstrue
0x01bNetUseOwnerRelevancy : 1bit 4bool6 flagsfalse
0x01bRelevantForNetworkReplays : 1bit 5bool3 flagstrue
0x01bRelevantForLevelBounds : 1bit 6bool5 flagstrue
0x01bReplayRewindable : 1bit 7bool6 flagsfalse
0x01bAllowTickBeforeBeginPlay : 1bit 0bool5 flagsfalse
0x01bAutoDestroyWhenFinished : 1bit 1bool4 flagsfalse
0x01bCanBeDamaged : 1bit 2boolNet+6 flagstrue
0x01bBlockInput : 1bit 3bool5 flagsfalse
0x01bCollideWhenPlacing : 1bit 4bool3 flagsfalse
0x01bFindCameraComponentWhenViewTarget : 1bit 5bool6 flagstrue
0x01bGenerateOverlapEventsDuringLevelStreaming : 1bit 6bool5 flagsfalse
0x01bIgnoresOriginShifting : 1bit 7bool5 flagsfalse
0x01bEnableAutoLODGeneration : 1bit 0bool5 flagstrue
0x01bIsEditorOnlyActor : 1bit 1bool5 flagsfalse
0x01bReplicates : 1bit 3boolProtected+7 flagsfalse
0x01bCanBeInCluster : 1bit 4boolProtected+5 flagsfalse
0x01bAllowReceiveTickEventOnDedicatedServer : 1bit 5boolProtected+3 flagstrue
0x01bReplicateUsingRegisteredSubObjectList : 1bit 7boolProtected+9 flagsfalse
0x00640x01padding / unreflected
0x01bActorEnableCollision : 1bit 0bool3 flagstrue
0x01bActorIsBeingDestroyed : 1bit 1boolTransient+4 flagsfalse
0x00660x01padding / unreflected
0x01bAsyncPhysicsTickEnabled : 1bit 0boolProtected+4 flagsfalse
0x01UpdateOverlapsMethodDuringLevelStreamingEActorUpdateOverlapsMethodProtected+6 flagsUseConfigDefault
0x01DefaultUpdateOverlapsMethodDuringLevelStreamingEActorUpdateOverlapsMethod8 flagsOnlyUpdateMovable
0x01RemoteRoleENetRoleNetTransient+8 flagsROLE_None
0x006B0x01padding / unreflected
0x04InitialLifeSpanfloat8 flags0
0x04CustomTimeDilationfloat7 flags1
0x04RayTracingGroupIdint325 flags-1
0x60AttachmentReplicationFRepAttachmentNetTransient+5 flags{AttachParent=nullptr, LocationOffset={}, RelativeScale3D={…
0x88ReplicatedMovementFRepMovementNetRepNotify+5 flags{LinearVelocity={X=0, Y=0, Z=0}, AngularVelocity={X=0, Y=0,…
0x08OwnerAActor*NetRepNotify+6 flagsnullptr
0x08NetDriverNameFNameProtected+5 flagsGameNetDriver
0x01RoleENetRoleNet+8 flagsROLE_Authority
0x01NetDormancyENetDormancy9 flagsDORM_Awake
0x01SpawnCollisionHandlingMethodESpawnActorCollisionHandlingMethod7 flagsAlwaysSpawn
0x01AutoReceiveInputEAutoReceiveInput6 flagsDisabled
0x04InputPriorityint326 flags0
0x01780x08padding / unreflected
0x08InputComponentUInputComponent*9 flagsnullptr
0x04NetTagint32Transient+5 flags0
0x04NetCullDistanceSquaredfloat8 flags2.25e+08
0x04NetUpdateFrequencyfloat8 flags100
0x04MinNetUpdateFrequencyfloat8 flags2
0x04NetPriorityfloat8 flags1
0x01PhysicsReplicationModeEPhysicsReplicationMode7 flagsDefault
0x019D0x0Bpadding / unreflected
0x08InstigatorAPawn*NetRepNotify+8 flagsnullptr
0x10ChildrenTArray<AActor*>Transient+4 flags[]
0x08RootComponentUSceneComponent*Protected+10 flagsnullptr
0x01C80x08padding / unreflected
0x10LayersTArray<FName>4 flags[]
0x10UWEActorIDFGuidNetRepNotify+8 flags{A=0, B=0, C=0, D=0}
0x08ParentComponentTWeakObjectPtr<UChildActorComponent>8 flagsnullptr
0x10TagsTArray<FName>5 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>
0x02180x80padding / unreflected
0x10InstanceComponentsTArray<UActorComponent*>6 flags[]
0x10BlueprintCreatedComponentsTArray<UActorComponent*>8 flags[]

Functions 22

SignatureFlagsNativeParams
void SetNavigationRotation(const FRotator& Rotation)NativePublic0x18
void RebuildVolumes(const TArray<FBox>& Volumes, bool bStagedBuild, bool bRemoveUnseeded, bool bMergeVolumes)FinalNative+1 flags0x13
void RebuildVolume(AActor* Volume, bool StagedBuild, bool RemoveUnseeded)FinalNative+1 flags0x0A
void RebuildChanges(bool StagedBuild, bool RemoveUnseeded)FinalNative+1 flags0x02
void Raycast(const FVector& Start, const FVector& End, float NavigationRadius, const FVector& HitPosition, const bool& RayHit)FinalNative+1 flags0x51
void IsReachableLatent(const FVector& Start, const TArray<FVector>& EndPos, float NavigationRadius, const TArray<bool>& Result, const TArray<FVector>& ClampedPos, UObject* WorldContextObject, const FLatentActionInfo& LatentInfo, float MaxPathLength, bool AccuratePathLength, float StartSearchRadius, float EndSearchRadius)FinalNative+1 flags0x80
bool IsReachable(const FVector& Start, const FVector& End, float NavigationRadius, float MaxPathLength)FinalNative+1 flags0x39
void IsNavigableMulti(const TArray<FVector>& Positions, float NavigationRadius, const TArray<bool>& Results)FinalNative+1 flags0x28
void IsNavigable(const FVector& position, float NavigationRadius, const bool& Result)FinalNative+1 flags0x1D
bool IsBuilding()NativePublic0x01
UMercunaSmoothPath* FindSmoothPathFromLocationToLocations(const FScriptDelegate& OnPathUpdated, const FVector& Start, const TArray<FVector>& Destinations, float NavigationRadius, float MaxSpeed, float MaxAcceleration, bool AllowPartial, float MaxPathLength)FinalNative+1 flags0x58
UMercunaSmoothPath* FindSmoothPathFromLocationToLocation(const FScriptDelegate& OnPathUpdated, const FVector& Start, const FVector& End, float NavigationRadius, float MaxSpeed, float MaxAcceleration, bool AllowPartial, float MaxPathLength)FinalNative+1 flags0x60
UMercunaSmoothPath* FindSmoothPathFromLocationToActor(const FScriptDelegate& OnPathUpdated, const FVector& Start, AActor* EndActor, float NavigationRadius, float MaxSpeed, float MaxAcceleration, bool AllowPartial, float MaxPathLength, float HeightChangePenalty)FinalNative+1 flags0x50
UMercunaSmoothPath* FindSmoothPathFromActorToLocation(const FScriptDelegate& OnPathUpdated, AActor* StartActor, const FVector& End, float NavigationRadius, float MaxSpeed, float MaxAcceleration, bool AllowPartial, float MaxPathLength, float HeightChangePenalty)FinalNative+1 flags0x50
UMercunaSmoothPath* FindSmoothPathFromActorToActor(const FScriptDelegate& OnPathUpdated, AActor* StartActor, AActor* EndActor, float NavigationRadius, float MaxSpeed, float MaxAcceleration, bool AllowPartial, float MaxPathLength, float HeightChangePenalty)FinalNative+1 flags0x40
UMercunaPath* FindPathFromLocationToLocations(const FScriptDelegate& OnPathUpdated, const FVector& Start, const TArray<FVector>& Destinations, float NavigationRadius, bool AllowPartial, float MaxPathLength, float HeightChangePenalty)FinalNative+1 flags0x50
UMercunaPath* FindPathFromLocationToLocation(const FScriptDelegate& OnPathUpdated, const FVector& Start, const FVector& End, float NavigationRadius, bool AllowPartial, float MaxPathLength, float HeightChangePenalty)FinalNative+1 flags0x58
UMercunaPath* FindPathFromLocationToActor(const FScriptDelegate& OnPathUpdated, const FVector& Start, AActor* EndActor, float NavigationRadius, bool AllowPartial, float MaxPathLength, float HeightChangePenalty)FinalNative+1 flags0x48
UMercunaPath* FindPathFromActorToLocation(const FScriptDelegate& OnPathUpdated, AActor* StartActor, const FVector& End, float NavigationRadius, bool AllowPartial, float MaxPathLength, float HeightChangePenalty)FinalNative+1 flags0x48
UMercunaPath* FindPathFromActorToActor(const FScriptDelegate& OnPathUpdated, AActor* StartActor, AActor* EndActor, float NavigationRadius, bool AllowPartial, float MaxPathLength, float HeightChangePenalty)FinalNative+1 flags0x38
void ClampToNavigable(const FVector& position, float NavigationRadius, float SearchRadius, const FVector& ClampedPosition, const bool& Result)FinalNative+1 flags0x39
void Build(const TArray<FVector>& PriorityPositions)NativePublic0x10

Used by 4

types with a member, parameter or interface of this type