Zdexby TheHolyOneZ
9,486 classes
Class

ASN2Trident

: AUWESubmarine : AActor : UObject
/Script/Subnautica2.SN2Trident 0x04F8 (1,272 B) align 8 inherited 0x0338 vtable /Script/Subnautica2
0x00x04F8

Members 26

OffsetSizeNameTypeFlagsDefault
0x03380x18padding / unreflected
0x08SubmarineDamageComponentUSN2SubmarineDamageComponent*12 flags/Script/Subnautica2.Default__SN2Trident.SubmarineDamageComp…
0x08FloodManagerUSN2SubmarineFloodManager*12 flags/Script/Subnautica2.Default__SN2Trident.FloodManager
0x08AlertManagerUSN2SubmarineAlertManager*12 flags/Script/Subnautica2.Default__SN2Trident.AlertManager
0x08AmbienceSoundUFMODAudioComponent*12 flags/Script/Subnautica2.Default__SN2Trident.AmbienceSound
0x08EngineSoundUFMODAudioComponent*12 flags/Script/Subnautica2.Default__SN2Trident.EngineSound
0x08AccelerationParamNameFName9 flagstrident_vehicle_acceleration
0x08VelocityParamNameFName9 flagstrident_vehicle_velocity
0x08RotVelocityParamNameFName9 flagstrident_rotational_velocity
0x10OnPlayerEnteredFMulticastScriptDelegate4 flags<delegate>
0x10OnPlayerExitedFMulticastScriptDelegate4 flags<delegate>
0x10OnFloodedStatusChangedFMulticastScriptDelegate4 flags<delegate>
0x10OnFloodingStatusChangedFMulticastScriptDelegate4 flags<delegate>
0x10OnForceMisalignSensorFMulticastScriptDelegate4 flags<delegate>
0x08CollisionImpactComponentUUWECollisionImpactComponent*Protected+12 flags/Script/Subnautica2.Default__SN2Trident.CollisionImpactComp…
0x08InputMappingContextUInputMappingContext*Protected+8 flagsnullptr
0x04InputMappingPriorityint32Protected+7 flags0
0x03F40x04padding / unreflected
0x08UWEAbilitySystemComponentUUWEAbilitySystemComponent*Protected+12 flags/Script/Subnautica2.Default__SN2Trident.UWEAbilitySystemCom…
0x08FrontalLightUSpotLightComponent*Protected+12 flags/Script/Subnautica2.Default__SN2Trident.FrontalLight
0x01bFrontalLightActiveboolNetRepNotify+10 flagstrue
0x04090x07padding / unreflected
0x08WreckDamagePointsUSceneComponent*Protected+12 flags/Script/Subnautica2.Default__SN2Trident.WreckDamagePoints
0x50DockingBaySlotsToTriggerDockerAlertTSet<FName>2 flags<TSet>
0x28VehicleDockedAlertTSoftObjectPtr<USN2SubmarineAlert>4 flags<SoftObjectProperty>
0x28VehicleUnDockedAlertTSoftObjectPtr<USN2SubmarineAlert>4 flags<SoftObjectProperty>
0x01bPilotingbool5 flagsfalse
0x04B90x07padding / unreflected
0x10PlayersTArray<TWeakObjectPtr<ACharacter>>3 flags[]
0x04NumPlayersOnBoardint32NetRepNotify+7 flags0
0x04D40x24unreflected bytes to end of ASN2Trident
Inherited from AUWESubmarine 15
OffsetSizeNameTypeFlagsDefault
0x08SubmarineAlertStatusHandlerUUWESubmarineAlertStatusHandler*10 flags/Script/UWESubmarine.Default__UWESubmarine.SubmarineAlertSt…
0x08HullMeshUStaticMeshComponent*10 flags/Script/UWESubmarine.Default__UWESubmarine.HullMesh
0x08AISpeakerComponentUUWEAISpeakerComponent*12 flags/Script/UWESubmarine.Default__UWESubmarine.AISpeakerCompone…
0x08SubmarineMovementUUWESubmarineMovementComponent*12 flags/Script/UWESubmarine.Default__UWESubmarine.SubmarineMovement
0x08MovementSetComponentUUWEMovementSetComponent*12 flags/Script/UWESubmarine.Default__UWESubmarine.MovementSetCompo…
0x08MechanicalSetComponentUUWEMechanicalSetComponent*12 flags/Script/UWESubmarine.Default__UWESubmarine.MechanicalSetCom…
0x08PilotComponentUUWESubmarinePilotComponent*12 flagsnullptr
0x10OnPilotChangedFMulticastScriptDelegate4 flags<delegate>
0x01bControlledboolNet+5 flagsfalse
0x01bControllingAllowedboolNet+5 flagstrue
0x030A0x06padding / unreflected
0x08AttachmentOwnerComponentUUWEPawnAttachmentOwner*Protected+12 flags/Script/UWESubmarine.Default__UWESubmarine.PawnAttachmentOw…
0x08MovementCollisionUStaticMeshComponent*Protected+10 flags/Script/UWESubmarine.Default__UWESubmarine.MovementCollision
0x08VolumeTrackerUVolumeTrackerComponent*Protected+12 flags/Script/UWESubmarine.Default__UWESubmarine.VolumeTracker
0x08NetworkSmoothingComponentUUWENetworkSmoothingComponent*Protected+12 flags/Script/UWESubmarine.Default__UWESubmarine.NetworkSmoothing…
0x08PilotAttachSlotFNameProtected+9 flagsNone
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 24

SignatureFlagsNativeParams
bool TryDock(ASN2PossessableVehicle* Vehicle)FinalNative+1 flags0x09
void RemoveAlert(FAlertInstHandle& InstHandle)FinalNative+1 flags0x10
void PlayerExited__DelegateSignature(ACharacter* Player)Public0x08
void PlayerEntered__DelegateSignature(ACharacter* Player)Public0x08
FAlertInstHandle PlayAlert(USN2SubmarineAlert* Alert, bool IgnorePreexistingCooldown)FinalNative+1 flags0x20
void OnRep_NumPlayersOnBoard()FinalNative+1 flags0x00
void OnRep_FrontalLightActive()FinalNative+1 flags0x00
void OnNumPlayersChanged(int32 NumPlayers)EventProtected0x04
void OnMisalignSensor(const FGameplayTag& GameplayTag, int32 TagCount)FinalNative+1 flags0x0C
void OnForceMisalignSensor__DelegateSignature()Public0x00
void OnFloodingChanged__DelegateSignature(bool Flooding)Public0x01
void OnFloodedChanged__DelegateSignature(bool Flooded)Public0x01
void OnDealLeviathanBite(const FGameplayTag& GameplayTag, int32 TagCount)FinalNative+1 flags0x0C
void OnDealDamageMed(const FGameplayTag& GameplayTag, int32 TagCount)EventProtected0x0C
void OnDealDamageLow(const FGameplayTag& GameplayTag, int32 TagCount)EventProtected0x0C
void OnCollisionImminent()EventPublic0x00
void OnAttachmentPawnDetached(AActor* Pawn, const FName& SlotName)FinalNative+1 flags0x10
void OnAttachmentPawnAttached(AActor* Pawn, const FName& SlotName)FinalNative+1 flags0x10
bool IsSubsystemActive(FGameplayTag& SubsystemTag)FinalNative+1 flags0x09
bool IsPointInterior(const FVector& Location)FinalNative+1 flags0x19
bool IsInVoid()FinalNative+1 flags0x01
TArray<ACharacter*> GetOnboardPlayers()FinalNative+1 flags0x10
int32 GetNumPlayers()FinalNative+1 flags0x04
float GetEnergyPercentage()FinalNative+1 flags0x04

Subclasses 1