Zdexby TheHolyOneZ
9,486 classes
Class

AUWEBaseItem

: AActor : UObject
/Script/UWEInventory.UWEBaseItem 0x03C8 (968 B) align 8 inherited 0x02C0 vtable /Script/UWEInventory
0x00x03C8

Members 25

OffsetSizeNameTypeFlagsDefault
0x02C00x10padding / unreflected
0x10OnUnequippedDelegateFMulticastScriptDelegate4 flags<delegate>
0x10OnEquippedDelegateFMulticastScriptDelegate4 flags<delegate>
0x10OnDroppedDelegateFMulticastScriptDelegate4 flags<delegate>
0x10OnHolsteredDelegateFMulticastScriptDelegate4 flags<delegate>
0x10OnHolsteringDelegateFMulticastScriptDelegate4 flags<delegate>
0x10OnSetLifeSpanDelegateFMulticastScriptDelegate4 flags<delegate>
0x08PhysicsControllerUUWEChaosPhysicsController*12 flags/Script/UWEInventory.Default__UWEBaseItem.PhysicsController
0x08VolumeTrackerComponentUVolumeTrackerComponent*12 flags/Script/UWEInventory.Default__UWEBaseItem.VolumeTrackerComp…
0x10OnPostPickupItemFMulticastScriptDelegate4 flags<delegate>
0x04UWEItemMaxAutoPickupTimefloat6 flags1
0x04UWEItemMagnetismInterpSpeedfloat6 flags6
0x04UWEItemMagnetismDistancefloat6 flags50
0x04MagnetismMinDistancefloat6 flags0
0x04UWEItemMagnetismRemoteClientDelayfloat6 flags0.3
0x01PickupDisabledbool6 flagsfalse
0x01AutoPickupDisabledbool6 flagsfalse
0x03660x02padding / unreflected
0x08ItemTypeUUWEItemType*8 flagsnullptr
0x01bHasBeenPickedUp : 1bit 0bool6 flagsfalse
0x03710x03padding / unreflected
0x08EquippedByActorTWeakObjectPtr<AActor>8 flagsnullptr
0x037C0x04padding / unreflected
0x08MeshUStaticMeshComponent*Protected+12 flags/Script/UWEInventory.Default__UWEBaseItem.Mesh
0x10AbilitySpecHandlesTArray<FGameplayAbilitySpecHandle>Protected+4 flags[]
0x03980x04padding / unreflected
0x04ItemPickupCooldownfloatProtected+9 flags0.5
0x01bReplicatedSimulatePhysicsboolNetRepNotify+11 flagsfalse
0x01bReplicatedCollisionEnabledboolNetRepNotify+11 flagstrue
0x03A20x02padding / unreflected
0x08MagnetActorTWeakObjectPtr<AActor>6 flagsnullptr
0x03AC0x1Cunreflected bytes to end of AUWEBaseItem
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 36

SignatureFlagsNativeParams
void ThrowForward(AActor* ThrowingActor, const FVector& Direction, float Magnitude)FinalNative+1 flags0x24
void StopSimulateMagnetism()FinalNative+1 flags0x00
void SimulateMagnetism(AActor* ToActor)FinalNative+1 flags0x08
void SetReplicatedSimulatePhysics(bool bNewSimulatePhysics)FinalNative+1 flags0x01
void SetReplicatedCollisionEnabled(bool bNewCollisionEnabled)FinalNative+1 flags0x01
void SetDropped()FinalNative+1 flags0x00
void OnVolumeTypeChanged(const EVolumeType& VolumeType)NativeProtected0x01
void OnUnequipped__DelegateSignature()Public0x00
void OnSetLifeSpan__DelegateSignature()Public0x00
void OnRep_ReplicatedSimlatePhysics()NativeProtected0x00
void OnRep_ReplicatedCollisionEnabled()NativeProtected0x00
void OnPhysicsWake(UPrimitiveComponent* SleepingComponent, const FName& BoneName)FinalNative+1 flags0x10
void OnPhysicsSleep(UPrimitiveComponent* SleepingComponent, const FName& BoneName)FinalNative+1 flags0x10
void OnHolstering__DelegateSignature()Public0x00
void OnHolstered__DelegateSignature()Public0x00
void OnEquipped__DelegateSignature()Public0x00
void OnDropped__DelegateSignature()Public0x00
void NetMulticast_SetPhysicsEnabled(bool Enabled, bool ForceToSleep)NativeEvent+1 flags0x02
void NetMulticast_SetCollisionResponse(const ECollisionChannel& Channel, const ECollisionResponse& NewResponse)NativeEvent+1 flags0x02
bool IsOwned()FinalNative+1 flags0x01
bool IsEquippedByLocalPawn()FinalNative+1 flags0x01
bool IsEquipped()FinalNative+1 flags0x01
bool HasMagnet()FinalNative+1 flags0x01
UMeshComponent* GetEquippedMesh()NativePublic0x08
FGameplayCueParameters GetDefaultCueParams()NativePublic0xD8
USkeletalMeshComponent* GetCharacterMesh()FinalNative+1 flags0x08
USceneComponent* GetAttachTarget(AActor* Actor)FinalNative+2 flags0x10
void ExecuteItemGameplayCue_NonReplicated(const FGameplayTag& Tag)FinalNative+1 flags0x08
void BPOnUnequipped(AActor* OldEquippedByActor)NativeEvent+1 flags0x08
void BPOnHolstered(AActor* OldEquippedByActor)NativeEvent+1 flags0x08
void BPOnEquipVisibilityChanged(bool bNewVisible)NativeEvent+1 flags0x01
void BPOnEquipped(bool bFirstEquip)NativeEvent+1 flags0x01
void AddImpulseAwayRandom(AActor* FromActor, float SpawnImpulse)FinalNative+1 flags0x0C
void AddImpulseAway(AActor* FromActor, float SpawnImpulse)FinalNative+1 flags0x0C
void AddImpulse(const FVector& Impulse, bool Normalized)FinalNative+1 flags0x19
void AddExternalInfluence(const EUWEMovementComponentInfluenceType& InfluenceType, const FVector& Value)FinalNative+1 flags0x20

Subclasses 4

Used by 19

types with a member, parameter or interface of this type