Zdexby TheHolyOneZ
5,221 classes
Class

ABulletProjectile

: ADamageProjectile : AProjectile : AActor : UObject
/Script/ReadyOrNot.BulletProjectile 0x0438 (1,080 B) align 8 inherited 0x0320 vtable /Script/ReadyOrNot
0x00x0438

Members 36

OffsetSizeNameTypeFlagsDefault
0x08BulletMeshUStaticMeshComponent*12 flags/Script/ReadyOrNot.Default__BulletProjectile.Bullet
0x03280x18padding / unreflected
0x08FiredFromWeaponABaseItem*Net+7 flagsnullptr
0x08FiredFromPlayerAPlayerCharacter*Net+7 flagsnullptr
0x04HitAngleMultiplierfloat6 flags0.2
0x04RequiredAngleToDeflectfloat6 flags60
0x04PercentageToDeflectfloat6 flags0.5
0x04DeflectionAmountfloat6 flags90
0x03600x08padding / unreflected
0x04SpeedLossMultiplierPerSurfacefloat6 flags0.5
0x04DamageLossMultiplierPerSurfacefloat6 flags0.5
0x04VelocityRequiredToRespawnfloat6 flags5000
0x01bDrawBloodboolNet+6 flagstrue
0x03750x1Bpadding / unreflected
0x18BulletProjectileScaleFVector5 flags{X=1, Y=1, Z=1}
0x04DecalScalefloat5 flags1
0x01bAffectedByGravitybool6 flagstrue
0x03AD0x03padding / unreflected
0x08BulletWizzSoundUSoundCue*6 flagsnullptr
0x04MinimumDistanceForWizzfloat6 flags100
0x04requiredSpeedForWizzfloat6 flags3420
0x04DebugLineSizefloat6 flags0.5
0x03C40x04padding / unreflected
0x08ExitEffectsTSubclassOf<AImpactEffect>6 flagsnullptr
0x08RicochetEffectsTSubclassOf<AImpactEffect>6 flagsnullptr
0x08RichochetParticleUParticleSystem*6 flagsnullptr
0x04ArmorPiercingfloat6 flags0
0x01bDestroyOnHitbool8 flagstrue
0x01bAttachOnHitbool8 flagstrue
0x03E60x02padding / unreflected
0x04InitialSpeedfloatNet+8 flags0
0x03EC0x04padding / unreflected
0x18InitialLocationFVector8 flags{X=0, Y=0, Z=0}
0x08OwningActorAActor*7 flagsnullptr
0x04LockIntegrityDamagefloat8 flags0
0x04140x04padding / unreflected
0x08InitialDamageTypeTSubclassOf<UDamageType>8 flagsnullptr
0x04LifeSpanfloat8 flags0
0x04Dragfloat8 flags-3000
0x04Wobblefloat8 flags30
0x04InitialWobbleDelayfloat8 flags1
0x04PhysicsImpulseMultiplierfloat8 flags5000
0x04340x01padding / unreflected
0x01bCanPenetratebool7 flagstrue
0x01bServerValidatedbool5 flagsfalse
0x04370x01unreflected bytes to end of ABulletProjectile
Inherited from ADamageProjectile 3
OffsetSizeNameTypeFlagsDefault
0x04Damagefloat8 flags0
0x030C0x04padding / unreflected
0x08DamageTypeTSubclassOf<UDamageType>7 flagsnullptr
0x08HitMarkerUFMODEvent*7 flagsnullptr
Inherited from AProjectile 5
OffsetSizeNameTypeFlagsDefault
0x08MovementCompUBulletProjectileMovementComponent*10 flags/Script/ReadyOrNot.Default__Projectile.Movement
0x08CollisionCompUSphereComponent*Protected+12 flags/Script/ReadyOrNot.Default__Projectile.Collision
0x02B00x20padding / unreflected
0x08ProjectileHitSoundUFMODEvent*7 flagsnullptr
0x02D80x08padding / unreflected
0x08ImpactEffectsClassTSubclassOf<AImpactEffect>Net+7 flagsnullptr
0x01bRunHitLogicOnLocalOnlyProjectilebool7 flagsfalse
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
0x01bActorSeamlessTraveled : 1bit 2bool3 flagsfalse
0x01bReplicates : 1bit 3boolProtected+7 flagsfalse
0x01bCanBeInCluster : 1bit 4boolProtected+5 flagsfalse
0x01bAllowReceiveTickEventOnDedicatedServer : 1bit 5boolProtected+3 flagstrue
0x01bReplicateUsingRegisteredSubObjectList : 1bit 7boolProtected+9 flagsfalse
0x01bActorEnableCollision : 1bit 7bool3 flagstrue
0x01bActorIsBeingDestroyed : 1bit 0boolTransient+4 flagsfalse
0x01bAsyncPhysicsTickEnabled : 1bit 5boolProtected+4 flagsfalse
0x01UpdateOverlapsMethodDuringLevelStreamingEActorUpdateOverlapsMethodProtected+6 flagsUseConfigDefault
0x01DefaultUpdateOverlapsMethodDuringLevelStreamingEActorUpdateOverlapsMethod8 flagsOnlyUpdateMovable
0x04InitialLifeSpanfloat8 flags0
0x04CustomTimeDilationfloat7 flags1
0x01RemoteRoleENetRoleNetTransient+8 flagsROLE_None
0x00710x03padding / unreflected
0x04RayTracingGroupIdint325 flags-1
0x60AttachmentReplicationFRepAttachmentNetTransient+5 flags{AttachParent=nullptr, LocationOffset={}, RelativeScale3D={…
0x70ReplicatedMovementFRepMovementNetRepNotify+5 flags{LinearVelocity={X=0, Y=0, Z=0}, AngularVelocity={X=0, Y=0,…
0x08OwnerAActor*NetRepNotify+5 flagsnullptr
0x08NetDriverNameFNameProtected+5 flagsGameNetDriver
0x01RoleENetRoleNet+8 flagsROLE_Authority
0x01NetDormancyENetDormancy9 flagsDORM_Awake
0x01SpawnCollisionHandlingMethodESpawnActorCollisionHandlingMethod7 flagsAlwaysSpawn
0x01AutoReceiveInputEAutoReceiveInput6 flagsDisabled
0x04InputPriorityint326 flags0
0x01600x08padding / unreflected
0x08InputComponentUInputComponent*8 flagsnullptr
0x04NetCullDistanceSquaredfloat9 flags2.25e+08
0x04NetTagint32Transient+5 flags0
0x04NetUpdateFrequencyfloat8 flags100
0x04MinNetUpdateFrequencyfloat8 flags2
0x04NetPriorityfloat8 flags1
0x01PhysicsReplicationModeEPhysicsReplicationMode7 flagsDefault
0x01850x0Bpadding / unreflected
0x08InstigatorAPawn*NetRepNotify+7 flagsnullptr
0x10ChildrenTArray<AActor*>Transient+3 flags[]
0x08RootComponentUSceneComponent*Protected+9 flagsnullptr
0x01B00x08padding / unreflected
0x10LayersTArray<FName>4 flags[]
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>
0x01F00x80padding / unreflected
0x10InstanceComponentsTArray<UActorComponent*>5 flags[]
0x10BlueprintCreatedComponentsTArray<UActorComponent*>7 flags[]

Functions 9

SignatureFlagsNativeParams
void OnRespawnProjectile(const FVector& RespawnLocation, const FRotator& RespawnRotation, float NewSpeed, float NewDamage, const EProjectileReaction& ProjectileReaction)FinalNative+1 flags0x39
void OnRep_UpdateMesh()FinalNative+1 flags0x00
void OnProjectileValidated()NativePublic0x00
void OnMeshHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, const FVector& NormalImpulse, FHitResult& Hit)NativeEvent+1 flags0x118
void OnDeflect(const FHitResult& DeflectionHit)EventPublic0xE8
void Multicast_SimulatePhysics(bool bSimulate)FinalNative+2 flags0x01
void Multicast_OnRespawnProjectile(const FVector_NetQuantize100& RespawnLocation, const FVector_NetQuantize100& RespawnRotation, float NewSpeed, float NewDamage, const EProjectileReaction& ProjectileReaction)NativeEvent+1 flags0x39
void Multicast_AttachToComponent(const FVector& NewLocation, USceneComponent* Component, const FName& BoneName)FinalNative+2 flags0x28
void Multicast_ApplyForceToHitObjects(const FHitResult& Hit, const FVector& Velocity)FinalNative+2 flags0x100

Subclasses 2

Used by 5

types with a member, parameter or interface of this type