Zdexby TheHolyOneZ
5,221 classes
/Script/ReadyOrNot.PremissionPlanning 0x0B80 (2,944 B) align 8 inherited 0x0418 vtable /Script/ReadyOrNot
0x00x0B80

Members 30

OffsetSizeNameTypeFlagsDefault
0x01bIsWeaponCustomizationbool6 flagsfalse
0x01bOpenInQuartermasterbool6 flagsfalse
0x01bIsCustomizingPrimarybool6 flagsfalse
0x041B0x05padding / unreflected
0x08CustomizeItemClassTSubclassOf<ABaseItem>7 flagsnullptr
0x08gsAReadyOrNotGameState*7 flagsnullptr
0x08PCAReadyOrNotPlayerController*7 flagsnullptr
0x08psAReadyOrNotPlayerState*7 flagsnullptr
0x08PreMissionStreamedLevelULevelStreaming*5 flagsnullptr
0x08PreMissionStreamedLoadoutLevelULevelStreaming*5 flagsnullptr
0x04500x08padding / unreflected
0x08PreviewPlayerStateAReadyOrNotPlayerState*5 flagsnullptr
0x04600x02padding / unreflected
0x01EquippingSwatMemberEEquippingSwat7 flagsES_None
0x04630x05padding / unreflected
0x50LastSavedLoadoutTMap<EEquippingSwat, FSavedLoadout>1 flags<TMap>
0x04B80x58padding / unreflected
0x01bLoadedLoadoutbool7 flagsfalse
0x05110x07padding / unreflected
0x2E8ActiveLoadoutFSavedLoadout2 flags{Name="", PresetName="", ActiveLoadoutPreset=None, Primary=…
0x50LoadoutPresetMapTMap<FName, FLoadoutPreset>2 flags<TMap>
0x08EquippingPlayerStateAReadyOrNotPlayerState*6 flagsnullptr
0x50WeaponToWeaponPresetsMapTMap<TSubclassOf<ABaseItem>, FSavedWeaponPreset>2 flags<TMap>
0x50WeaponToAttachmentsMapTMap<TSubclassOf<ABaseItem>, FSavedWeaponAttachmentData>2 flags<TMap>
0x50WeaponClassToDefaultFireModeMapTMap<TSubclassOf<ABaseWeapon>, EFireMode>2 flags<TMap>
0x09480x04padding / unreflected
0x08ActiveCameraTagFName6 flagsNone
0x09540x04padding / unreflected
0x10OnRequestRefreshFMulticastScriptDelegate4 flags<delegate>
0x09680x08padding / unreflected
0x28RedTeamClassTSoftClassPtr<APlayerCharacter>4 flags<SoftClassProperty>
0x28BlueTeamClassTSoftClassPtr<APlayerCharacter>4 flags<SoftClassProperty>
0x28VIPClassTSoftClassPtr<APlayerCharacter>4 flags<SoftClassProperty>
0x09E80x08padding / unreflected
0x50PlayerStatePreviewMapTMap<AReadyOrNotCharacter*, AReadyOrNotPlayerState*>2 flags<TMap>
0x0A400xD8padding / unreflected
0x50WorkBenchItemPtrMapTMap<FName, ABaseItem*>4 flags<TMap>
0x01LastSetItemTypeEItemType7 flagsIT_None
0x01LastSetItemClassEItemClass7 flagsIC_NoClass
0x0B6A0x06padding / unreflected
0x08LastSetItemObjectClassTSubclassOf<ABaseItem>7 flagsnullptr
0x0B780x01padding / unreflected
0x01bCanUpdateWithUIbool6 flagstrue
0x0B7A0x06unreflected bytes to end of UPremissionPlanning
Inherited from UCommonActivatableWidget 18
OffsetSizeNameTypeFlagsDefault
0x01bIsBackHandlerboolProtected+6 flagsfalse
0x01bIsBackActionDisplayedInActionBarboolProtected+6 flagsfalse
0x01bAutoActivateboolProtected+6 flagsfalse
0x01bSupportsActivationFocusboolProtected+6 flagstrue
0x01bIsModalboolProtected+6 flagsfalse
0x01bAutoRestoreFocusboolProtected+6 flagsfalse
0x01bOverrideActionDomainboolProtected+8 flagsfalse
0x02F70x01padding / unreflected
0x08InputMappingUInputMappingContext*Protected+6 flagsnullptr
0x04InputMappingPriorityint32Protected+6 flags0
0x03040x04padding / unreflected
0x28ActionDomainOverrideTSoftObjectPtr<UCommonInputActionDomain>Protected+6 flags<SoftObjectProperty>
0x10BP_OnWidgetActivatedFMulticastScriptDelegate4 flags<delegate>
0x10BP_OnWidgetDeactivatedFMulticastScriptDelegate4 flags<delegate>
0x01bIsActivebool7 flagsfalse
0x03510x07padding / unreflected
0x10VisibilityBoundWidgetsTArray<TWeakObjectPtr<UCommonActivatableWidget>>Transient+5 flags[]
0x03680xA8padding / unreflected
0x01bSetVisibilityOnActivatedboolProtected+6 flagsfalse
0x01ActivatedVisibilityESlateVisibilityProtected+6 flagsSelfHitTestInvisible
0x01bSetVisibilityOnDeactivatedboolProtected+6 flagsfalse
0x01DeactivatedVisibilityESlateVisibilityProtected+6 flagsCollapsed
Inherited from UCommonUserWidget 2
OffsetSizeNameTypeFlagsDefault
0x01bDisplayInActionBarboolProtected+8 flagsfalse
0x01bConsumePointerInputbool8 flagsfalse
Inherited from UUserWidget 21
OffsetSizeNameTypeFlagsDefault
0x10ColorAndOpacityFLinearColor7 flags{R=1, G=1, B=1, A=1}
0x10ColorAndOpacityDelegateFScriptDelegate5 flags<delegate>
0x14ForegroundColorFSlateColor3 flags{SpecifiedColor={R=1, G=0, B=1, A=1}, ColorUseRule=UseColor…
0x10ForegroundColorDelegateFScriptDelegate5 flags<delegate>
0x01D40x04padding / unreflected
0x10OnVisibilityChangedFMulticastScriptDelegate4 flags<delegate>
0x01E80x18padding / unreflected
0x10PaddingFMargin6 flags{Left=0, top=0, Right=0, bottom=0}
0x04Priorityint327 flags0
0x01bIsFocusable : 1bit 0bool5 flagsfalse
0x01bStopAction : 1bit 1bool5 flagsfalse
0x02150x03padding / unreflected
0x10ActiveSequencePlayersTArray<UUMGSequencePlayer*>Transient+3 flags[]
0x08AnimationTickManagerUUMGSequenceTickManager*Transient+5 flagsnullptr
0x10StoppedSequencePlayersTArray<UUMGSequencePlayer*>Transient+3 flags[]
0x10NamedSlotBindingsTArray<FNamedSlotBinding>3 flags[]
0x10ExtensionsTArray<UUserWidgetExtension*>5 flags[]
0x08WidgetTreeUWidgetTree*Transient+7 flagsnullptr
0x01bHasScriptImplementedTick : 1bit 0bool3 flagstrue
0x01bHasScriptImplementedPaint : 1bit 1bool3 flagstrue
0x02690x17padding / unreflected
0x01TickFrequencyEWidgetTickFrequency9 flagsAuto
0x02810x03padding / unreflected
0x10DesiredFocusWidgetFWidgetChild5 flags{WidgetName=None, WidgetPtr=nullptr}
0x02940x04padding / unreflected
0x08InputComponentUInputComponent*TransientProtected+8 flagsnullptr
0x10AnimationCallbacksTArray<FAnimationEventBinding>TransientProtected+4 flags[]
Inherited from UWidget 23
OffsetSizeNameTypeFlagsDefault
0x08SlotUPanelSlot*12 flagsnullptr
0x10bIsEnabledDelegateFScriptDelegate5 flags<delegate>
0x18ToolTipTextFText3 flags<FText>
0x10ToolTipTextDelegateFScriptDelegate5 flags<delegate>
0x08ToolTipWidgetUWidget*11 flagsnullptr
0x10ToolTipWidgetDelegateFScriptDelegate5 flags<delegate>
0x10VisibilityDelegateFScriptDelegate5 flags<delegate>
0x38RenderTransformFWidgetTransform4 flags{Translation={X=0, Y=0}, Scale={X=1, Y=1}, Shear={X=0, Y=0}…
0x10RenderTransformPivotFVector2D7 flags{X=0.5, Y=0.5}
0x01FlowDirectionPreferenceEFlowDirectionPreference7 flagsInherit
0x01bIsVariable : 1bit 0bool3 flagstrue
0x01bCreatedByConstructionScript : 1bit 1boolTransient+3 flagsfalse
0x01bIsEnabled : 1bit 2bool5 flagstrue
0x01bOverride_Cursor : 1bit 3bool4 flagsfalse
0x01bIsVolatile : 1bit 4boolProtected+6 flagsfalse
0x01CursorEMouseCursor8 flagsDefault
0x01ClippingEWidgetClipping7 flagsInherit
0x01VisibilityESlateVisibility7 flagsVisible
0x00E50x03padding / unreflected
0x04RenderOpacityfloat7 flags1
0x01PixelSnappingEWidgetPixelSnapping7 flagsInherit
0x00ED0x03padding / unreflected
0x08AccessibleWidgetDataUSlateAccessibleWidgetData*8 flagsnullptr
0x01000x58padding / unreflected
0x10NativeBindingsTArray<UPropertyBinding*>TransientProtected+3 flags[]

Functions 98

SignatureFlagsNativeParams
void UpdateWorkbenchItemAttachments()FinalNative+1 flags0x00
void UpdateWeaponPresets(TSubclassOf<ABaseItem> Weapon, const FSavedWeaponPreset& Presets)FinalNative+1 flags0x18
void UpdateWeaponPreset(TSubclassOf<ABaseItem> Weapon, const FWeaponPreset& PresetData, int32 Index)FinalNative+1 flags0x74
void UpdateWeaponDefaultFireMode(TSubclassOf<ABaseWeapon> Weapon, const EFireMode& NewDefaultFireMode)FinalNative+1 flags0x09
void UpdatePreviewWeaponSkin(bool IsSecondary, TSubclassOf<USkinComponent> SkinAttachment)FinalNative+1 flags0x10
void UpdatePreviewWeaponAttachments(bool IsSecondary, TSubclassOf<UWeaponAttachment> Attachment)FinalNative+1 flags0x10
void UpdatePreviewCharacterSecondary()FinalNative+1 flags0x00
void UpdatePreviewCharacterPrimary()FinalNative+1 flags0x00
void UpdatePreviewCharacterLongTactical()FinalNative+1 flags0x00
void UpdatePreviewCharacterHeadwear()FinalNative+1 flags0x00
void UpdatePreviewCharacterArmour()FinalNative+1 flags0x00
void UpdatePreviewCharacter(AReadyOrNotPlayerState* InPreviewPlayerState, const FName& Tag)FinalNative+1 flags0x10
bool ShouldShowLoadout()FinalNative+1 flags0x01
void SetWorkbenchItemClass(TSubclassOf<ABaseItem> Item, const FName& Tag)FinalNative+1 flags0x10
void SetSubcategory(const EPreMissionSubCategory& NewSubCategory)FinalNative+1 flags0x01
void SetSecondaryWeapon(const FWeaponData& WeaponData)FinalNative+1 flags0xB8
void SetSecondaryUnderbarrelAttachment(TSubclassOf<UWeaponAttachment> UnderbarrelAttachment)FinalNative+1 flags0x08
void SetSecondaryStockAttachment(TSubclassOf<UWeaponAttachment> StockAttachment)FinalNative+1 flags0x08
void SetSecondarySkinAttachment(TSubclassOf<USkinComponent> SkinAttachment)FinalNative+1 flags0x08
void SetSecondaryScopeAttachment(TSubclassOf<UWeaponAttachment> ScopeAttachment)FinalNative+1 flags0x08
void SetSecondaryOverbarrelAttachment(TSubclassOf<UWeaponAttachment> OverbarrelAttachment)FinalNative+1 flags0x08
void SetSecondaryMuzzleAttachment(TSubclassOf<UWeaponAttachment> MuzzleAttachment)FinalNative+1 flags0x08
void SetSecondaryIlluminatorAttachment(TSubclassOf<UWeaponAttachment> IlluminatorAttachment)FinalNative+1 flags0x08
void SetSecondaryGripAttachment(TSubclassOf<UWeaponAttachment> GripAttachment)FinalNative+1 flags0x08
void SetSecondaryAmmunitionAttachment(TSubclassOf<UWeaponAttachment> AmmunitionAttachment)FinalNative+1 flags0x08
void SetPrimaryWeapon(const FWeaponData& WeaponData)FinalNative+1 flags0xB8
void SetPrimaryUnderbarrelAttachment(TSubclassOf<UWeaponAttachment> UnderbarrelAttachment)FinalNative+1 flags0x08
void SetPrimaryStockAttachment(TSubclassOf<UWeaponAttachment> StockAttachment)FinalNative+1 flags0x08
void SetPrimarySkinAttachment(TSubclassOf<USkinComponent> SkinAttachment)FinalNative+1 flags0x08
void SetPrimaryScopeAttachment(TSubclassOf<UWeaponAttachment> ScopeAttachment)FinalNative+1 flags0x08
void SetPrimaryOverbarrelAttachment(TSubclassOf<UWeaponAttachment> OverbarrelAttachment)FinalNative+1 flags0x08
void SetPrimaryMuzzleAttachment(TSubclassOf<UWeaponAttachment> MuzzleAttachment)FinalNative+1 flags0x08
void SetPrimaryIlluminatorAttachment(TSubclassOf<UWeaponAttachment> IlluminatorAttachment)FinalNative+1 flags0x08
void SetPrimaryGripAttachment(TSubclassOf<UWeaponAttachment> GripAttachment)FinalNative+1 flags0x08
void SetPrimaryAmmunitionAttachment(TSubclassOf<UWeaponAttachment> AmmunitionAttachment)FinalNative+1 flags0x08
void SetPlayerSkin(TSubclassOf<USkinComponent> SkinCompClass)FinalNative+1 flags0x08
void SetLongTactical(TSubclassOf<ABaseItem> LongTactical)FinalNative+1 flags0x08
void SetLockInput(bool bShouldLockInput)FinalNative+1 flags0x01
void SetLightColorByTag(const FName& Tag, const FLinearColor& Color)FinalNative+1 flags0x18
void SetItem_V2(const EItemClass& ItemClass, TSubclassOf<ABaseItem> ItemObjectClass)FinalNative+1 flags0x10
void SetItem(const EItemType& ItemType, TSubclassOf<ABaseItem> ItemClass)FinalNative+1 flags0x10
void SetHeadwear(TSubclassOf<ABaseItem> Headwear)FinalNative+1 flags0x08
void SetEquippingSwatMember(const EEquippingSwat& NewEquippingSwat, AReadyOrNotPlayerState* NewEquippingPlayerState)FinalNative+1 flags0x10
void SetBodyArmour(TSubclassOf<ABaseItem> BodyArmour)FinalNative+1 flags0x08
bool SetActiveCameraByTag(const FName& Tag, float BlendTime)FinalNative+1 flags0x0D
void SaveWeaponPresets()FinalNative+1 flags0x00
void SaveWeaponDefaultFireMode()FinalNative+1 flags0x00
void SaveWeaponAttachments()FinalNative+1 flags0x00
void SaveLoadoutPresets()FinalNative+1 flags0x00
void SaveItemClassAsSlot(const EItemType& ItemType, TSubclassOf<ABaseItem> Class)FinalNative+1 flags0x10
void SaveActiveLoadout()FinalNative+1 flags0x00
void PlayAnimationOnQuartermaster(const FName& Animation)FinalNative+1 flags0x08
void PlayAnimationOnPreviewCharacterByName(const FName& Animation)FinalNative+1 flags0x08
void PlayAnimationOnPreviewCharacter(const FString& Animation)FinalNative+1 flags0x10
void OnWeaponDefaultFireModesLoaded()EventPublic0x00
void OnSwatCharacterChanged()EventPublic0x00
void OnRequestRefresh__DelegateSignature()Public0x00
void OnRequestLoadoutWidget()EventPublic0x00
void OnRequestCamera()EventPublic0x00
void OnLoadoutSaved()EventPublic0x00
void OnLoadoutPresetsSaved()EventPublic0x00
void OnLoadoutPresetsLoaded()EventPublic0x00
void OnLoadoutLoaded()EventPublic0x00
void OnLoadoutItemPresetsSaved()EventPublic0x00
void OnLoadoutItemPresetsLoaded()EventPublic0x00
void OnLoadoutItemAttachmentsSaved()EventPublic0x00
void OnLoadoutItemAttachmentsLoaded()EventPublic0x00
void LoadWeaponPresets()FinalNative+1 flags0x00
void LoadWeaponDefaultFireModes()FinalNative+1 flags0x00
void LoadWeaponAttachments()FinalNative+1 flags0x00
void LoadLoadoutPresets()FinalNative+1 flags0x00
EItemType ItemClassToItemType(const EItemClass& InItemClass)FinalNative+1 flags0x02
bool IsInLobby()FinalNative+1 flags0x01
bool IsAnyWeaponVisible()FinalNative+1 flags0x01
void Init(bool bReadOnly, const FSavedLoadout& PreviewLoadout)FinalNative+1 flags0x2F0
void HideWeapons(bool bHidePrimary, bool bHideSecondary, float Delay)FinalNative+1 flags0x08
void HideSecondary(bool bIsHidden)FinalNative+1 flags0x01
void HidePrimary(bool bIsHidden)FinalNative+1 flags0x01
FSavedWeaponPreset GetWeaponPresetsData(TSubclassOf<ABaseItem> Weapon)FinalNative+1 flags0x18
FWeaponPreset GetWeaponPresetData(TSubclassOf<ABaseItem> Weapon, int32 Index)FinalNative+1 flags0x78
EPreMissionSubCategory GetSubcategory()FinalNative+1 flags0x01
UPremissionPlanning* GetPremissionPlanning()FinalNative+2 flags0x08
TSubclassOf<ABaseItem> GetLastItemInSlot(const EItemType& ItemType)FinalNative+1 flags0x10
FSavedWeaponAttachmentData GetItemAttachmentData(TSubclassOf<ABaseItem> Weapon)FinalNative+1 flags0x60
bool GetInputLocked()FinalNative+1 flags0x01
void GetEquippingSwatMember(const EEquippingSwat& EquippingSwat)FinalNative+1 flags0x01
AReadyOrNotCharacter* GetDefaultPreviewCharacter()FinalNative+1 flags0x08
TArray<TSubclassOf<USkinComponent>> GetAvailablePlayerSkins()FinalNative+1 flags0x10
void EquipSecondary()FinalNative+1 flags0x00
void EquipPrimary()FinalNative+1 flags0x00
void DoSaveLoadout(const EEquippingSwat& SwatMember, const FSavedLoadout& Loadout)FinalNative+1 flags0x2F0
void DoPrimaryWeaponPreviewBlend()FinalNative+1 flags0x00
void ConfirmLoadout()FinalNative+1 flags0x00
void ClearPreviewWeaponSkin(bool IsSecondary)FinalNative+1 flags0x01
void CleanSecondaryGun()FinalNative+1 flags0x00
void CleanPrimaryGun()FinalNative+1 flags0x00
void AttachSecondaryToSocket(const FName& Socket)FinalNative+1 flags0x08
void AttachPrimaryToSocket(const FName& Socket)FinalNative+1 flags0x08

Subclasses 1