Zdexby TheHolyOneZ
5,221 classes
Class

AReadyOrNotCharacter

: ACharacter : APawn : AActor : UObject
/Script/ReadyOrNot.ReadyOrNotCharacter 0x1B30 (6,960 B) align 16 inherited 0x0680 vtable /Script/ReadyOrNot
0x00x1B30

Members 300

OffsetSizeNameTypeFlagsDefault
0x06800x70padding / unreflected
0x08CustomizationFaceMeshUSkeletalMeshComponent*Transient+7 flagsnullptr
0x08CustomizationHelmetUSceneComponent*Transient+7 flagsnullptr
0x10CustomizationSkeletalMeshesTArray<USkeletalMeshComponent*>Transient+8 flags[]
0x10CustomizationStaticMeshesTArray<UStaticMeshComponent*>Transient+8 flags[]
0x10CustomizationActorsTArray<AActor*>Transient+3 flags[]
0x140CustomizationFSavedCustomizationNetRepNotify+1 flags{PresetName="", Character=nullptr, Voice=nullptr, Helmet=nu…
0x08700x68padding / unreflected
0x08InteractableComponentUInteractableComponent*Protected+12 flags/Script/ReadyOrNot.Default__ReadyOrNotCharacter.Interactabl…
0x08PlayerMarkerComponentUObjectiveMarkerComponent*Protected+12 flags/Script/ReadyOrNot.Default__ReadyOrNotCharacter.Player Mark…
0x08FaceMeshUSkeletalMeshComponent*Protected+12 flags/Script/ReadyOrNot.Default__ReadyOrNotCharacter.FaceMesh
0x08FMODAudioPropagationCompUFMODAudioPropagationComponent*Protected+12 flags/Script/ReadyOrNot.Default__ReadyOrNotCharacter.FMODAudioPr…
0x08FMODVoiceAudioCompUFMODAudioComponent*Protected+12 flags/Script/ReadyOrNot.Default__ReadyOrNotCharacter.FMODAudioCo…
0x08CharacterHealthUCharacterHealthComponent*NetProtected+12 flags/Script/ReadyOrNot.Default__ReadyOrNotCharacter.CharacterHe…
0x08InventoryCompUInventoryComponent*Protected+12 flags/Script/ReadyOrNot.Default__ReadyOrNotCharacter.InventoryCo…
0x08PerceptionStimuliCompUAIPerceptionStimuliSourceComponent*Protected+12 flags/Script/ReadyOrNot.Default__ReadyOrNotCharacter.PerceptionC…
0x08GibComponentUGibComponent*Protected+12 flags/Script/ReadyOrNot.Default__ReadyOrNotCharacter.GibComponent
0x08PhysicalAnimationCompUPhysicalAnimationComponent*NetProtected+12 flags/Script/ReadyOrNot.Default__ReadyOrNotCharacter.Physical An…
0x08SkinnedDecalSamplerUSkinnedDecalSampler*Protected+12 flags/Script/ReadyOrNot.Default__ReadyOrNotCharacter.SkinnedDeca…
0x08RagdollComponentURagdollComponent*Protected+12 flags/Script/ReadyOrNot.Default__ReadyOrNotCharacter.RagdollComp…
0x08BloodEntryParticleComponentUParticleSystemComponent*Protected+12 flags/Script/ReadyOrNot.Default__ReadyOrNotCharacter.BloodEntryC…
0x08BloodEntryParticleComponentNiagaraUNiagaraComponent*Protected+12 flags/Script/ReadyOrNot.Default__ReadyOrNotCharacter.BloodEntryC…
0x08ArmourImpactParticleComponentUParticleSystemComponent*Protected+12 flags/Script/ReadyOrNot.Default__ReadyOrNotCharacter.ArmourImpac…
0x10BloodSplatterDecalComponentsTArray<UDecalComponent*>Protected+10 flags[]
0x09600x08padding / unreflected
0x08AimAssistTargetComponentUUASAimAssistTargetComponent*Protected+12 flags/Script/ReadyOrNot.Default__ReadyOrNotCharacter.AimAssistTa…
0x09700x70padding / unreflected
0x18ReplicatedControlRotationFRotatorNetRepNotify+6 flags{Pitch=0, Yaw=0, Roll=0}
0x10OnCharacterKilledFMulticastScriptDelegate4 flags<delegate>
0x10OnCharacterIncapacitatedFMulticastScriptDelegate4 flags<delegate>
0x10OnWeaponFireFMulticastScriptDelegate4 flags<delegate>
0x10OnWeaponDryFireFMulticastScriptDelegate4 flags<delegate>
0x10OnPlayerDownedFMulticastScriptDelegate4 flags<delegate>
0x10OnPointDamageReceivedFMulticastScriptDelegate4 flags<delegate>
0x10OnStunDamageReceivedFMulticastScriptDelegate4 flags<delegate>
0x10OnPlayerFreedFMulticastScriptDelegate4 flags<delegate>
0x10OnPlayerHitFMulticastScriptDelegate4 flags<delegate>
0x10OnPlayerArmorHitFMulticastScriptDelegate4 flags<delegate>
0x08ThrownItemABaseItem*7 flagsnullptr
0x10OnGetupCompleteFMulticastScriptDelegate4 flags<delegate>
0x10OnItemThrown_FromAnimNotifyFMulticastScriptDelegate4 flags<delegate>
0x10OnDoorLockPickBegin_FromAnimNotifyFMulticastScriptDelegate4 flags<delegate>
0x10OnDoorLockPickEnd_FromAnimNotifyFMulticastScriptDelegate4 flags<delegate>
0x10OnDoorChecked_FromAnimNotifyFMulticastScriptDelegate4 flags<delegate>
0x10OnC2Placed_FromAnimNotifyFMulticastScriptDelegate4 flags<delegate>
0x10OnC2Detonate_FromAnimNotifyFMulticastScriptDelegate4 flags<delegate>
0x10OnTrapDisarmBegin_FromAnimNotifyFMulticastScriptDelegate4 flags<delegate>
0x10OnTrapDisarmEnd_FromAnimNotifyFMulticastScriptDelegate4 flags<delegate>
0x10OnMirrorDoorStarted_FromAnimNotifyFMulticastScriptDelegate4 flags<delegate>
0x10OnMirrorDoorFinished_FromAnimNotifyFMulticastScriptDelegate4 flags<delegate>
0x10OnStartDoorWedgePlacement_FromAnimNotifyFMulticastScriptDelegate4 flags<delegate>
0x10OnEndDoorWedgePlacement_FromAnimNotifyFMulticastScriptDelegate4 flags<delegate>
0x0B700x30padding / unreflected
0x28LastDamageEventFCharacterDamageEvent6 flags{RawDamage=0, FinalDamage=0, DamageEvent={DamageTypeClass=n…
0x0BC80x02padding / unreflected
0x01bBulletForceTransferredbool7 flagstrue
0x0BCB0x01padding / unreflected
0x04MinimumBodyFallImpulsefloat8 flags750
0x04MaxRagdollSoundsint328 flags3
0x04RagdollSoundsPlayedint327 flags0
0x0BD80x110padding / unreflected
0x08BodyFallEventUFMODEvent*8 flagsnullptr
0x0CF00x08padding / unreflected
0x08BodyFallSoundSourceUSoundSource*5 flagsnullptr
0x01bCapsuleCollisionRagdolledbool7 flagsfalse
0x01bCapsuleFloorAngleRagdolledbool7 flagsfalse
0x0D020x02padding / unreflected
0x04CapsuleCollisionRagdollTriggerThresholdint328 flags10
0x04CapsuleFloorAngleRagdollTriggerThresholdfloat8 flags15
0x04CapsuleFloorAngleRagdollDelayThresholdfloat8 flags0.4
0x01bBlendingAnim2Ragdollbool7 flagsfalse
0x0D110x0Fpadding / unreflected
0x04Anim2RagdollPelvisWakeUpTimefloat8 flags0.35
0x0D240x0Cpadding / unreflected
0x08VoiceSoundSourceUSoundSource*5 flagsnullptr
0x0D380x1D8padding / unreflected
0x01bBlendInPhysicsboolNet+5 flagsfalse
0x01bStartBlendInIncapacitationboolNet+5 flagsfalse
0x01bBlendInIncapacitationboolNet+5 flagsfalse
0x0F130x01padding / unreflected
0x04IncapacitationBlendTimefloatNet+5 flags0
0x04IncapacitationBlendOutTimefloatNet+5 flags0
0x0F1C0x04padding / unreflected
0x08IncapacitationLoopAnimUAnimSequence*Net+7 flagsnullptr
0x04BlendInterpAmountfloatNet+5 flags0
0x0F2C0x0Cpadding / unreflected
0x04FinalBlendInTimefloat6 flags1
0x0F3C0x04padding / unreflected
0x04BlendInAfterStartOfAnimfloat6 flags1
0x01bIsPreviewCharacter : 1bit 0bool6 flagsfalse
0x0F450x0Bpadding / unreflected
0x08ArrestedByAReadyOrNotCharacter*7 flagsnullptr
0x08KilledByAReadyOrNotCharacter*Net+7 flagsnullptr
0x08IncapacitatedByAReadyOrNotCharacter*Net+7 flagsnullptr
0x01DeathReasonECharacterDeathReasonNet+7 flagsNone
0x0F690x07padding / unreflected
0x10OnCharacterTakeDamageFMulticastScriptDelegate4 flags<delegate>
0x10OnAIStunnedPlaySoundFMulticastScriptDelegate4 flags<delegate>
0x10OnStunnedEventFMulticastScriptDelegate4 flags<delegate>
0x10OnStunnedEndedEventFMulticastScriptDelegate4 flags<delegate>
0x10OnMeleeHitTakenFMulticastScriptDelegate4 flags<delegate>
0x10OnCharacterBlockedDamageFMulticastScriptDelegate4 flags<delegate>
0x10HeadBonesTArray<FName>Protected+5 flags[4 items]
0x10UpperBodyTArray<FName>Protected+5 flags[2 items]
0x0FF00x10padding / unreflected
0x10LowerBodyTArray<FName>Protected+5 flags[4 items]
0x10R_LegTArray<FName>Protected+5 flags[5 items]
0x10L_LegTArray<FName>Protected+5 flags[5 items]
0x10L_FootTArray<FName>Protected+5 flags[2 items]
0x10R_FootTArray<FName>Protected+5 flags[2 items]
0x10L_ArmTArray<FName>Protected+5 flags[8 items]
0x10R_ArmTArray<FName>Protected+5 flags[8 items]
0x10L_HandTArray<FName>Protected+5 flags[24 items]
0x10R_HandTArray<FName>Protected+5 flags[24 items]
0x01bLowReadyPointUpboolNetProtected+10 flagsfalse
0x01bLowReadyPointDownboolNetProtected+10 flagsfalse
0x10920x02padding / unreflected
0x04LowReadyDistancefloatProtected+7 flags3.4e+38
0x10980x08padding / unreflected
0x10LowReadyIgnoredCapsulesTArray<UCapsuleComponent*>Protected+5 flags[]
0x01bIsCrouching : 1bit 0boolNet+5 flagsfalse
0x10B10x03padding / unreflected
0x04QuickLeanAmountfloatNet+7 flags0
0x04QuickLeanIntensityfloatNet+7 flags0.5
0x04QuickLeanInterpSpeedfloatNet+7 flags8
0x04FreeLeanXfloatNet+7 flags0
0x04FreeLeanZfloatNet+7 flags0
0x01bFreeLeaningboolNet+7 flagsfalse
0x01bIsLeaningboolNet+7 flagsfalse
0x01bLeaningLeftbool7 flagsfalse
0x01bLeaningRightbool7 flagsfalse
0x01bLeaningUpbool7 flagsfalse
0x01bLeaningDownbool7 flagsfalse
0x10CE0x0Epadding / unreflected
0x01bLeanLeftToggleboolProtected+7 flagsfalse
0x01bLeanRightToggleboolProtected+7 flagsfalse
0x10DE0x02padding / unreflected
0x08LeanAudioComponentUFMODAudioComponent*Protected+7 flagsnullptr
0x08LeanAudioEventUFMODEvent*Protected+7 flagsnullptr
0x04LeanMovementValuefloatProtected+7 flags0
0x10F40x04padding / unreflected
0x18LeanPos_CurrentFrameFVectorProtected+7 flags{X=0, Y=0, Z=0}
0x18LeanPos_LastFrameFVectorProtected+7 flags{X=0, Y=0, Z=0}
0x01SquadPositionESquadPositionProtected+6 flagsSP_Alpha
0x01DefaultTeamETeamTypeNetProtected+5 flagsTT_NONE
0x112A0x06padding / unreflected
0x08FPMeleeImpactFMODEventUFMODEvent*Protected+6 flagsnullptr
0x08TPMeleeImpactFMODEventUFMODEvent*Protected+6 flagsnullptr
0x08MeleeImpactParticleUParticleSystem*Protected+8 flagsnullptr
0x08MeleeCameraShakeTSubclassOf<ULegacyCameraShake>Protected+6 flagsnullptr
0x04MeleeRangefloatProtected+6 flags85
0x04MeleeDamagefloatProtected+6 flags5
0x28MeleeDamageTypeTSoftClassPtr<UDamageType>Protected+4 flags<SoftClassProperty>
0x10OnPlayerArrestedFMulticastScriptDelegate4 flags<delegate>
0x10OnPlayerArrestStartFMulticastScriptDelegate4 flags<delegate>
0x10OnPlayerArrestedCanceledFMulticastScriptDelegate4 flags<delegate>
0x08PendingAutoReportAReadyOrNotCharacter*5 flagsnullptr
0x10OnArrestedFMulticastScriptDelegate4 flags<delegate>
0x08Rep_CarryArrestedAnimStateFCarryArrestedAnimStateNet+3 flags{LoopAnim=nullptr}
0x01bPreArrestedboolNetRepNotify+5 flagsfalse
0x11D10x07padding / unreflected
0x08PreArrestCuffsActorAStaticMeshActor*5 flagsnullptr
0x01bSurrenderedboolNet+5 flagsfalse
0x01bSurrenderCompleteboolNet+5 flagsfalse
0x11E20x16padding / unreflected
0x01bOrderedToRotateForArrest : 1bit 0boolNetProtected+3 flagsfalse
0x11F90x07padding / unreflected
0x08PlacedZipcuffsAPlacedZipcuffs*Protected+5 flagsnullptr
0x08SpawnedZipcuffsClassTSubclassOf<APlacedZipcuffs>Protected+6 flagsnullptr
0x08SpawnedFPZipcuffsClassTSubclassOf<APlacedZipcuffs>Protected+6 flagsnullptr
0x08ZipcuffBoneFNameProtected+6 flagsNone
0x01bIsBeingCarriedboolNetProtected+7 flagsfalse
0x01bCarryingDeadboolNetProtected+7 flagsfalse
0x12220x06padding / unreflected
0x08CarriedByCharacterAReadyOrNotCharacter*NetProtected+7 flagsnullptr
0x08ThrownByCharacterAReadyOrNotCharacter*Protected+7 flagsnullptr
0x08PendingCarryCharacterAReadyOrNotCharacter*NetProtected+7 flagsnullptr
0x08CurrentCarryCharacterAReadyOrNotCharacter*NetRepNotify+8 flagsnullptr
0x08FakeCarryCharacterMeshASkeletalMeshActor*Protected+5 flagsnullptr
0x04CurrentCarryConfirmTimefloatNetProtected+7 flags0
0x12540x04padding / unreflected
0x08CarryMasterIdleLoopUAnimSequence*Protected+7 flagsnullptr
0x08CarrySlaveIdleLoopUAnimSequence*Protected+7 flagsnullptr
0x04MaxCarryConfirmTimefloatProtected+7 flags0.5
0x04MaxRagdollArrestConfirmTimefloatProtected+7 flags0.5
0x04CurrentRagdollArrestConfirmTimefloatNetProtected+7 flags0
0x12740x04padding / unreflected
0x08PendingRagdollArrestCharacterAReadyOrNotCharacter*NetProtected+7 flagsnullptr
0x08CurrentRagdollArrestCharacterAReadyOrNotCharacter*NetRepNotify+8 flagsnullptr
0x08LastCharacterMakingArrestAReadyOrNotCharacter*5 flagsnullptr
0x08CurrentlyArrestingAReadyOrNotCharacter*5 flagsnullptr
0x01bIsBeingArrestedboolNet+7 flagsfalse
0x01bArrestCompleteboolNet+7 flagsfalse
0x01bArrestedAsRagdollboolNet+7 flagsfalse
0x01bArrestedAsRagdoll_FlippedboolNet+7 flagsfalse
0x01bIsPairedInteractionPlayingboolNet+7 flagsfalse
0x01bNoTeamDamagebool7 flagsfalse
0x01bDisableInteractionbool7 flagsfalse
0x01bPrimedboolNet+6 flagsfalse
0x01bOverarmThrowboolNet+6 flagsfalse
0x12A10x07padding / unreflected
0x10OnQuickThrowStartFMulticastScriptDelegate4 flags<delegate>
0x10OnQuickThrowEndFMulticastScriptDelegate4 flags<delegate>
0x10OnCarryingChangedFMulticastScriptDelegate4 flags<delegate>
0x12D80x01padding / unreflected
0x01bIsStrafingboolNet+7 flagsfalse
0x12DA0x06padding / unreflected
0x50PlayedTableMontageMap3PTMap<FName, UAnimMontage*>2 flags<TMap>
0x08LastTableMontagePlayedFNameProtected+7 flagsNone
0x13380x78padding / unreflected
0xD0CharacterLookOverrideFCharacterLookOverride3 flags{LockedToDLC=GVR_NoRestriction, FriendlyBodyName=<FText>, S…
0x10Rep_CharacterLookOverrideFStringNetRepNotify+4 flags""
0x50ArmorOverrideMapTPTMap<TSubclassOf<ABaseArmour>, USkeletalMesh*>Protected+3 flags<TMap>
0x08Rep_BodyMeshUSkeletalMesh*NetRepNotify+6 flagsnullptr
0x08Rep_FaceMeshUSkeletalMesh*NetRepNotify+6 flagsnullptr
0x08Rep_FPMeshUSkeletalMesh*NetRepNotify+6 flagsnullptr
0x50AnimMontageCooldownTMap<UAnimMontage*, float>Protected+1 flags<TMap>
0x08CurrentFaceROMUPoseAsset*Protected+7 flagsnullptr
0x04AnimationBlockingTimefloat7 flags0
0x15540x24padding / unreflected
0x08TOCManagerATOCManager*Protected+5 flagsnullptr
0x08ReportToTOC_PVP_CameraShakeTSubclassOf<ULegacyCameraShake>Protected+6 flagsnullptr
0x10TOCLineFStringProtected+5 flags""
0x10SpeechCharacterNameFStringNetProtected+5 flags""
0x08VoiceModifierUVoiceModifierData*NetProtected+6 flagsnullptr
0x15B00x08padding / unreflected
0x01bHasBeenReportedboolNetRepNotify+5 flagsfalse
0x15B90x03padding / unreflected
0x04SpeakCooldownfloat7 flags0
0x08ReportPlayerDeadFMODEventUFMODEvent*6 flagsnullptr
0x08ReportPlayerArrestedFMODEventUFMODEvent*6 flagsnullptr
0x08ReportPlayerGeneralFMODEventUFMODEvent*6 flagsnullptr
0x10OnVoiceAudioStoppedDelegateFMulticastScriptDelegate4 flags<delegate>
0x15E80x58padding / unreflected
0x50SpeechCooldownMapTMap<FString, float>Protected+1 flags<TMap>
0x08FMODVoiceLine2DUFMODEvent*Protected+6 flags/Game/FMOD/Events/Dialogue/Vl_1P.Vl_1P
0x08FMODVoiceLineSpatalizedUFMODEvent*Protected+6 flags/Game/FMOD/Events/Dialogue/Vl_3P.Vl_3P
0x16A00x08padding / unreflected
0x50BoneSuppressionAmountTMap<FName, FSuppressionData>3 flags<TMap>
0x10OnBodyPartDamagedFMulticastScriptDelegate4 flags<delegate>
0x01bBodyHit : 1bit 0boolNet+5 flagsfalse
0x01bRightFootHit : 1bit 1boolNet+5 flagsfalse
0x01bLeftFootHit : 1bit 2boolNet+5 flagsfalse
0x01bBlockedByBodyArmor : 1bit 3boolNet+5 flagsfalse
0x01bBlockedByHeadArmor : 1bit 4boolNet+5 flagsfalse
0x01bAllowDeadDismembermentbool6 flagsfalse
0x170A0x26padding / unreflected
0x50DismembermentDamageMapTMap<EGibAreas, float>3 flags<TMap>
0x10DamageExcludedBonesTArray<FName>4 flags[]
0x17900x18padding / unreflected
0x04GasDamageAccumulatedfloat7 flags0
0x04GasDamageDecayfloat8 flags0.02
0x17B00x08padding / unreflected
0x01bGodMode : 1bit 0bool5 flagsfalse
0x01bNoTargetboolProtected+7 flagsfalse
0x17BA0x06padding / unreflected
0x08ArmorImpactEffectUParticleSystem*Protected+7 flagsnullptr
0x08BloodUBloodData*Protected+8 flagsnullptr
0x10DamagedByWeaponsTArray<ABaseWeapon*>NetProtected+5 flags[]
0x17E00x08padding / unreflected
0x01bRepStunnedboolNetProtected+5 flagsfalse
0x01RepStunnedWithEStunTypeNetProtected+5 flagsST_None
0x17EA0x56padding / unreflected
0x01bHasEverBeenStunned : 1bit 0boolNetProtected+3 flagsfalse
0x18410x17padding / unreflected
0x10AITrackingMeTArray<AReadyOrNotCharacter*>8 flags[]
0x10DamagedByCharactersTArray<AReadyOrNotCharacter*>Net+5 flags[]
0x18OriginalSpawnLocationFVector7 flags{X=0, Y=0, Z=0}
0x10OnEvidenceCollectedFMulticastScriptDelegate4 flags<delegate>
0x18A00x08padding / unreflected
0x08PendingEvidenceAActor*Protected+5 flagsnullptr
0x01bIsCollectingEvidenceboolProtected+5 flagsfalse
0x01bCollectionAnimHasTriggeredboolProtected+5 flagsfalse
0x18B20x06padding / unreflected
0x08CollectingLoopAnim1PUAnimMontage*Protected+6 flagsnullptr
0x08CollectingLoopAnim3PUAnimMontage*Protected+6 flagsnullptr
0x08RewardUFMODEvent*Protected+6 flagsnullptr
0x01CurrentEmotionECharacterEmotionNetProtected+7 flagsNone
0x18D10x03padding / unreflected
0x04FacialAnimationOverrideTimefloatProtected+7 flags0
0x04FacialAnimationBlendfloatProtected+7 flags0
0x04FacialAnimationBlendTargetfloatProtected+7 flags0
0x04FacialAnimationBlendDecayfloatProtected+7 flags0.2
0x04FacialAnimationPriorityint32Protected+7 flags0
0x01bAimingboolNet+6 flagsfalse
0x01bMovementLockedboolNetProtected+7 flagsfalse
0x01bLeaningLockedboolNetProtected+7 flagsfalse
0x01bAimLockedboolNetProtected+7 flagsfalse
0x01bActionsLockedboolNetProtected+7 flagsfalse
0x01bItemSelectionLockedboolProtected+7 flagsfalse
0x01bCommandMenuLockedboolProtected+7 flagsfalse
0x01bGamepadCommandWheelLockedboolProtected+7 flagsfalse
0x01bCommandMenuHiddenboolProtected+7 flagsfalse
0x01bItemMenuLockedboolProtected+7 flagsfalse
0x01bWeaponAttachmentsLockedboolProtected+7 flagsfalse
0x01bCantedSightLockedboolProtected+7 flagsfalse
0x01bTabletLockedboolProtected+7 flagsfalse
0x01bConsoleHotkeysHiddenboolProtected+7 flagsfalse
0x01bConsoleHotkeysItemWheelHiddenboolProtected+7 flagsfalse
0x01bOptiwandLockedboolProtected+7 flagsfalse
0x01bChemlightLockedboolProtected+7 flagsfalse
0x01bGamepadTeamCameraLockedboolProtected+7 flagsfalse
0x18FA0x06padding / unreflected
0x08QueuedDoorToOpenAdoor*5 flagsnullptr
0x08QueuedDoorToCloseAdoor*5 flagsnullptr
0x08LastKickedDoorAdoor*NetProtected+5 flagsnullptr
0x08DoorKickInteractionFrontUInteractionsData*Protected+8 flagsnullptr
0x08DoorKickInteractionBackUInteractionsData*Protected+8 flagsnullptr
0x08DoorKickFailureInteractionFrontUInteractionsData*Protected+8 flagsnullptr
0x08DoorKickFailureInteractionBackUInteractionsData*Protected+8 flagsnullptr
0x08DoorKickBreakInteractionFrontUInteractionsData*Protected+8 flagsnullptr
0x08DoorKickBreakInteractionBackUInteractionsData*Protected+8 flagsnullptr
0x08CarryArrestedInteractionDataUInteractionsData*Protected+8 flagsnullptr
0x08DropArrestedInteractionDataUInteractionsData*Protected+8 flagsnullptr
0x08ThrowArrestedInteractionDataUInteractionsData*Protected+8 flagsnullptr
0x10Event_OnItemPrimaryUseFMulticastScriptDelegate4 flags<delegate>
0x01bNVGOnboolNet+5 flagsfalse
0x19710x07padding / unreflected
0x10OnNightVisionGogglesToggledFMulticastScriptDelegate4 flags<delegate>
0x19880x18padding / unreflected
0x10WetSourcesTArray<AActor*>TransientProtected+2 flags[]
0x19B00x10padding / unreflected
0x01bShouldPlayFootstepFoleyboolProtected+6 flagsfalse
0x01bPlayEveryStepboolProtected+6 flagsfalse
0x19C20x06padding / unreflected
0x08FootstepImpactEffectFastTSubclassOf<AImpactEffect>Protected+6 flagsnullptr
0x08FootstepImpactEffectSlowTSubclassOf<AImpactEffect>Protected+6 flagsnullptr
0x08CurrentFootstepFoleyEventUFMODEvent*Protected+6 flagsnullptr
0x08CurrentFootstepFoleyEventRemoteUFMODEvent*Protected+6 flagsnullptr
0x08FootstepsLocalUFMODEvent*Protected+8 flagsnullptr
0x08FootstepsRemoteUFMODEvent*Protected+8 flagsnullptr
0x08MovementFoleyUFMODEvent*Protected+8 flagsnullptr
0x08MovementFoleySocketFNameProtected+8 flagsspine_3
0x08DefaultRagdollPhysAssetUPhysicsAsset*Protected+8 flagsnullptr
0x08DefaultAlivePhysAssetUPhysicsAsset*Protected+8 flagsnullptr
0x08CuffedRagdollPhysAssetUPhysicsAsset*Protected+8 flagsnullptr
0x08Rep_ActiveRagdollPhysAssetUPhysicsAsset*NetRepNotify+9 flagsnullptr
0x01bIsRelevantbool7 flagstrue
0x1A290x07padding / unreflected
0x08NeutralizeSuspectTagANeutralizeSuspectByTag*5 flagsnullptr
0x10TorsoDeathAnimsTArray<UAnimMontage*>3 flags[]
0x10HeadDeathAnimsTArray<UAnimMontage*>3 flags[]
0x10LeftArmDeathAnimsTArray<UAnimMontage*>3 flags[]
0x10RightArmDeathAnimsTArray<UAnimMontage*>3 flags[]
0x10LeftLegDeathAnimsTArray<UAnimMontage*>3 flags[]
0x10RightLegDeathAnimsTArray<UAnimMontage*>3 flags[]
0x08CurrentDeathMontageUAnimMontage*7 flagsnullptr
0x01bPlayingDeathMontage : 1bit 0bool5 flagsfalse
0x01bStartedPlayingDeath : 1bit 1bool5 flagsfalse
0x03ReplicatedAccelerationFRonReplicatedAccelerationNetTransient+3 flags{AccelXYRadians=0, AccelXYMagnitude=0, AccelZ=0}
0x04ReplicatedMaxSpeedfloatNet+9 flags0
0x01bIsBlendRagdollNotifyActivebool5 flagsfalse
0x1AA90x03padding / unreflected
0x04FootstepOcclusionMultiplierfloat7 flags1
0x04FootstepFullOcclusionDepthfloat7 flags150
0x1AB40x04padding / unreflected
0x10AnimNotifyAttachmentsTArray<AActor*>2 flags[]
0x1AC80x08padding / unreflected
0x10SnapshotsTArray<FCharacterSnapshot>2 flags[]
0x08CurrentLipSyncAnimationUAnimSequence*5 flagsnullptr
0x1AE80x20padding / unreflected
0x20GameplayTagsFGameplayTagContainer3 flags{GameplayTags=[], ParentTags=[]}
0x1B280x08unreflected bytes to end of AReadyOrNotCharacter
Inherited from ACharacter 40
OffsetSizeNameTypeFlagsDefault
0x08MeshUSkeletalMeshComponent*11 flags/Script/Engine.Default__Character.CharacterMesh0
0x08CharacterMovementUCharacterMovementComponent*11 flags/Script/Engine.Default__Character.CharMoveComp
0x08CapsuleComponentUCapsuleComponent*11 flags/Script/Engine.Default__Character.CollisionCylinder
0x50BasedMovementFBasedMovementInfoProtected+3 flags{BaseID=0, MovementBase=nullptr, BoneName=None, Location={}…
0x50ReplicatedBasedMovementFBasedMovementInfoNetRepNotify+4 flags{BaseID=0, MovementBase=nullptr, BoneName=None, Location={}…
0x04AnimRootMotionTranslationScalefloatNetProtected+5 flags1
0x03E40x04padding / unreflected
0x18BaseTranslationOffsetFVectorProtected+5 flags{X=0, Y=0, Z=0}
0x20BaseRotationOffsetFQuatProtected+4 flags{X=0, Y=0, Z=0, W=1}
0x04ReplicatedServerLastTransformUpdateTimeStampfloatNetProtected+5 flags0
0x04ReplayLastTransformUpdateTimeStampfloatNetRepNotify+6 flags0
0x01ReplicatedMovementModeuint8NetProtected+5 flags0
0x04290x07padding / unreflected
0x18ReplicatedGravityDirectionFVector_NetQuantizeNormalNetProtected+3 flags{}
0x01bInBaseReplicationboolProtected+5 flagsfalse
0x04490x1Fpadding / unreflected
0x04CrouchedEyeHeightfloat7 flags32
0x01bIsCrouched : 1bit 0boolNetRepNotify+5 flagsfalse
0x01bProxyIsJumpForceApplied : 1bit 1boolNetTransient+3 flagsfalse
0x01bPressedJump : 1bit 2bool5 flagsfalse
0x01bClientUpdating : 1bit 3boolTransient+3 flagsfalse
0x01bClientWasFalling : 1bit 4boolTransient+3 flagsfalse
0x01bClientResimulateRootMotion : 1bit 5boolTransient+3 flagsfalse
0x01bClientResimulateRootMotionSources : 1bit 6boolTransient+3 flagsfalse
0x01bSimGravityDisabled : 1bit 7bool3 flagsfalse
0x01bClientCheckEncroachmentOnNetUpdate : 1bit 0boolTransient+3 flagstrue
0x01bServerMoveIgnoreRootMotion : 1bit 1boolTransient+3 flagsfalse
0x01bWasJumping : 1bit 2boolTransient+8 flagsfalse
0x046E0x02padding / unreflected
0x04JumpKeyHoldTimefloatTransient+10 flags0
0x04JumpForceTimeRemainingfloatTransient+10 flags0
0x04ProxyJumpForceStartedTimefloatTransient+10 flags0
0x04JumpMaxHoldTimefloatNet+7 flags0
0x04JumpMaxCountint32Net+7 flags1
0x04JumpCurrentCountint3210 flags0
0x04JumpCurrentCountPreJumpint3210 flags0
0x048C0x04padding / unreflected
0x10OnReachedJumpApexFMulticastScriptDelegate4 flags<delegate>
0x10LandedDelegateFMulticastScriptDelegate4 flags<delegate>
0x10MovementModeChangedDelegateFMulticastScriptDelegate4 flags<delegate>
0x10OnCharacterMovementUpdatedFMulticastScriptDelegate4 flags<delegate>
0x48SavedRootMotionFRootMotionSourceGroupTransient+1 flags{bHasAdditiveSources=false, bHasOverrideSources=false, bHas…
0x05180x08padding / unreflected
0x70ClientRootMotionParamsFRootMotionMovementParamsTransient+2 flags{bHasRootMotion=false, BlendWeight=0, RootMotionTransform={…
0x10RootMotionRepMovesTArray<FSimulatedRootMotionReplicatedMove>Transient+3 flags[]
0xD8RepRootMotionFRepRootMotionMontageNetRepNotify+2 flags{bIsActive=false, AnimMontage=nullptr, Position=0, Location…
Inherited from APawn 19
OffsetSizeNameTypeFlagsDefault
0x01bUseControllerRotationPitch : 1bit 0bool5 flagsfalse
0x01bUseControllerRotationYaw : 1bit 1bool5 flagsfalse
0x01bUseControllerRotationRoll : 1bit 2bool5 flagsfalse
0x01bCanAffectNavigationGeneration : 1bit 3bool6 flagsfalse
0x01bIsLocalViewTarget : 1bit 6boolTransientProtected+3 flagsfalse
0x02A90x03padding / unreflected
0x04BaseEyeHeightfloat7 flags64
0x01AutoPossessPlayerEAutoReceiveInput6 flagsDisabled
0x01AutoPossessAIEAutoPossessAI6 flagsPlacedInWorld
0x01RemoteViewPitchuint8Net+5 flags0
0x02B30x05padding / unreflected
0x08AIControllerClassTSubclassOf<AController>7 flags/Script/AIModule.AIController
0x08PlayerStateAPlayerState*NetRepNotify+7 flagsnullptr
0x02C80x08padding / unreflected
0x08LastHitByAController*Transient+7 flagsnullptr
0x08ControllerAController*NetRepNotify+5 flagsnullptr
0x08PreviousControllerAController*Transient+5 flagsnullptr
0x02E80x04padding / unreflected
0x01ReceiveControllerChangedDelegateFMulticastScriptDelegate4 flags<delegate>
0x01ReceiveRestartedDelegateFMulticastScriptDelegate4 flags<delegate>
0x02EE0x02padding / unreflected
0x18ControlInputVectorFVectorTransientProtected+5 flags{X=0, Y=0, Z=0}
0x18LastControlInputVectorFVectorTransientProtected+5 flags{X=0, Y=0, Z=0}
0x08OverrideInputComponentClassTSubclassOf<UInputComponent>Protected+7 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
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 339

SignatureFlagsNativeParams
void VoiceAudioEvent__DelegateSignature(AReadyOrNotCharacter* Speaker)Public0x08
bool UsingReviveSystem()FinalNative+1 flags0x01
void UpdateOverridesFromCharacterLookOverrideDataTable(const FString& LookOverride)FinalNative+1 flags0x10
void UnlockWeaponAttachments()NativePublic0x00
void UnlockTablet()NativePublic0x00
void UnlockMovementAndActions()NativePublic0x00
void UnlockMovement()NativePublic0x00
void UnlockLeaning()NativePublic0x00
void UnlockItemSelection()NativePublic0x00
void UnlockItemMenu()NativePublic0x00
void UnlockCommandMenu()NativePublic0x00
void UnlockCantedSight()NativePublic0x00
void UnlockAllActions()NativePublic0x00
void UnlockAim()NativePublic0x00
void ToggleNightvisionGoggles()FinalNative+1 flags0x00
void ToggleLeanRight(bool bADSIsActive)FinalNative+1 flags0x01
void ToggleLeanLeft(bool bADSIsActive)FinalNative+1 flags0x01
void ToggleFreeLean()FinalNative+1 flags0x00
void TestPhysicalAnimationComponent()FinalNative+1 flags0x00
void StopTPMontageFromTable(const FName& Animation, float BlendoutTime)NativeEvent+1 flags0x0C
void StopTPMontage(UAnimMontage* AnimMontage, float BlendoutTime)NativePublic0x0C
void StopTPAnimMontage(UAnimMontage* AnimMontage)NativePublic0x08
void StopLocal3PMontagle(UAnimMontage* AnimMontage, float BlendoutTime)FinalNative+1 flags0x0C
void StopFPAnimMontage(UAnimMontage* AnimMontage, float BlendoutTime)NativePublic0x0C
void StartStun(const EStunType& StunType, AActor* StunCauser, float Duration)NativePublic0x14
void StartPepperSprayed(APepperspray* PeppersprayUsed)NativePublic0x08
void StartBeingTasered(float PingStunDuration, ATaser* WeaponUsed)NativePublic0x10
void SpawnFootstepEffect()FinalNative+1 flags0x00
void SpawnBloodPool()FinalNative+1 flags0x00
void Server_Yell()NativeEvent+1 flags0x00
void Server_VoiceLine(const FString& VO, const FString& SpeakersName, bool bTeamPrefix)NativeEvent+1 flags0x21
void Server_UpdateLean(float QuickLean, float newFreeLeanY, float NewFreeLeanZ)NativeEvent+1 flags0x0C
void Server_ThrowArrestedTarget(AReadyOrNotCharacter* ArrestedCharacter)NativeEvent+1 flags0x08
void Server_ReportToTOC(AActor* Actor, bool bPlayAnimation, bool bTocResponse)NativeEvent+1 flags0x0A
void Server_ReportTarget(AActor* Character)NativeEvent+1 flags0x08
void Server_RepNVGOn(bool bIsOn)NativeEvent+1 flags0x01
void Server_PlayTOCConversation()NativeEvent+1 flags0x00
void Server_PlayNonLocal3PMontage(UAnimMontage* NewMontage)NativeEvent+1 flags0x08
void Server_Play3PMontage(UAnimMontage* NewMontage, float StartTime, float PlayRate, bool bFromClient)NativeEvent+1 flags0x11
void Server_MeleeInteract(UObject* Interactable, UInteractableComponent* InInteractableComponent)NativeEvent+1 flags0x10
void Server_Kill()NativeEvent+1 flags0x00
void Server_KickQueuedDoor()NativeEvent+1 flags0x00
void Server_KickFailQueuedDoor()NativeEvent+1 flags0x00
void Server_KickBreakQueuedDoor()NativeEvent+1 flags0x00
void Server_Interact_PrimaryUse(UObject* Interactable, UInteractableComponent* InInteractableComponent)NativeEvent+1 flags0x10
void Server_Interact(UObject* Interactable, UInteractableComponent* InInteractableComponent)FinalNative+2 flags0x10
void Server_Incapacitate()NativeEvent+1 flags0x00
void Server_EndInteract_PrimaryUse(UObject* Interactable, UInteractableComponent* InInteractableComponent)NativeEvent+1 flags0x10
void Server_EndInteract(UObject* Interactable, UInteractableComponent* InInteractableComponent)FinalNative+2 flags0x10
void Server_DropArrestedTarget(AReadyOrNotCharacter* ArrestedCharacter)NativeEvent+1 flags0x08
void Server_DoubleTapInteract(UObject* Interactable, UInteractableComponent* InInteractableComponent)NativeEvent+1 flags0x10
void Server_DoMelee()NativeEvent+1 flags0x00
void Server_ChangeTPMesh(USkeletalMesh* Body, USkeletalMesh* Face)NativeEvent+1 flags0x10
void Server_CarryArrestedTarget(AReadyOrNotCharacter* ArrestedCharacter)NativeEvent+1 flags0x08
void Server_ApplyPointDamage(AActor* DamagedActor, float BaseDamage, const FVector& HitFromDirection, const FHitResult& HitInfo, AController* EventInstigator, AActor* DamageCauser, TSubclassOf<UDamageType> DamageTypeClass)NativeEvent+1 flags0x128
void ResetPhysicsAsset()FinalNative+1 flags0x00
void ResetHealth()FinalNative+1 flags0x00
void RequestAnim2RagdollBlend(float Duration)NativePublic0x04
void RemoveWetSource(AActor* InActor)FinalNative+1 flags0x08
void RagdollArrestTarget(AReadyOrNotCharacter* RagdollCharacter)FinalNative+1 flags0x08
void PlayTOCResponse(const FString& Line, bool bIsNetworked, const ETOCPriority& Priority, bool bCanPrefix, float Delay)FinalNative+1 flags0x18
void PlaySpecificDebugVoiceLine(const FString& Filename)FinalNative+1 flags0x10
void PlayROEViolateTOCResponse()FinalNative+1 flags0x00
void PlayRawVOWithCooldown(const FString& VoiceLine, float Cooldown, const FString& OverrideSpeakerName)FinalNative+1 flags0x28
bool PlayRawVO(const FString& VoiceLine, const FString& OverrideSpeakerName, bool bIgnoreIfAlreadyPlaying)FinalNative+1 flags0x22
void PlayRandomDebugVoiceLine(const FString& Line)FinalNative+1 flags0x10
void PlayRandomDebugConversation()FinalNative+1 flags0x00
void PlayRadioSelectAnimation()FinalNative+1 flags0x00
APairedInteractionDriver* PlayPairedInteraction(UInteractionsData* InteractionData, AActor* Driver, AActor* Slave, ABaseItem* OptionalItem)FinalNative+1 flags0x28
UAnimMontage* PlayMontageFromTableWithIndex(const FName& Animation, int32 Index)NativePublic0x18
UAnimMontage* PlayMontageFromTableByName(const FName& Animation)NativePublic0x10
UAnimMontage* PlayMontageFromTable(const FString& Animation)NativePublic0x18
void Play3PMontageDeferred(UAnimMontage* Montage, const FName& AnimationName)NativeEvent+1 flags0x10
void Play3PMontage(UAnimMontage* NewMontage, float StartTime, float PlayRate)NativePublic0x10
void Play1PMontageDeferred(UAnimMontage* Montage, const FName& AnimationName)NativeEvent+1 flags0x10
void Play1PMontage(UAnimMontage* NewMontage, float PlayRate)NativePublic0x0C
void PickupEvidence(AActor* InEvidence)NativePublic0x08
bool OpenDoor(Adoor* door, bool bOpenDoor)NativePublic0x0A
void OnYellExecute()FinalNative+1 flags0x00
void OnWeaponFire__DelegateSignature(AReadyOrNotCharacter* Character, ABaseMagazineWeapon* Weapon, const FVector& fireDirection)Public0x28
void OnVoiceAudioStopped()NativePublic0x00
void OnStunnedPlaySound__DelegateSignature(const EStunType& StunType, bool bIsImmune)Public0x02
void OnStunnedEnded__DelegateSignature(const EStunType& StunType)Public0x01
void OnStunned__DelegateSignature(AReadyOrNotCharacter* StunnedCharacter, float Duration, const EStunType& StunType, AActor* DamageCauser)Public0x18
void OnStunDamage__DelegateSignature(float Damage, AActor* Causer, ACharacter* InstigatorCharacter, ACharacter* HitCharacter, UStunDamage* DamageEvent)Public0x28
void OnRep_Surrendered()NativePublic0x00
void OnRep_ReplicatedAcceleration()FinalNative+1 flags0x00
void OnRep_PreArrested()FinalNative+1 flags0x00
void OnRep_MeshReplicated()NativePublic0x00
void OnRep_HasBeenReported()NativePublic0x00
void OnRep_Customization()FinalNative+1 flags0x00
void OnRep_CurrentRagdollArrestCharacterChanged()FinalNative+1 flags0x00
void OnRep_CurrentCarryCharacterChanged()FinalNative+1 flags0x00
void OnRep_ControlRotation()FinalNative+1 flags0x00
void OnRep_CharacterLookOverride()FinalNative+1 flags0x00
void OnRep_ActiveRagdollPhysAsset()FinalNative+1 flags0x00
void OnRagdollStart(URagdollComponent* InRagdollComponent)FinalNative+1 flags0x08
void OnRagdollPhysBodyHit(URagdollComponent* InRagdollComponent, const FVector& Impulse, FHitResult& Hit)FinalNative+1 flags0x108
void OnRagdollBlendStop(URagdollComponent* InRagdollComponent)FinalNative+1 flags0x08
void OnQuickthrowStart__DelegateSignature(AReadyOrNotCharacter* Character, ABaseItem* LastItemBeforeQuickThrow, ABaseItem* QuickThrowGrenade)Public0x18
void OnQuickthrowEnd__DelegateSignature(ABaseItem* QuickThrowGrenade)Public0x08
void OnPointDamage__DelegateSignature(float Damage, AActor* Causer, ACharacter* InstigatorCharacter, ACharacter* HitCharacter, UBulletDamageType* DamageEvent)Public0x28
void OnPlayerHitEvent__DelegateSignature(float Damage, const FName& HitBone)Public0x0C
void OnPickupItemNotifyEvent__DelegateSignature()Public0x00
void OnNightVisionGogglesToggled__DelegateSignature(AReadyOrNotCharacter* Character, bool bOn)Public0x09
void OnMirrorDoorNotifyEvent__DelegateSignature()Public0x00
void OnMeshHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, const FVector& NormalImpulse, FHitResult& Hit)NativePublic0x118
void OnMeleeHitTaken__DelegateSignature(AReadyOrNotCharacter* InstigatorCharacter)Public0x08
void OnLeanStart()EventProtected0x00
void OnLeanEnd()EventProtected0x00
void OnKilled(AReadyOrNotCharacter* InstigatorCharacter)NativePublic0x08
void OnItemUse__DelegateSignature(AReadyOrNotCharacter* ItemOwner, ABaseItem* Item)Public0x10
void OnItemThrownNotifyEvent__DelegateSignature(ABaseItem* InThrownItem)Public0x08
void OnItemHolstered(ABaseItem* HolsteredItem)NativePublic0x08
void OnItemEquipped(ABaseItem* NewEquippedItem)NativePublic0x08
void OnIncapacitated(AReadyOrNotCharacter* InstigatorCharacter)NativePublic0x08
void OnHealthDepleted()FinalNative+1 flags0x00
void OnGetupComplete__DelegateSignature()Public0x00
void OnFreed__DelegateSignature(ACharacter* Freed, ACharacter* Freer)Public0x10
void OnFootstep__DelegateSignature()Public0x00
void OnEvidenceCollected__DelegateSignature(AActor* Evidence)Public0x08
void OnEquippedWeaponMagCheck(ABaseMagazineWeapon* Weapon)NativePublic0x08
void OnEquippedWeaponFire(ABaseMagazineWeapon* Weapon, bool bServer)NativePublic0x09
void OnEquippedWeaponDryFire(ABaseMagazineWeapon* Weapon, bool bServer)NativePublic0x09
void OnDowned__DelegateSignature(AReadyOrNotCharacter* DownedCharacter, AReadyOrNotCharacter* InstigatorCharacter)Public0x10
void OnDoorWedgePlacedNotifyEvent__DelegateSignature()Public0x00
void OnDoorLockPickNotifyEvent__DelegateSignature()Public0x00
void OnDoorCheckedNotifyEvent__DelegateSignature()Public0x00
void OnDismembermentParticleCollision(const FName& EventName, float EmitterTime, int32 ParticleTime, const FVector& Location, const FVector& Velocity, const FVector& Direction, const FVector& Normal, const FName& BoneName, UPhysicalMaterial* PhysMat)FinalNative+1 flags0x80
void OnDisarmTrapNotifyEvent__DelegateSignature()Public0x00
void OnDeadHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, const FVector& NormalImpulse, FHitResult& Hit)NativePublic0x118
void OnCharacterTakeDamage__DelegateSignature(AReadyOrNotCharacter* InstigatorCharacter, AReadyOrNotCharacter* DamagedCharacter, AActor* DamageCauser, float Damage, float HealthRemaining)Public0x20
void OnCharacterKilled__DelegateSignature(AReadyOrNotCharacter* InstigatorCharacter, AReadyOrNotCharacter* KilledCharacter)Public0x10
void OnCharacterIncapacitated__DelegateSignature(AReadyOrNotCharacter* IncapacitatedCharacter, AReadyOrNotCharacter* InstigatorCharacter)Public0x10
void OnCharacterBlockedDamage__DelegateSignature(AReadyOrNotCharacter* InstigatorCharacter, AReadyOrNotCharacter* DamagedCharacter, AActor* DamageCauser, float Damage, TSubclassOf<UDamageType> DamageTypeClass)Public0x28
void OnCarryThrowComplete_Slave(AActor* Slave)FinalNative+1 flags0x08
void OnCarryThrowComplete_Driver(AActor* Driver)FinalNative+1 flags0x08
void OnCarryThrowComplete(AActor* Driver, AActor* Slave)FinalNative+1 flags0x10
void OnCarryPickupComplete_Slave(AActor* Slave)FinalNative+1 flags0x08
void OnCarryPickupComplete_Driver(AActor* Driver)FinalNative+1 flags0x08
void OnCarryPickupComplete(AActor* Driver, AActor* Slave)FinalNative+1 flags0x10
void OnCarryingChanged__DelegateSignature()Public0x00
void OnCarryDropComplete_Slave(AActor* Slave)FinalNative+1 flags0x08
void OnCarryDropComplete_Driver(AActor* Driver)FinalNative+1 flags0x08
void OnCarryDropComplete(AActor* Driver, AActor* Slave)FinalNative+1 flags0x10
void OnCapsuleHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, const FVector& NormalImpulse, FHitResult& Hit)FinalNative+1 flags0x118
void OnC2NotifyEvent__DelegateSignature()Public0x00
void OnBodyPartDamaged__DelegateSignature(bool bHeadDamaged, bool bBodyDamaged, bool bLeftArmDamaged, bool bRightArmDamaged, bool bLeftLegDamaged, bool bRightLegDamaged, bool bLeftFootDamaged, bool bRightFootDamaged)Public0x08
void OnBodyFallAudioStop()NativePublic0x00
void OnArteryBleedParticleCollision(const FName& EventName, float EmitterTime, int32 ParticleTime, const FVector& Location, const FVector& Velocity, const FVector& Direction, const FVector& Normal, const FName& BoneName, UPhysicalMaterial* PhysMat)FinalNative+1 flags0x80
void OnArrested__DelegateSignature(AReadyOrNotCharacter* Character)Public0x08
void OnArrest__DelegateSignature(AReadyOrNotCharacter* ArrestedCharacter, AReadyOrNotCharacter* InstigatorCharacter)Public0x10
void OnActorSpawned(AActor* Actor)NativePublic0x08
void Multicast_TakeDamage(float Damage, bool bIsPointDamage, TSubclassOf<UDamageType> DamageTypeClass, AReadyOrNotCharacter* InstigatorCharacter, AActor* DamageCauser)NativeEvent+1 flags0x20
void Multicast_Stop3PMontage(UAnimMontage* Montage, float BlendoutTime)NativeEvent+1 flags0x0C
void Multicast_Stop1PMontage(UAnimMontage* Montage, float BlendoutTime)NativeEvent+1 flags0x0C
void Multicast_SpawnWound(const FHitResult& Hit, float WoundSize)NativeEvent+1 flags0xEC
void Multicast_SpawnDismembermentEffects(const EGibAreas& GibArea, const FHitResult& HitResult)NativeEvent+1 flags0xF0
void Multicast_SpawnBloodEffects(const FHitResult& Hit, float WoundSize, AController* HitInstigator)NativeEvent+1 flags0xF8
void Multicast_SpawnArterialBloodEffects(const FHitResult& HitResult, const FName& Artery)NativeEvent+1 flags0xF0
void Multicast_SavePoseSnapshot(const FName& SnapshotName)NativeEvent+1 flags0x08
void Multicast_PlayRawVO(const FString& SpecificFileName, const FString& OverrideSpeakerName, bool bIgnoreIfAlreadyPlaying)NativeEvent+1 flags0x21
void Multicast_PlayNonLocal3PMontage(UAnimMontage* NewMontage)NativeEvent+1 flags0x08
void Multicast_PlayMeleeImpactEffects(UFMODEvent* ImpactSound, UParticleSystem* ImpactParticle)NativeEvent+1 flags0x10
void Multicast_PlayDeathAnimation(UAnimMontage* Montage)NativeEvent+1 flags0x08
void Multicast_Play3PMontage(UAnimMontage* NewMontage, float StartTime, float PlayRate, bool bFromClient)NativeEvent+1 flags0x11
void Multicast_PauseAllAnims(bool bPaused)NativeEvent+1 flags0x01
void Multicast_OnTargetReported()NativeEvent+1 flags0x00
void Multicast_OnKilled(const FName& LastBoneHit, AActor* DamageCauser)NativeEvent+1 flags0x10
void Multicast_OnIncapacitated(const FName& LastBone)NativeEvent+1 flags0x08
void Multicast_OnExplosiveVestDetonation()NativeEvent+1 flags0x00
void Multicast_InflictSuppression_NoLineOfSight(const FSuppressionData& SuppressionData, TSubclassOf<ULegacyCameraShake> CameraShake, bool bLessLethal)NativeEvent+1 flags0x49
void Multicast_InflictSuppression(const FSuppressionData& SuppressionData, TSubclassOf<ULegacyCameraShake> CameraShake, bool bLessLethal)NativeEvent+1 flags0x49
void Multicast_EnableRagdollBlendIn()NativeEvent+1 flags0x00
void Multicast_EnableRagdoll(float Duration, bool bClearBodyVelocities)NativeEvent+1 flags0x05
void Multicast_DisableRagdoll()NativeEvent+1 flags0x00
void Multicast_DamageBlocked(float Damage, TSubclassOf<UDamageType> DamageTypeClass, AReadyOrNotCharacter* InstigatorCharacter, AActor* DamageCauser)NativeEvent+1 flags0x20
void Multicast_ChangeFaceEmotion(const ECharacterEmotion& NewEmotion, float OverrideTime, float Blend, float BlendDecay, int32 Priority)FinalNative+1 flags0x14
void Multicast_AddMoveIgnoreActor(AReadyOrNotCharacter* MoveIgnoreCharacter, bool bAdd)NativeEvent+1 flags0x09
void LockWeaponAttachments()NativePublic0x00
void LockTablet()NativePublic0x00
void LockMovementAndActions()NativePublic0x00
void LockMovement()NativePublic0x00
void LockLeaning()NativePublic0x00
void LockItemSelection()NativePublic0x00
void LockItemMenu()NativePublic0x00
void LockCommandMenu()NativePublic0x00
void LockCantedSight()NativePublic0x00
void LockAllActions()NativePublic0x00
void LockAim()NativePublic0x00
void LeanUp(float Val)FinalNative+1 flags0x04
void LeanRight(float Val)FinalNative+1 flags0x04
void Lean(float Val)FinalNative+1 flags0x04
void Kill()FinalNative+1 flags0x00
void KickDoor(Adoor* door)NativePublic0x08
bool IsWet()FinalNative+1 flags0x01
bool IsUpperBodyMontagePlaying()FinalNative+1 flags0x01
bool IsUnconsciousNotDead()NativePublic0x01
bool IsTableMontagePlayingWithTimeRemainingByName(const FName& Animation, const float& TimeRemaining)NativePublic0x0D
bool IsTableMontagePlayingWithTimeRemaining(const FString& Animation, const float& TimeRemaining)NativePublic0x15
bool IsTableMontagePlayingByName(const FName& Animation)NativePublic0x09
bool IsTableMontagePlaying(const FString& Animation)NativePublic0x11
bool IsTableMontage(UAnimMontage* Montage)NativePublic0x09
bool IsSuspect()FinalNative+1 flags0x01
bool IsSurrenderedFor(float Seconds)FinalNative+1 flags0x05
bool IsSurrendered()NativePublic0x01
bool IsSurrenderComplete()FinalNative+1 flags0x01
bool IsStunnedWith(const EStunType& StunType)FinalNative+1 flags0x02
bool IsStunned()FinalNative+1 flags0x01
bool IsStartling()FinalNative+1 flags0x01
bool IsSpeechTimerActive()FinalNative+1 flags0x01
bool IsReviveHealthDepleted()FinalNative+1 flags0x01
bool IsReloading()FinalNative+1 flags0x01
bool IsRagdollBlending()FinalNative+1 flags0x01
bool IsPlayingRootMotionFromMontage()FinalNative+1 flags0x01
bool IsPlayingNonInterruptibleMontage(const FName& MontageNameTryingToBePlayed)FinalNative+1 flags0x09
bool IsPlayingCarryAnims()FinalNative+1 flags0x01
bool IsPepperSprayedLocationValid(FHitResult& Hit, APepperspray* Pepperspray)FinalNative+1 flags0xF1
bool IsPepperSprayed()FinalNative+1 flags0x01
bool IsOutside()NativePublic0x01
bool IsOnSWATTeam()FinalNative+1 flags0x01
bool IsOnSameTeam(AReadyOrNotCharacter* A, AReadyOrNotCharacter* B)FinalNative+2 flags0x11
bool IsOnlyStunnedWithGas()FinalNative+1 flags0x01
bool IsNotifyStateActiveByName(const FString& NotifyClassName, const FString& SlotName)FinalNative+1 flags0x21
bool IsMontageSlotPlaying(const FName& SlotName)FinalNative+1 flags0x09
bool IsMontagePlayingWithTimeRemaining(UAnimMontage* Animation, const float& TimeRemaining)NativePublic0x0D
bool IsLowHealth()FinalNative+1 flags0x01
bool IsLocalPlayer()NativePublic0x01
bool IsLoadingTableMontage()FinalNative+1 flags0x01
bool IsLimbHit(const ELimbType& Limb)FinalNative+1 flags0x02
bool IsLimbBroken(const ELimbType& Limb)FinalNative+1 flags0x02
bool IsInRagdoll()FinalNative+1 flags0x01
bool IsInjured()FinalNative+1 flags0x01
bool IsIncapacitated()FinalNative+1 flags0x01
bool IsHealthDepleted()FinalNative+1 flags0x01
bool IsHalfHealth()FinalNative+1 flags0x01
bool IsGettingUp()NativePublic0x01
bool IsFullHealth()FinalNative+1 flags0x01
bool IsFullBodyMontagePlaying()FinalNative+1 flags0x01
bool IsDropping()FinalNative+1 flags0x01
bool IsDowned()FinalNative+1 flags0x01
bool IsDeadOrUnconscious()FinalNative+1 flags0x01
bool IsDeadNotUnconscious()FinalNative+1 flags0x01
bool IsCurrentlyTased()FinalNative+1 flags0x01
bool IsCurrentlyStung()FinalNative+1 flags0x01
bool IsCurrentlySprayed()FinalNative+1 flags0x01
bool IsCurrentlyGassed()FinalNative+1 flags0x01
bool IsCurrentlyFlashed()FinalNative+1 flags0x01
bool IsCivilian()FinalNative+1 flags0x01
bool IsCarrying()FinalNative+1 flags0x01
bool IsCarried()FinalNative+1 flags0x01
bool IsBeingThrown()FinalNative+1 flags0x01
bool IsBeingCarried()FinalNative+1 flags0x01
bool IsBeingArrested()FinalNative+1 flags0x01
bool IsArrestedOrSurrendered()FinalNative+1 flags0x01
bool IsArrestedAndIncapacitated()NativePublic0x01
bool IsArrestedAndDead()NativePublic0x01
bool IsArrested()NativePublic0x01
bool IsAnyTableMontagePlaying(const FName& OutMontage)NativePublic0x09
bool IsAnyLimbHit()FinalNative+1 flags0x01
bool IsAnimationBlocking()NativePublic0x01
bool IsAffectedByDamageTypeClass(TSubclassOf<UDamageType> DamageType)NativePublic0x09
bool IsAffectedByDamageType(UDamageType* DamageType)NativePublic0x09
bool IsActiveForMovement()NativePublic0x01
bool IsActive()NativePublic0x01
bool Is3PMontagePlaying(UAnimMontage* Montage)FinalNative+1 flags0x09
void IncreaseHealth(float Amount)FinalNative+1 flags0x04
void Incapacitate()FinalNative+1 flags0x00
bool HasRecentlyTakenStunDamage(float Tolerance)FinalNative+1 flags0x05
bool HasRecentlyTakenDamage(float Tolerance)FinalNative+1 flags0x05
bool HasLineOfSightTo(const FVector& Location)FinalNative+1 flags0x19
bool HasEverBeenStunned()FinalNative+1 flags0x01
bool HasBeenReported()FinalNative+1 flags0x01
void HandleTeamChanged(const ETeamType& Team)FinalNative+1 flags0x01
float GetTimeSinceLastStun()FinalNative+1 flags0x04
float GetTimeSinceLastBulletDamage()FinalNative+1 flags0x04
ETeamType GetTeam()NativePublic0x01
TArray<FName> GetTableMontageQueue()FinalNative+1 flags0x10
FString GetSpeechCharacterName()FinalNative+1 flags0x10
float GetSpeakCooldown()FinalNative+1 flags0x04
TArray<ABaseItem*> GetRemovedItems()FinalNative+1 flags0x10
UAnimMontage* GetMontageFromTableWithIndex(const FName& Animation, int32 Index)NativePublic0x18
UAnimMontage* GetMontageFromTableByName(const FName& Animation)NativePublic0x10
UAnimMontage* GetMontageFromTable(const FString& Animation)NativePublic0x18
int32 GetMontageAnimCountFromTable(const FName& Animation)NativePublic0x0C
float GetMaxHealth()FinalNative+1 flags0x04
FLimbHealthData GetLimbHealth(const ELimbType& Limb)FinalNative+1 flags0x38
float GetLeanAmount(const FVector& LeanDirection, float LeanAmount, float MaxLeanAmount)FinalNative+1 flags0x24
FString GetLastTableMontagePlayed()FinalNative+1 flags0x10
FName GetLastTableMontageNamePlayed()FinalNative+1 flags0x08
EPlayerHealthStatus GetHealthStatus()FinalNative+1 flags0x01
UCharacterHealthComponent* GetHealthComponent()FinalNative+1 flags0x08
void GetFMODFootstepParameters(UPhysicalMaterial* FloorPhysicsMaterial, const int32& Stance, const int32& Speed, const int32& Surface)NativePublic0x14
ABaseMagazineWeapon* GetEquippedWeapon()FinalNative+1 flags0x08
ABaseItem* GetEquippedItem()FinalNative+1 flags0x08
float GetDeltaRotationToCharacter(AReadyOrNotCharacter* Character)FinalNative+1 flags0x0C
EAnimWeaponType GetCurrentWeaponAnimType()NativePublic0x01
float GetCurrentStunTime()FinalNative+1 flags0x04
float GetCurrentStunDuration()FinalNative+1 flags0x04
float GetCurrentReviveTime()FinalNative+1 flags0x04
float GetCurrentReviveHealth()FinalNative+1 flags0x04
float GetCurrentHealth()FinalNative+1 flags0x04
bool GetConsoleHotkeysHidden()NativePublic0x01
TArray<UPrimitiveComponent*> GetCollisionIgnoredComponents()FinalNative+1 flags0x10
TArray<AActor*> GetCollisionIgnoredActors()FinalNative+1 flags0x10
void ForceMeshUsingOverride(USkeletalMesh* InFPMesh, USkeletalMesh* InTPMesh, USkeletalMesh* InFaceMesh)NativeEvent+1 flags0x18
void EndStun(const EStunType& StunType)NativePublic0x01
void EndPepperSprayed()NativePublic0x00
void EndEvidenceCollection_COOP(UInteractableComponent* CollectionInteractableComp)FinalNative+1 flags0x08
void EnableRagdoll(float Duration, bool bClearBodyVelocities)FinalNative+1 flags0x05
void EnableNightVisionGoggles()NativePublic0x00
bool DoesMontageFromTableExist(const FName& Animation)FinalNative+1 flags0x09
void DisableRagdoll()FinalNative+1 flags0x00
void DisableNightVisionGoggles()NativePublic0x00
void DepleteHealth()FinalNative+1 flags0x00
void DecreaseHealth(float Amount)FinalNative+1 flags0x04
bool DamageHitHead(FPointDamageEvent& DamageEvent)FinalNative+1 flags0x119
void CollectPendingEvidence()NativePublic0x00
void Client_SetControlRotation(const FRotator& NewRotation)NativeEvent+1 flags0x18
void Client_PlayScreenShake(TSubclassOf<ULegacyCameraShake> CameraShake)NativeEvent+1 flags0x08
void Client_PlayMeleeImpactEffects()NativeEvent+1 flags0x00
void Client_PlayFMODEvent2D(UFMODEvent* Event)NativeEvent+1 flags0x08
void Client_Play1PMontage(UAnimMontage* NewMontage, float PlayRate)NativeEvent+1 flags0x0C
void Client_OnBodyPartDamaged(bool bInHeadHit, bool bInBodyHit, bool bInLeftArmHit, bool bInRightArmHit, bool bInLeftLegHit, bool bInRightLegHit, bool bInLeftFootHit, bool bInRightFootHit)NativeEvent+1 flags0x08
bool CanYell()NativePublic0x01
bool CanMelee()NativePublic0x01
bool CanDropCharacter(AReadyOrNotCharacter* CharacterToDrop)FinalNative+1 flags0x09
void CancelArrest(AReadyOrNotCharacter* PlayerMakingArrest)FinalNative+1 flags0x08
bool CanCarryCharacter(AReadyOrNotCharacter* CharacterToPickup)FinalNative+1 flags0x09
bool CanBePickedUp()FinalNative+1 flags0x01
bool CanArrestRagdoll()NativePublic0x01
bool CanArrest()NativePublic0x01
void CalculateLeanMovement(float DeltaTime)FinalNative+1 flags0x04
void BeginEvidenceCollection_COOP(AActor* InEvidenceActor, UInteractableComponent* CollectionInteractableComp, float CollectionTime)FinalNative+1 flags0x14
void ArrestComplete(AReadyOrNotCharacter* PlayerMakingArrest, AZipcuffs* Zipcuffs)NativePublic0x10
void Arrest(AReadyOrNotCharacter* PlayerMakingArrest)NativePublic0x08
void ApplyDamageToBone(const float& Damage, const FName& HitBone, FPointDamageEvent& DamageEvent, AController* EventInstigator, AActor* DamageCauser)FinalNative+1 flags0x138
bool AnyBodyPartHit()FinalNative+1 flags0x01
void AddWetSource(AActor* InActor)FinalNative+1 flags0x08

Subclasses 2

Used by 105

types with a member, parameter or interface of this type