Zdexby TheHolyOneZ
5,221 classes
Class

UReadyOrNotLoadoutManager

: UObject
/Script/ReadyOrNot.ReadyOrNotLoadoutManager 0x0448 (1,096 B) align 8 inherited 0x0028 vtable /Script/ReadyOrNot
0x00x0448

Members 7

OffsetSizeNameTypeFlagsDefault
0x00280x50padding / unreflected
0x50StoredAttachmentsByWeaponTMap<TSubclassOf<ABaseWeapon>, FStoredWeaponAttachments>3 flags<TMap>
0x10OnPresetAppliedFMulticastScriptDelegate4 flags<delegate>
0x10OnAvailablePresetsChangedFMulticastScriptDelegate4 flags<delegate>
0x00E80x08padding / unreflected
0x10OnCustomizationPresetAppliedFMulticastScriptDelegate4 flags<delegate>
0x01000x50padding / unreflected
0x2E8ActiveLoadoutFSavedLoadout1 flags{Name="", PresetName="", ActiveLoadoutPreset=None, Primary=…
0x01ActiveSwatMemberEEquippingSwat5 flagsES_None
0x04390x07padding / unreflected
0x08LoadoutManagerULoadoutManager*5 flagsnullptr

Functions 109

SignatureFlagsNativeParams
void UpdatePresetName(const FString& OldName, const FString& NewName)FinalNative+1 flags0x20
void UpdateCustomizationPresetName(const FString& OldName, const FString& NewName)FinalNative+1 flags0x20
void UnequipPresetFromSwatMember(const EEquippingSwat& SwatMember)FinalNative+1 flags0x01
void SetSecondaryAttachment(TSubclassOf<UWeaponAttachment> WeaponAttachment, const EWeaponAttachmentType& AttachmentType)FinalNative+1 flags0x09
void SetPrimaryAttachment(TSubclassOf<UWeaponAttachment> WeaponAttachment, const EWeaponAttachmentType& AttachmentType)FinalNative+1 flags0x09
void SetArmorMaterial(UArmourMaterial* ArmorMaterial)FinalNative+1 flags0x08
void SetArmorCoverage(const EArmourCoverage& ArmorCoverage)FinalNative+1 flags0x01
void SetActiveSwatMember(const EEquippingSwat& SwatMember)FinalNative+1 flags0x01
void SetActiveSecondarySkin(TSubclassOf<USkinComponent> Skin)FinalNative+1 flags0x08
void SetActiveSecondary(TSubclassOf<ABaseWeapon> Secondary)FinalNative+1 flags0x08
void SetActivePrimarySkin(TSubclassOf<USkinComponent> Skin)FinalNative+1 flags0x08
void SetActivePrimary(TSubclassOf<ABaseWeapon> Primary)FinalNative+1 flags0x08
void SetActiveNvgStyle(const ENVGStyle& NvgStyle)FinalNative+1 flags0x01
void SetActiveLongTactical(TSubclassOf<ABaseItem> LongTactical)FinalNative+1 flags0x08
void SetActiveLoadoutByName(const FString& LoadoutName)FinalNative+1 flags0x10
void SetActiveLoadout(const FSavedLoadout& Loadout)FinalNative+1 flags0x2E8
void SetActiveHelmetMount(TSubclassOf<ABaseItem> HelmetMount)FinalNative+1 flags0x08
void SetActiveHeadwear(TSubclassOf<ABaseItem> Headwear)FinalNative+1 flags0x08
void SetActiveFacewear(TSubclassOf<ABaseItem> Facewear)FinalNative+1 flags0x08
void SetActiveBodyArmor(TSubclassOf<ABaseItem> Armor)FinalNative+1 flags0x08
void SavePreset(const FString& Name, bool bSaveCustomization)FinalNative+1 flags0x11
void SaveCustomizationPreset(const FString& Name)FinalNative+1 flags0x10
void SanitizeActiveLoadout()FinalNative+1 flags0x00
void ResetLoadoutToDefault()FinalNative+1 flags0x00
void ResetCustomizationToDefault()FinalNative+1 flags0x00
EEquippingSwat PreviousActiveSwatMember()FinalNative+1 flags0x01
void OnPresetApplied__DelegateSignature(const FString& Name, FSavedLoadout& Loadout)Public0x2F8
void OnCustomizationPresetApplied__DelegateSignature(const FString& Name)Public0x10
void OnAvailablePresetsChanged__DelegateSignature()Public0x00
EEquippingSwat NextActiveSwatMember()FinalNative+1 flags0x01
bool ItemIsInActiveLoadout(TSubclassOf<ABaseItem> Item)FinalNative+1 flags0x09
bool IsCurrentCustomizationPresetDirty()FinalNative+1 flags0x01
void IncrementTacticalSlotCount(TSubclassOf<ABaseItem> SlotItem)FinalNative+1 flags0x08
void IncrementSecondarySlotCount(const FName& AmmoType)FinalNative+1 flags0x08
void IncrementPrimarySlotCount(const FName& AmmoType)FinalNative+1 flags0x08
void IncrementGrenadeSlotCount(TSubclassOf<ABaseItem> SlotItem)FinalNative+1 flags0x08
int32 GetTacticalSlotCount(TSubclassOf<ABaseItem> SlotItem)FinalNative+1 flags0x0C
UWeaponAttachment* GetStoredAttachmentByWeaponAndType(TSubclassOf<ABaseWeapon> Weapon, const EWeaponAttachmentType& Type)FinalNative+1 flags0x18
int32 GetSlotCount(TSubclassOf<ABaseItem> SlotItem)FinalNative+1 flags0x0C
TSoftObjectPtr<UTexture2D> GetSecondaryWeaponImage(ABaseItem* Item)FinalNative+1 flags0x30
int32 GetSecondarySlotCount(const FName& AmmoType)FinalNative+1 flags0x0C
TArray<FName> GetSecondaryAmmoTypes()FinalNative+1 flags0x10
TSoftObjectPtr<UTexture2D> GetPrimaryWeaponImage(ABaseItem* Item)FinalNative+1 flags0x30
int32 GetPrimarySlotCount(const FName& AmmoType)FinalNative+1 flags0x0C
TArray<FName> GetPrimaryAmmoTypes()FinalNative+1 flags0x10
int32 GetPreviewTacticalSlotCount(const FSavedLoadout& PreviewLoadout, TSubclassOf<ABaseItem> SlotItem)FinalNative+1 flags0x2F4
int32 GetPreviewSlotCount(const FSavedLoadout& PreviewLoadout, TSubclassOf<ABaseItem> SlotItem)FinalNative+1 flags0x2F4
int32 GetPreviewSecondarySlotCount(const FSavedLoadout& PreviewLoadout, const FName& AmmoType)FinalNative+1 flags0x2F4
int32 GetPreviewPrimarySlotCount(const FSavedLoadout& PreviewLoadout, const FName& AmmoType)FinalNative+1 flags0x2F4
int32 GetPreviewMaximumSlotCount(const FSavedLoadout& PreviewLoadout)FinalNative+1 flags0x2EC
int32 GetPreviewGrenadeSlotCount(const FSavedLoadout& PreviewLoadout, TSubclassOf<ABaseItem> SlotItem)FinalNative+1 flags0x2F4
int32 GetPreviewCurrentSlotCount(const FSavedLoadout& PreviewLoadout)FinalNative+1 flags0x2EC
FSavedLoadout GetPreset(const FString& Name)FinalNative+1 flags0x2F8
FText GetNextDefaultPresetName(const TArray<FString>& PresetNames)FinalNative+1 flags0x28
int32 GetMaximumSlotCount()FinalNative+1 flags0x04
TSoftObjectPtr<UTexture2D> GetLongTacticalItemImage(ABaseItem* Item)FinalNative+1 flags0x30
TArray<ABaseItem*> GetItemsByLoadoutCategory(const ELoadoutCategory& LoadoutCategory)FinalNative+1 flags0x18
TArray<ABaseItem*> GetHelmetMounts()FinalNative+1 flags0x10
TArray<ABaseItem*> GetHeadwears()FinalNative+1 flags0x10
TSoftObjectPtr<UTexture2D> GetHeadwearItemImage(ABaseItem* Item)FinalNative+1 flags0x30
int32 GetGrenadeSlotCount(TSubclassOf<ABaseItem> SlotItem)FinalNative+1 flags0x0C
TArray<ABaseItem*> GetFacewears()FinalNative+1 flags0x10
FText GetDefaultPresetName()FinalNative+1 flags0x18
FSavedLoadout GetDefaultPreset()FinalNative+1 flags0x2E8
FText GetDefaultCustomizationPresetName()FinalNative+1 flags0x18
TArray<FString> GetCustomizationPresetNames()FinalNative+1 flags0x10
FString GetCustomizationPresetBySwat(const EEquippingSwat& SwatMember)FinalNative+1 flags0x18
int32 GetCurrentSlotCount()FinalNative+1 flags0x04
FText GetCurrentPresetDisplayName()FinalNative+1 flags0x18
FString GetCurrentCustomizationPresetName()FinalNative+1 flags0x10
TArray<ABaseItem*> GetBodyArmors()FinalNative+1 flags0x10
TSoftObjectPtr<UTexture2D> GetBodyArmorItemImage(ABaseItem* Item)FinalNative+1 flags0x30
TArray<EWeaponAttachmentType> GetAvailableAttachmentTypesByWeapon(TSubclassOf<ABaseWeapon> BaseWeapon)FinalNative+1 flags0x18
TArray<TSubclassOf<UWeaponAttachment>> GetAttachmentByWeaponAndType(ABaseWeapon* Weapon, const EWeaponAttachmentType& Type)FinalNative+1 flags0x20
TArray<UArmourMaterial*> GetArmorMaterials()FinalNative+1 flags0x10
FText GetArmorCoverageText(const EArmourCoverage& Coverage)FinalNative+1 flags0x20
EArmourCoverage GetArmorCoverage()FinalNative+1 flags0x01
FText GetAmmunitionDisplayName(const FName& AmmunitionName)FinalNative+1 flags0x20
FText GetAmmunitionDescription(const FName& AmmunitionName)FinalNative+1 flags0x20
FText GetAmmunitionCaliber(const FName& AmmunitionName)FinalNative+1 flags0x20
TArray<FString> GetAllPresetNames()FinalNative+1 flags0x10
FString GetActiveSwatMemberLabel()FinalNative+1 flags0x10
EEquippingSwat GetActiveSwatMember()FinalNative+1 flags0x01
TSubclassOf<UWeaponAttachment> GetActiveSecondaryAttachmentByType(const EWeaponAttachmentType& AttachmentType)FinalNative+1 flags0x10
TSubclassOf<ABaseWeapon> GetActiveSecondary()FinalNative+1 flags0x08
TSubclassOf<UWeaponAttachment> GetActivePrimaryAttachmentByType(const EWeaponAttachmentType& AttachmentType)FinalNative+1 flags0x10
TSubclassOf<ABaseWeapon> GetActivePrimary()FinalNative+1 flags0x08
ENVGStyle GetActiveNvgStyle()FinalNative+1 flags0x01
TSubclassOf<ABaseItem> GetActiveLongTactical()FinalNative+1 flags0x08
FSavedLoadout GetActiveLoadout()FinalNative+1 flags0x2E8
TSubclassOf<ABaseItem> GetActiveHelmetMount()FinalNative+1 flags0x08
TSubclassOf<ABaseItem> GetActiveHeadwear()FinalNative+1 flags0x08
TSubclassOf<ABaseItem> GetActiveFacewear()FinalNative+1 flags0x08
TSubclassOf<ABaseItem> GetActiveBodyArmor()FinalNative+1 flags0x08
UArmourMaterial* GetActiveArmorMaterial()FinalNative+1 flags0x08
EEquippingSwat FStringToEquippingSwat(const FString& Name)FinalNative+1 flags0x11
void DoSaveLoadout(const EEquippingSwat& SwatMember, const FSavedLoadout& Loadout)FinalNative+1 flags0x2F0
void DoSaveActiveLoadout()FinalNative+1 flags0x00
void DeletePreset(const FString& Name)FinalNative+1 flags0x10
void DeleteCustomizationPreset(const FString& Name)FinalNative+1 flags0x10
void DecrementTacticalSlotCount(TSubclassOf<ABaseItem> SlotItem)FinalNative+1 flags0x08
void DecrementSecondarySlotCount(const FName& AmmoType)FinalNative+1 flags0x08
void DecrementPrimarySlotCount(const FName& AmmoType)FinalNative+1 flags0x08
void DecrementGrenadeSlotCount(TSubclassOf<ABaseItem> SlotItem)FinalNative+1 flags0x08
void CustomizationPresetsChanged()FinalNative+1 flags0x00
void CustomizationPresetApplied(const FString& Name)FinalNative+1 flags0x10
bool AttachmentIsEquipped(TSubclassOf<UWeaponAttachment> WeaponAttachment, const EWeaponAttachmentType& AttachmentType)FinalNative+1 flags0x0A
void ApplyPreset(const FString& Name)FinalNative+1 flags0x10
void ApplyCustomizationPreset(const FString& Name)FinalNative+1 flags0x10

Used by 6

types with a member, parameter or interface of this type