Zdexby TheHolyOneZ
6,272 classes
Class

AEndAIControllerBluePrintBase

: AEndAIController : AAIController : AController : AActor : UObject
/Script/EndGame.EndAIControllerBluePrintBase 0x0AF0 (2,800 B) align 16 inherited 0x09E0 vtable /Script/EndGame
0x00x0AF0

Members 8

OffsetSizeNameTypeFlagsDefault
0x08FollowTeleportEQSUEnvQuery*7 flagsnullptr
0x08FollowTeleportEQS_BuggyGetOffUEnvQuery*7 flagsnullptr
0x08FollowTeleportEQS_SequencerPvUEnvQuery*7 flagsnullptr
0x08FollowTeleportEQS_FastTravelUEnvQuery*7 flagsnullptr
0x04FollowMoveRateDashfloatProtected+7 flags1
0x04FollowMoveRateRunfloatProtected+7 flags1
0x04FollowMoveRateJogfloatProtected+7 flags1
0x04FollowMoveRateWalkfloatProtected+7 flags1
0x0A080xE8unreflected bytes to end of AEndAIControllerBluePrintBase
Inherited from AEndAIController 9
OffsetSizeNameTypeFlagsDefault
0x08m_BehaviorTreeAssetUBehaviorTree*Protected+7 flagsnullptr
0x01m_DefaultAIStateIDEEndAIStateProtected+7 flagsEMPTY
0x0Fm_DefaultExAIStateSettingFEndExtensionAIStateSettingProtected+4 flags{DoNothing=NONE, ConnectEncount=NONE, Battle=NONE, Stay=NON…
0x08m_AIParamFEndAIParamProtected+3 flags{bCanLookAt=true, bCanTurn=true, bCanWaitAutoTurn=true, bCa…
0x01m_StartInFlyModeboolProtected+6 flagsfalse
0x01m_TickForceOnGameThreadboolProtected+7 flagsfalse
0x01m_bUseFieldNavNotOnBattleNavboolProtected+7 flagsfalse
0x035B0x1CDpadding / unreflected
0x08AIMoveComponentUEndAIMoveComponent*Protected+10 flags/Script/EndGame.Default__EndAIController.EndAIMoveComponent
0x08AIActionComponentUEndAIActionComponent*Protected+10 flags/Script/EndGame.Default__EndAIController.EndAIActionCompone…
Inherited from AAIController 15
OffsetSizeNameTypeFlagsDefault
0x01bStartAILogicOnPossess : 1bit 0boolProtected+5 flagsfalse
0x01bStopAILogicOnUnposses : 1bit 1boolProtected+5 flagstrue
0x01bLOSflag : 1bit 2bool3 flagsfalse
0x01bSkipExtraLOSChecks : 1bit 3bool5 flagstrue
0x01bAllowStrafe : 1bit 4bool5 flagsfalse
0x01bWantsPlayerState : 1bit 5bool5 flagsfalse
0x01bSetControlRotationFromPawnOrientation : 1bit 6bool5 flagstrue
0x02D90x07padding / unreflected
0x08PathFollowingComponentUPathFollowingComponent*10 flags/Script/AIModule.Default__AIController.PathFollowingCompone…
0x08BrainComponentUBrainComponent*8 flagsnullptr
0x08PerceptionComponentUAIPerceptionComponent*10 flagsnullptr
0x08ActionsCompUPawnActionsComponent*9 flags/Script/AIModule.Default__AIController.ActionsComp
0x08BlackboardUBlackboardComponent*Protected+9 flagsnullptr
0x08CachedGameplayTasksComponentUGameplayTasksComponent*Protected+7 flagsnullptr
0x08DefaultNavigationFilterClassTSubclassOf<UNavigationQueryFilter>Protected+8 flagsnullptr
0x10ReceiveMoveCompletedFMulticastScriptDelegate4 flags<delegate>
Inherited from AController 8
OffsetSizeNameTypeFlagsDefault
0x08PlayerStateAPlayerState*NetRepNotify+7 flagsnullptr
0x02380x08padding / unreflected
0x10OnInstigatedAnyDamageFMulticastScriptDelegate4 flags<delegate>
0x08StateNameFName5 flagsNone
0x08PawnAPawn*NetRepNotify+5 flagsnullptr
0x02600x08padding / unreflected
0x08CharacterACharacter*5 flagsnullptr
0x08TransformComponentUSceneComponent*7 flags/Script/Engine.Default__Controller.TransformComponent0
0x02780x18padding / unreflected
0x0CControlRotationFRotatorProtected+4 flags{Pitch=0, Yaw=0, Roll=0}
0x01bAttachToPawn : 1bit 0boolProtected+5 flagsfalse
Inherited from AActor 76
OffsetSizeNameTypeFlagsDefault
0x30PrimaryActorTickFActorTickFunction3 flags{}
0x01bNetTemporary : 1bit 0bool3 flagsfalse
0x01bNetStartup : 1bit 1bool3 flagsfalse
0x01bOnlyRelevantToOwner : 1bit 2bool7 flagsfalse
0x01bAlwaysRelevant : 1bit 3bool6 flagsfalse
0x01bReplicateMovement : 1bit 4boolNetRepNotify+5 flagsfalse
0x01bHidden : 1bit 5boolNet+7 flagsfalse
0x01bTearOff : 1bit 6boolNet+3 flagsfalse
0x01bExchangedRoles : 1bit 7boolTransient+3 flagsfalse
0x01bNetLoadOnClient : 1bit 0bool4 flagstrue
0x01bNetUseOwnerRelevancy : 1bit 1bool6 flagsfalse
0x01bRelevantForNetworkReplays : 1bit 2bool3 flagstrue
0x01bRelevantForLevelBounds : 1bit 3bool5 flagstrue
0x01bReplayRewindable : 1bit 4bool5 flagsfalse
0x01bAllowTickBeforeBeginPlay : 1bit 5bool5 flagsfalse
0x01bAutoDestroyWhenFinished : 1bit 6bool4 flagsfalse
0x01bCanBeDamaged : 1bit 7boolNet+6 flagstrue
0x01bBlockInput : 1bit 0bool5 flagsfalse
0x01bCollideWhenPlacing : 1bit 1bool3 flagsfalse
0x01bFindCameraComponentWhenViewTarget : 1bit 2bool6 flagstrue
0x01bGenerateOverlapEventsDuringLevelStreaming : 1bit 3bool5 flagsfalse
0x01bIgnoresOriginShifting : 1bit 4bool5 flagsfalse
0x01bEnableAutoLODGeneration : 1bit 5bool6 flagsfalse
0x01bIsEditorOnlyActor : 1bit 6bool5 flagsfalse
0x01bActorSeamlessTraveled : 1bit 7bool3 flagsfalse
0x01bShowImmediatelyRegardlessOfFrameLimit : 1bit 0bool5 flagsfalse
0x01bReplicates : 1bit 3boolProtected+7 flagsfalse
0x01bCanBeInCluster : 1bit 4boolProtected+5 flagsfalse
0x01bAllowReceiveTickEventOnDedicatedServer : 1bit 5boolProtected+3 flagstrue
0x01bActorEnableCollision : 1bit 5bool3 flagstrue
0x01bActorIsBeingDestroyed : 1bit 6boolTransient+4 flagsfalse
0x005D0x01padding / unreflected
0x01UpdateOverlapsMethodDuringLevelStreamingEActorUpdateOverlapsMethodProtected+6 flagsUseConfigDefault
0x01DefaultUpdateOverlapsMethodDuringLevelStreamingEActorUpdateOverlapsMethod8 flagsOnlyUpdateMovable
0x01RemoteRoleuint8NetTransient+5 flags0
0x00610x03padding / unreflected
0x34ReplicatedMovementFRepMovementNetRepNotify+5 flags{LinearVelocity={X=0, Y=0, Z=0}, AngularVelocity={X=0, Y=0,…
0x04InitialLifeSpanfloat8 flags0
0x04CustomTimeDilationfloat7 flags1
0x00A00x04padding / unreflected
0x04InputPriorityint326 flags0
0x40AttachmentReplicationFRepAttachmentNetTransient+4 flags{AttachParent=nullptr, LocationOffset={}, RelativeScale3D={…
0x08OwnerAActor*NetRepNotify+5 flagsnullptr
0x08NetDriverNameFNameProtected+5 flagsGameNetDriver
0x01Roleuint8Net+5 flags3
0x01NetDormancyuint89 flags1
0x01SpawnCollisionHandlingMethodESpawnActorCollisionHandlingMethod7 flagsAlwaysSpawn
0x01AutoReceiveInputuint86 flags0
0x00FC0x04padding / unreflected
0x08InputComponentUInputComponent*8 flagsnullptr
0x04NetCullDistanceSquaredfloat9 flags2.25e+08
0x04NetTagint32Transient+5 flags0
0x04NetUpdateFrequencyfloat8 flags100
0x04MinNetUpdateFrequencyfloat8 flags2
0x04NetPriorityfloat8 flags1
0x011C0x04padding / unreflected
0x08InstigatorAPawn*NetRepNotify+7 flagsnullptr
0x10ChildrenTArray<USceneComponent*>Transient+2 flags[]
0x08RootComponentUSceneComponent*Protected+9 flagsnullptr
0x10ControllingMatineeActorsTArray<TArray<TWeakObjectPtr<UChildActorComponent>>>TransientProtected+2 flags[]
0x01500x08padding / unreflected
0x10layersTArray<TWeakObjectPtr<UChildActorComponent>>2 flags[]
0x08ParentComponentTWeakObjectPtr<UChildActorComponent>8 flags<0xffffffff>
0x01700x08padding / unreflected
0x10TagsTArray<FMulticastScriptDelegate>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>
0x01980x60padding / unreflected
0x10InstanceComponentsTArray<TArray<void>>4 flags[]
0x10BlueprintCreatedComponentsTArray<void>6 flags[]

Functions 210

SignatureFlagsNativeParams
bool ToggleDebugEditMode()FinalNative+1 flags0x01
void TestUniqueStalker()FinalNative+1 flags0x00
void TestMoveTo_AIState(const FVector& InVector)FinalNative+1 flags0x0C
void TestFollowStalker()FinalNative+1 flags0x00
void TestFollowForceMainFollow()FinalNative+1 flags0x00
void TestFollowFastTravel()FinalNative+1 flags0x00
void TestFollowDate()FinalNative+1 flags0x00
void TestFollowChocoboFree()FinalNative+1 flags0x00
void StartFollowBackwardLeaveLeaderToPoint_Test()FinalNative+1 flags0x00
void SetVisibilityWeapon(bool bVisible, const EWeaponSlot& weaponSlotType)FinalNative+1 flags0x02
void SetSpecialStatusStateChangeID(const EEndBattleSpecialStatusChangeType& Type, const FName& stateChangeID, const FName& paramID)FinalNative+1 flags0x14
void SetPushCollisionEnable(const FName& partId, bool Enable)FinalNative+1 flags0x09
void SetOverrideUpperAnim(const FName& InName, const FName& InInterIn, const FName& InInterOut)FinalNative+1 flags0x18
void SetOverrideKeepFromAbility(const FName& InAbilityName)FinalNative+1 flags0x08
void SetOverrideKeep(int32 InKeep)FinalNative+1 flags0x04
void SetOverrideActiveAimAngle(const FVector2D& ActiveYawRange, const FVector2D& ActivePitchRange)FinalNative+1 flags0x10
void SetOverrideAbilityKeep(int32 Value)FinalNative+1 flags0x04
void SetMeshDisp(bool InDisp)FinalNative+1 flags0x01
void SetHPPercent(int32 Percent)FinalNative+1 flags0x04
void SetForceDefaultCollisionSetting()FinalNative+1 flags0x00
void SetEnabledUpdateAimLocation(bool bEnabled)FinalNative+1 flags0x01
void SetDisableSuspendAction(bool Disable)FinalNative+1 flags0x01
void SetDisableResidualParticlesAbility(bool Disable)FinalNative+1 flags0x01
void SetDisableReaction(bool Disable)FinalNative+1 flags0x01
void SetCharacterRotation(const FRotator& InRotation)FinalNative+1 flags0x0C
void SetCharacterLocation(const FVector& InLocation, bool bTeleportPhysics)FinalNative+1 flags0x0D
void SetCapturableBySummon(bool Flag)FinalNative+1 flags0x01
void SetBattleSafeTransform(bool bEnable)FinalNative+1 flags0x01
void SendBPMessageToBattleScene(AEndCharacter* SendCharacter, const FName& Message)FinalNative+1 flags0x10
void ResetTrans()FinalNative+1 flags0x00
void ResetOverrideUpperAnim(bool InPlayEndAnim)FinalNative+1 flags0x01
void ResetOverrideKeep()FinalNative+1 flags0x00
void ResetOverrideActiveAimAngle()FinalNative+1 flags0x00
bool RequestTrans(TSubclassOf<UEndAITransDefinition> TransDefinitionClass)FinalNative+1 flags0x09
bool RequestTakeDamageCounterCombo(TSubclassOf<UEndAIComboDefinitionReactionCounter> ComboCounterDefinitionClass, AEndCharacter* CauserChara, const FName& AbilityId, const EEndBattleAbilityCommandType& CommandType, const FName& DamageSourceID)FinalNative+1 flags0x25
bool RequestTakeDamageCounterAndMove(TSubclassOf<UEndAIMoveDefinition> MoveDefinitionClass, TSubclassOf<UEndAIAbilityDefinitionReactionCounter> CounterDefinitionClass, AEndCharacter* CauserChara, const FName& AbilityId, const EEndBattleAbilityCommandType& CommandType, const FName& DamageSourceID)FinalNative+1 flags0x2D
bool RequestTakeDamageCounter(TSubclassOf<UEndAIAbilityDefinitionReactionCounter> CounterDefinitionClass, AEndCharacter* CauserChara, const FName& AbilityId, const EEndBattleAbilityCommandType& CommandType, const FName& DamageSourceID)FinalNative+1 flags0x25
bool RequestReactionGuard(TSubclassOf<UEndAIGuardDefinitionReaction> GuardDefinitionClass, AEndCharacter* CauserChara, int32 HandleId)FinalNative+1 flags0x15
bool RequestReactionCounterCombo(TSubclassOf<UEndAIComboDefinitionReactionCounter> ComboCounterDefinitionClass, AEndCharacter* CauserChara, int32 HandleId)FinalNative+1 flags0x15
bool RequestReactionCounterAndMove(TSubclassOf<UEndAIMoveDefinition> MoveDefinitionClass, TSubclassOf<UEndAIAbilityDefinitionReactionCounter> CounterDefinitionClass, AEndCharacter* CauserChara, int32 HandleId)FinalNative+1 flags0x1D
bool RequestReactionCounter(TSubclassOf<UEndAIAbilityDefinitionReactionCounter> CounterDefinitionClass, AEndCharacter* CauserChara, int32 HandleId)FinalNative+1 flags0x15
bool RequestReactionAvoid(TSubclassOf<UEndAIAvoidDefinitionReaction> AvoidDefinitionClass, AEndCharacter* CauserChara, int32 HandleId)FinalNative+1 flags0x15
void RequestPlayBattleCameraSequence(const FName& CameraSequenceID, AEndCharacterBase* OwnerChara, AEndCharacterBase* HasResourceChara, AActor* TargetActor, bool bIsToRegisterSlaveViewOnly, float MassiveEnvironmentFrustrumScaleForMainPass)FinalNative+1 flags0x28
FEndAIActionPackReturnInfo RequestGuardHitCounterPackArrayLot(const FName& DefenseID, bool bExecuteTiming, const TArray<TArray<FEndAIActionPackReturnInfo>>& ActionPackClassList, const TArray<FEndAIActionPackReturnInfo>& LotProbabilities)FinalNative+1 flags0x44
FEndAIActionPackReturnInfo RequestGuardHitCounterPackArray(const FName& DefenseID, bool bExecuteTiming, const TArray<FEndAIActionPackReturnInfo>& ActionPackClassList)FinalNative+1 flags0x34
FEndAIActionPackReturnInfo RequestGuardHitCounterPack(const FName& DefenseID, bool bExecuteTiming, TSubclassOf<UEndAIActionPackBase> ActionPackClass)FinalNative+1 flags0x2C
bool RequestGuardHitCounter(const FName& DefenseID, bool bExecuteTiming, TSubclassOf<UEndAIActionDefinitionBase> ActionDefinitionClass)FinalNative+1 flags0x19
bool RequestCombinationSpecial(TSubclassOf<UEndAIActionDefinitionBase> ActionDefinitionClass, bool bLast)FinalNative+1 flags0x0A
bool RequestCancelReactionAvoidToAction(TSubclassOf<UEndAIActionDefinitionBase> ActionDefinitionClass)FinalNative+1 flags0x09
void RequestAttachSyncAction()FinalNative+1 flags0x00
FEndAIActionPackReturnInfo RequestActionPackArrayLot(const TArray<TArray<FEndAIActionPackReturnInfo>>& ActionPackClassList, const TArray<FEndAIActionPackReturnInfo>& LotProbabilities)FinalNative+1 flags0x34
FEndAIActionPackReturnInfo RequestActionPackArray(const TArray<FEndAIActionPackReturnInfo>& ActionPackClassList)FinalNative+1 flags0x24
FEndAIActionPackReturnInfo RequestActionPack(TSubclassOf<UEndAIActionPackBase> ActionPackClass)FinalNative+1 flags0x1C
FEndAIActionPackReturnInfo RequestActionInterruptPackArrayLot(const TArray<TArray<FEndAIActionPackReturnInfo>>& ActionPackClassList, const TArray<FEndAIActionPackReturnInfo>& LotProbabilities)FinalNative+1 flags0x34
FEndAIActionPackReturnInfo RequestActionInterruptPackArray(const TArray<FEndAIActionPackReturnInfo>& ActionPackClassList)FinalNative+1 flags0x24
FEndAIActionPackReturnInfo RequestActionInterruptPack(TSubclassOf<UEndAIActionPackBase> ActionPackClass)FinalNative+1 flags0x1C
bool RequestActionInterrupt(TSubclassOf<UEndAIMoveDefinition> MoveDefinitionClass, TSubclassOf<UEndAIActionDefinitionBase> ActionDefinitionClass)FinalNative+1 flags0x11
bool RequestActionChild(TSubclassOf<UEndAIActionDefinitionBase> InActionDefinitionClass, const FName& ChildActionId)FinalNative+1 flags0x11
bool RequestAction(TSubclassOf<UEndAIMoveDefinition> MoveDefinitionClass, TSubclassOf<UEndAIActionDefinitionBase> ActionDefinitionClass)FinalNative+1 flags0x11
void RemoveSpecialStatusByID(const FName& ID)FinalNative+1 flags0x08
void RemoveSpecialStateEffect(const FName& specialStateEffectID)FinalNative+1 flags0x08
void RemoveAttachEffect(const FName& AttachSocketName, const FName& ResourceName, bool bDestroy)FinalNative+1 flags0x11
int32 PlayBattleCameraSequence(const FName& SequenceID)FinalNative+1 flags0x0C
void OverrideDamageHitReactionID(const FName& AbilityId, const FEndDataObjectBattleAbilityAccessor& dataObjectBattleAbility, const FName& DamageSourceID, bool abilityFirstHit, AEndCharacter* causerCharacter, const FName& damageHitReactionID)EventPublic0x48
void OnUseAbilityInvoke(const FName& AbilityId)EventProtected0x08
void OnUseAbility(AEndCharacter* useCharacter, const FName& AbilityId)EventPublic0x10
void OnUpdateBattle(float DeltaTime)EventProtected0x04
void OnTakePartsDamage(const FName& BattleCharaPartsSpecID)EventPublic0x08
void OnTakeDamageOverTime(int32 Damage)EventPublic0x04
void OnTakeDamageInvoke(int32 Damage, AEndCharacter* InChara, const FName& InName, const EEndBattleAbilityCommandType& InCommandType, bool InBind, bool InGuard, const FName& InBoneName, bool InAttributeWeak, const FName& InDmgSrcID, const EEndBattleAttributeType& appendAttribute, float justHitRotYaw, const FVector& hitPosition, bool InHeal, bool InCounter, const FEndDataObjectBattleDamageSourceAccessor& dataObjectBattleDamageSource, bool useAbilityUCPC, const FEndDataObjectBattleAbilityAccessor& dataObjectBattleAbility)EventProtected0x90
void OnTakeDamageHPFirstInvoke(AEndCharacter* causerCharacter, const FName& AbilityId, bool attributeWeak, const EEndBattleAbilityCommandType& AbilityCommandType, const FEndDataObjectBattleAbilityAccessor& dataObjectBattleAbility)EventProtected0x38
void OnTakeDamageHPCutValueOver50First(AEndCharacter* causerCharacter, const FName& AbilityId, const FEndDataObjectBattleAbilityAccessor& dataObjectBattleAbility, int32 attackCount, const FEndDataObjectBattleDamageSourceAccessor& dataTableBattleDamageSource)EventPublic0x58
void OnTakeAbilityInvoke(AEndCharacter* CauserChara, const FName& AbilityName, const EEndBattleAbilityCommandType& AbilityCommandType, const TArray<void>& AnimationNameList)EventProtected0x28
void OnSystemMessage(const FString& InMessage)EventPublic0x10
void OnSyncActionRescue(const FName& SyncActionID, AEndCharacter* targetChara)EventPublic0x10
void OnSummonCutSceneEnd()EventPublic0x00
void OnSummonCutSceneBegin()EventPublic0x00
void OnStolen(AEndCharacter* causerCharacter)EventPublic0x08
void OnStartSequencerPV_Test2()FinalNative+1 flags0x00
void OnStartSequencerPV_Test()FinalNative+1 flags0x00
void OnStartBattleInvoke()EventPublic0x00
void OnSpecialStatusChange(const FName& SpecialStatusChangeID, const EEndBattleSpecialStatusChangeType& Type, const FName& ChangeID, const TArray<TArray<TArray<void>>>& Params, const TArray<TArray<void>>& ParamIDs, const TArray<void>& ParamActors)EventPublic0x48
void OnSpecialStateEffectEvent(const FName& EventName)EventPublic0x08
void OnRemoveStatusChangeID(const FName& statusChangeID)EventProtected0x08
void OnReactionSensingTakeAbilityInvoke(AEndCharacter* CauserChara, int32 HandleId)EventPublic0x0C
void OnReactionSensingInvoke(AEndCharacter* CauserChara, int32 HandleId, const EEndBattleReactionNotificationType& NotificationType, const EEndBattleAttackDirectionType& AttackDirectionType)EventPublic0x0E
void OnPreTakeDamage(float justHitRotYaw, AEndCharacter* ownerCharacter, const FName& InName, const FName& hitBoneName, const FName& DamageSourceID, const FVector& hitPosition, int32 Damage, bool InGuard, const EEndBattleAttributeType& appendAttribute, const FEndDataObjectBattleDamageSourceAccessor& dataObjectBattleDamageSource, bool heal)EventPublic0x61
void OnPrepareAsset()EventPublic0x00
void OnPreEndBattleInvoke()EventPublic0x00
void OnPreBurstBegin()EventPublic0x00
void OnPlayBattleCameraSequence(int32 sequenceActorUID, const FName& battleCameraSequenceID)EventPublic0x0C
void OnPCDead(const EPlayerType& PlayerType, int32 alivePCNum)EventPublic0x08
void OnPartsBreak(const FName& PartsID)EventPublic0x08
void OnMotionStateMessageUpdate(const FName& InMotionName, const FName& InName, int32 InIntValue, float InFloatValue, float InProgress, bool LatestContactWall, bool LatestContact)EventPublic0x1E
void OnMotionStateMessageEnd(const FName& InMotionName, const FName& InName, int32 InIntValue, float InFloatValue)EventPublic0x18
void OnMotionStateMessageBegin(const FName& InMotionName, const FName& InName, int32 InIntValue, float InFloatValue, float InTotalDuration)EventPublic0x1C
void OnMotionMessageInvoke(const FName& InMotionName, const FName& InName, int32 InIntValue, float InFloatValue)EventPublic0x18
void OnKilledInvoke(int32 Damage, AEndCharacter* InTarget, const FName& InName, bool InBind)EventPublic0x19
void OnIncrementBattleCountPerID(const FName& TargetCharaName, const EEndBattleCountLogType& Type, const FName& ID, int32 Count)EventPublic0x18
void OnHitDamageSource(const bool& outDestroySrcDamageSoruce, const FName& SrcDamageSourceID, const FName& HitDamageSourceID)NativeEvent+1 flags0x14
void OnGiveDamageInvoke(int32 Damage, AEndCharacter* InTarget, const FName& InName, bool InBind, bool InGuard, bool KeepOver, bool InCounter, const FName& InBoneName, bool InAttributeWeak, const FName& InDamageSourceID, bool InSteal, bool heal, bool kill, bool justGuard, bool bLock)EventPublic0x35
bool OnGetTargetFieldPosition(const FVector& OutPosition, const FName& InBattleAbilityID, const FName& InDamageSourceID, const FName& InAnimationName)NativeEvent+1 flags0x25
AActor* OnGetTargetFieldActor(const FName& InBattleAbilityID)NativeEvent+1 flags0x10
bool OnGetCreateFieldPosition(const FVector& OutPosition, FQuat& outQuat, const FName& InBattleAbilityID, const FName& InDamageSourceID, const FName& InAnimationName)NativeEvent+1 flags0x39
bool OnGetAbilityJumpLandLocationAndRotation(const FVector& OutLocation, const FRotator& OutRotation, const FName& InBattleAbilityID)NativeEvent+1 flags0x21
bool OnGetAbilityJumpLandLocation(const FVector& OutLocation, const FName& InBattleAbilityID)NativeEvent+1 flags0x15
void OnFieldActionInfoFromPlayerInvoke(const FName& ActionTag)EventPublic0x08
void OnEnemySummonCutSceneEnd()EventPublic0x00
void OnEnemySummonCutSceneBegin()EventPublic0x00
void OnEndSequencerPV_Test()FinalNative+1 flags0x00
void OnEndCutSceneNextFrameInvoke(const FName& CutSceneID)EventPublic0x08
void OnEndCutSceneInvoke(const FName& CutSceneID)EventPublic0x08
void OnEndBurst(bool instant)EventPublic0x01
void OnEndBreak()EventPublic0x00
void OnEndBattleInvoke()EventPublic0x00
void OnEndAbilityInvoke(const FName& AbilityId, bool createdDamageSource, bool suspended, bool suspendedSummonCutScene)EventProtected0x0B
void OnDestroyDamageSource(const FName& DamageSourceID, const FVector& Location, FQuat& Quat)EventPublic0x30
void OnDefenseGuardReflectDamage(const FName& battleDefenseID, AEndCharacter* attackedCharacter, const FEndDataObjectBattleAbilityAccessor& attackedDataObjectBattleAbility, const FName& attackedDamageSourceID)EventPublic0x38
void OnDefenseGuardDamageHPFirst(const FName& battleDefenseID, const EEndBattleDefenseGuardType& defenseGuardType, bool executeTiming, AEndCharacter* attackedCharacter, const FEndDataObjectBattleAbilityAccessor& attackedDataObjectBattleAbility, const FName& attackedDamageSourceID)EventPublic0x40
void OnDefenseGuard(const FName& battleDefenseID, const EEndBattleDefenseGuardType& defenseGuardType, bool executeTiming, AEndCharacter* attackedCharacter, const FEndDataObjectBattleAbilityAccessor& attackedDataObjectBattleAbility, const FName& attackedDamageSourceID)EventPublic0x40
void OnDead(bool AtBurst)EventPublic0x01
void OnCutSceneMessageInvoke(const FName& Message)EventPublic0x08
void OnCutChangeSequencerPV_Test(bool bEndShot)FinalNative+1 flags0x01
void OnCreateDamageSource(AEndCharacter* InOwner, const FName& DamageSourceID)EventPublic0x10
void OnCreateCharacterControllerComponentBattle()EventPublic0x00
void OnCharacterControllerChangeState(const EEndCharacterControllerStateType& BeforeState, const EEndCharacterControllerStateType& AfterState)EventPublic0x02
void OnChangeSyncActionState(const FName& SyncActionID, const EEndBattleSyncActionStateType& StateType, AEndCharacter* targetChara, const FName& DetachDamageSourceID)EventPublic0x20
void OnChangeLeader(AEndCharacter* LeaderCharacter)EventPublic0x08
void OnCameraBlendOutSequencerPV_Test()FinalNative+1 flags0x00
void OnBeginCutSceneInvoke(const FName& CutSceneID)EventPublic0x08
void OnBeginBurst()EventPublic0x00
void OnBeginBreak(AEndCharacter* causerCharacter)EventPublic0x08
void OnAIMoveModeChanged(const EActorMoveMode& BeforeMode, const EActorMoveMode& AfterMode)EventPublic0x02
void OnAddStatusChangeID(const FName& statusChangeID)EventProtected0x08
void OnAbilityReactionConditionTargetDodgeDirection(const FName& AbilityId, AEndCharacter* targetChara)EventPublic0x10
void OnAbilityReactionConditionTargetDodge(const FName& AbilityId, AEndCharacter* targetChara)EventPublic0x10
void OnAbilityReactionCondition(const EEndBattleAbilityReactionConditionType& abilityReactionConditionType)EventPublic0x01
void NotifyAbilityReaction(float Param0)FinalNative+1 flags0x04
bool IsRangeArea2D(AEndCharacter* InChara, const FVector& InLocation, float InRadius)FinalNative+1 flags0x19
bool IsOverrideUpperAnim()FinalNative+1 flags0x01
bool IsInSyncAction()FinalNative+1 flags0x01
void IsInRangeToTargetBranch(float InMin, float InMax, const EEndAiMathBinCmp& Cmp, const uint8& OutSignal, bool bIgnoreCharacterRadius)FinalNative+1 flags0x0B
bool IsInRangeToTarget(float InMin, float InMax, bool bIgnoreCharacterRadius)FinalNative+1 flags0x0A
bool IsInDummyBattle()FinalNative+1 flags0x01
void IsInAngleToTargetBranch(float InAngle, const uint8& OutSignal, bool InReverse)FinalNative+1 flags0x06
bool IsInAngleToTarget(float InAngle, bool InReverse)FinalNative+1 flags0x06
bool IsIdle()FinalNative+1 flags0x01
bool IsHPPercent(int32 Percent, const EEndAiMathCmp& Cmp)FinalNative+1 flags0x06
bool IsForceTeleportingFollowAIPartyMemberAll()FinalNative+1 flags0x01
bool IsExistSpawnWeaponCharacter(const EEndBattleUniqueAbilitySpawnWeaponType& spawnWeaponType, const FName& uniqueWeaponName)FinalNative+1 flags0x0D
bool IsEditor()FinalNative+1 flags0x01
bool IsDelayProcessing()FinalNative+1 flags0x01
bool IsDebugEditMode()FinalNative+1 flags0x01
bool IsActionRestriction()FinalNative+1 flags0x01
bool HasSpecialStatusByID(const FName& ID)FinalNative+1 flags0x09
bool HasSpecialStatus(const EEndBattleSpecialStatusChangeType& Type)FinalNative+1 flags0x02
bool HasDamageSource(const FName& DamageSourceID)FinalNative+1 flags0x09
FVector GetVectorToTarget()FinalNative+1 flags0x0C
bool GetTargetJumpBurstInput(FEndBattleTargetJumpBurstInput& Input)NativeEvent+1 flags0x2D
AEndCharacter* GetTarget()NativePublic0x08
TArray<void> GetSyncActionCharacter(uint8 InTarget)FinalNative+1 flags0x18
void GetSpecialStatusType(const TArray<void>& typeList)FinalNative+1 flags0x10
float GetSpecialStatusParamFloat(const EEndBattleSpecialStatusChangeType& Type, const FName& paramID)FinalNative+1 flags0x10
TArray<void> GetSpecialStatusChangeCharacter(uint8 InTarget, const EEndBattleSpecialStatusChangeType& Type)FinalNative+1 flags0x18
AEndCharacter* GetSpawnWeaponCharacter(const EEndBattleUniqueAbilitySpawnWeaponType& weaponType, const FName& uniqueWeaponName)FinalNative+1 flags0x18
AEndCharacter* GetPlayerLeader()FinalNative+1 flags0x08
float GetPathDistanceFromTarget(const FVector& Location)FinalNative+1 flags0x10
float GetPathDistance(const FVector& Location)FinalNative+1 flags0x10
float GetNearestOpponentDistance(bool bIgnoreCharacterRadius)FinalNative+1 flags0x08
float GetLocationAngleAbs(const FVector& Loc, AEndCharacter* Target)FinalNative+1 flags0x1C
float GetLocationAngle(const FVector& Loc, AEndCharacter* Target)FinalNative+1 flags0x1C
AEndCharacter* GetLeader()FinalNative+1 flags0x08
int32 GetHPPercent()FinalNative+1 flags0x04
int32 GetHPMax()FinalNative+1 flags0x04
float GetHeightDistanceToTarget(bool bAbs)FinalNative+1 flags0x08
bool GetFirstDamageTime(const float& FirstDamageTime, UAnimSequence* AnimSequecne, float StartTime)FinalNative+1 flags0x15
float GetDistanceToTarget2D(bool bIgnoreCharacterRadius)FinalNative+1 flags0x08
float GetDistanceToTarget(bool bIgnoreCharacterRadius)FinalNative+1 flags0x08
float GetDistanceToCharacter2D(AEndCharacter* InCharacter, bool bIgnoreCharacterRadius)FinalNative+1 flags0x10
float GetDistanceToCharacter(AEndCharacter* InCharacter, bool bIgnoreCharacterRadius)FinalNative+1 flags0x10
FName GetCharaSpecName()FinalNative+1 flags0x08
FRotator GetCharacterRotation()FinalNative+1 flags0x0C
FVector GetCharacterLocation()FinalNative+1 flags0x0C
FVector GetCharacterFeetLocation()FinalNative+1 flags0x0C
AEndCharacter* GetCharacter()FinalNative+1 flags0x08
float GetAngleToTarget(bool bAbs)FinalNative+1 flags0x08
bool GetAbilityLoopMoveStartSpecifiedTargetLocation(const FVector& OutLocation, const FName& AbilityId)NativeEvent+1 flags0x15
bool GetAbilityLoopMoveNextSpecifiedTargetLocation(const FVector& OutLocation, const FName& AbilityId)NativeEvent+1 flags0x15
void GetAbilityAimTargetPointName(const FName& outTargetPointName)EventPublic0x08
bool ForceTeleportFollowAIPartyMemberAll()FinalNative+1 flags0x01
void ForceDisableAimEffectorSetting(const FName& EffectorSettingName)FinalNative+1 flags0x08
void EndFollowBackwardLeaveLeaderToPoint_Test()FinalNative+1 flags0x00
void EnableDamageReactionOwnerSyncAction()FinalNative+1 flags0x00
void DoOnceWithThen(const EEndDoOnceCode& Code, const FLatentActionInfo& LatentInfo, const EEndDoOnceOutCode& Result)FinalNative+1 flags0x21
void DestroyDamageSource(const FName& DamageSourceID, bool bDestroyEffect)FinalNative+1 flags0x09
void DebugLocalLog(const FString& inString, const FLinearColor& TextColor)FinalNative+1 flags0x20
void DebugEditModeBranch(const EEndAIExecPinBranch& PinBranch)FinalNative+1 flags0x01
void DeactivatePBDConstraint(float BlendTime)FinalNative+1 flags0x04
void CreateSyncAction(const FName& SyncActionID, AEndCharacter* targetChara, bool bOverwrite)FinalNative+1 flags0x11
void CreateDamageSource(const FName& DamageSourceID, AEndCharacter* targetChara, const FName& AbilityId, bool bOverrideDamage, int32 OverrideDamage)FinalNative+1 flags0x20
void CheckDistanceToTargetBranch(float InDistance, const EEndAiMathCmp& Cmp, const uint8& OutSignal, bool bIgnoreCharacterRadius)FinalNative+1 flags0x07
bool CheckDistanceToTarget(float InDistance, const EEndAiMathCmp& Cmp, bool bIgnoreCharacterRadius)FinalNative+1 flags0x07
bool CanSeeTarget(bool bValidBlock)FinalNative+1 flags0x02
void CancelActionChild(const FName& ChildActionId)FinalNative+1 flags0x08
void AIDelay(UObject* WorldContextObject, float Duration, const FLatentActionInfo& LatentInfo)FinalNative+1 flags0x28
void AddSpecialStatusByID(const FName& ID)FinalNative+1 flags0x08
void AddSpecialStateEffectWithBeamTarget(const FName& specialStateEffectID, const TArray<void>& beamTargetCharaList)FinalNative+1 flags0x18
void AddSpecialStateEffect(const FName& specialStateEffectID)FinalNative+1 flags0x08
void AddAttachEffect(const FEndCharacterAttachEffectArguments& args)FinalNative+1 flags0x70
void ActivatePBDConstraint(float BlendTime)FinalNative+1 flags0x04

Subclasses 7

Used by 1

types with a member, parameter or interface of this type