Zdexby TheHolyOneZ
6,272 classes
/Script/EndGame.EndAIControllerBossBase 0x1060 (4,192 B) align 16 inherited 0x0F90 vtable /Script/EndGame
0x00x1060

Members 13

OffsetSizeNameTypeFlagsDefault
0x10m_BattlePhaseInfosTArray<FName>5 flags[]
0x08m_PhaseNumberLocationWorkNameFName8 flagsNone
0x08m_PhaseChangeGroupIdFName8 flagsNone
0x08m_PhaseChangeGroupIndividualTagFName8 flagsNone
0x01m_bPhaseChangeShareBasebool8 flagsfalse
0x01m_bPhaseChangeAnyOneReactionbool8 flagsfalse
0x01bUseOverrideAbilityTimeRatebool6 flagsfalse
0x0FB30x01padding / unreflected
0x04OverrideAbilityTimeRatefloat8 flags0
0x01bUseOverrideDamageTimeRatebool6 flagsfalse
0x0FB90x03padding / unreflected
0x04OverrideDamageTimeRatefloat8 flags1
0x01bUseOverrideActionRestrictionTimeRatebool6 flagsfalse
0x0FC10x03padding / unreflected
0x04OverrideActionRestrictionTimeRatefloat8 flags0
0x50ReplaceCombinationCounterExecuteAbilityIDMapTMap<FName, FEndBattleReplaceCombinationCounterExecuteAbilityIDParam>4 flags<TMap>
0x10180x48unreflected bytes to end of AEndAIControllerBossBase
Inherited from AEndAIControllerEnemyBase 19
OffsetSizeNameTypeFlagsDefault
0x04LightAttackIntervalfloatProtected+8 flags3
0x04LightAttackIntervalWidthfloatProtected+8 flags0
0x04HardAttackIntervalfloatProtected+8 flags15
0x04HardAttackIntervalWidthfloatProtected+8 flags0
0x10ExtraIntervalsTArray<bool>Protected+5 flags[]
0x01bDisableReturnToBattleAreaboolProtected+8 flagsfalse
0x0B090x07padding / unreflected
0x38m_CautionSettingFEndAIEnemyCautionSettingProtected+3 flags{MoveSetting={MoveApproachLeave={MoveType=RUN, bStrafe=fals…
0x08m_ReturnHomeMoveDefinitionClassTSubclassOf<UEndAIMoveDefinition>Protected+8 flagsnullptr
0x10GroupSettingsTArray<FName>Protected+4 flags[]
0x08GroupIndividualTagFNameProtected+8 flagsNone
0x50TargetSelectConditionsTMap<EEndAIEnemyTargetSelectConditionCategory, FEndAIBattleEnemyTargetSelectConditionData>Protected+4 flags<TMap>
0x01bNotUseFieldDefinitionboolProtected+8 flagsfalse
0x0BB90x07padding / unreflected
0x10DefaultFieldSettingsTArray<TSubclassOf<UEndAIFieldDefinitionBase>>Protected+5 flags[]
0x08DefaultReturnFieldDefinitionClassTSubclassOf<UEndAIFieldDefinitionBase>Protected+9 flagsnullptr
0x10TerritoryFieldSettingsTArray<bool>Protected+5 flags[]
0x01bUseFieldEQSTerritoryFilterboolProtected+8 flagstrue
0x0BE90x03padding / unreflected
0x08drawThinkPointFNameProtected+8 flagsNone
0x01bActiveAITimerToDebugModeboolProtected+8 flagsfalse
0x01bDisableBattleAreaErrorLogboolProtected+8 flagsfalse
Inherited from AEndAIControllerBluePrintBase 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
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 33

SignatureFlagsNativeParams
void SwitchWallMove_EN0007()FinalNative+1 flags0x00
void StopEnvironmentFeelerTornade(const FName& LevelName, const FName& AccessID, bool bDetach, bool bUseFade, float BlendTime)FinalNative+1 flags0x18
void StopEnvironmentFeelerLaser(const FName& LevelName, const FName& AccessID, bool bDetach, bool bUseFade, float BlendTime)FinalNative+1 flags0x18
void StopEnvironmentFeeler(const FName& LevelName, const FName& AccessID, bool bUseFade, float BlendTime)FinalNative+1 flags0x18
void SetDebugChangePhase(int32 Phase)FinalNative+1 flags0x04
void RestoreStalactite_EB2000()FinalNative+1 flags0x00
bool RequestPhaseChangeAbility(const FName& AbilityId)FinalNative+1 flags0x09
void RequestManualPhaseChange(float Delay, bool CanPhaseChangeToDisableReaction)FinalNative+1 flags0x05
void RemoveWallMoveSettings_EN0007()FinalNative+1 flags0x00
void PlayEnvironmentFeelerTornade(const FName& LevelName, const FName& AccessID, const FName& DamageSourceID, bool bUseFade, float BlendTime)FinalNative+1 flags0x20
void PlayEnvironmentFeelerLaser(const FName& LevelName, const FName& AccessID, const FName& AttachName, bool bUseFade, float BlendTime)FinalNative+1 flags0x20
void PlayEnvironmentFeeler(const FName& LevelName, const FName& AccessID, bool bUseFade, float BlendTime)FinalNative+1 flags0x18
void OnWarpFromCliffInvoke_EB2020()EventProtected0x00
void OnWallMoveToWallInvoke_EN0007()EventProtected0x00
void OnWallMoveToGroundInvoke_EN0007()EventProtected0x00
void OnTakeDamagePhaseChangeHpLineInvoke(int32 Phase)EventProtected0x04
void OnStartWallPhaseInvoke_EB2000()EventProtected0x00
void OnStartCeilingPhaseInvoke_EB2000()EventProtected0x00
void OnFastDashTimingInvoke_EB2160(const EEndAIMoveDefinitionFastDashEventTiming& Timing, int32 Index, const FName& MoveDefTag)EventProtected0x10
void OnFastDashArrivalInvoke_EB0016(const FName& Tag, bool bSuccessAction)EventProtected0x09
void OnEnemyCombinationFinishInvoke(const EEndBattleEnemyCombinationAbilityFinishResult& FinishedResult, int32 FinishedOnAbility)EventProtected0x08
void OnChangePhaseReadyInvoke(int32 PrevPhase, int32 NextPhase)EventProtected0x08
void OnChangePhaseReactionAfterInvoke(int32 NextPhase, const FName& HitReactionID)EventProtected0x0C
void OnChangePhaseFinishInvoke(int32 PrevPhase, int32 NextPhase)EventProtected0x08
void OnBeginFallFromCliffInvoke_EB2020()EventProtected0x00
void OnBattleEventInvoke(const FName& EventName)EventProtected0x08
void NotifyAbilitySuccessToTargetSystem(AEndCharacter* Target, const EEndBattleAbilityActionCategory& ActionCategory)FinalNative+1 flags0x09
bool IsChangingPhase()FinalNative+1 flags0x01
int32 GetTotalStalactiteNum_EB2000()FinalNative+1 flags0x04
void ForceStopEnemyCombinationAbility()FinalNative+1 flags0x00
bool ForceRequestAction(TSubclassOf<UEndAIMoveDefinition> MoveDefinitionClass, TSubclassOf<UEndAIActionDefinitionBase> ActionDefinitionClass)FinalNative+1 flags0x11
void FallStalactite_EB2000()FinalNative+1 flags0x00
void ChangeWallMoveType_EN0007(const EEndAiMoveType& MoveType)FinalNative+1 flags0x01