Zdexby TheHolyOneZ
6,272 classes
/Script/EndGame.EndAIControllerEnemyBase 0x0F90 (3,984 B) align 16 inherited 0x0AF0 vtable /Script/EndGame
0x00x0F90

Members 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
0x0BF60x39Aunreflected bytes to end of AEndAIControllerEnemyBase
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 140

SignatureFlagsNativeParams
int32 ToRestoreParts(const FName& keyword)FinalNative+1 flags0x0C
void ToRepairWithHPPercent(const FName& charaPartsSpecName, const FName& meshLabelName, float HPPercent)FinalNative+1 flags0x14
int32 ToDestructionParts(const FName& keyword)FinalNative+1 flags0x0C
bool ToChangeParts(const FName& MeshName, const FName& MeshLabel)FinalNative+1 flags0x11
void ToBreak(const FName& charaPartsSpecName)FinalNative+1 flags0x08
void TemporaryWithdrawalGroup(const FName& InGroupId)FinalNative+1 flags0x08
void StopExtraIntervalAll()FinalNative+1 flags0x00
void StopExtraInterval(const FName& ID)FinalNative+1 flags0x08
void StopAITimer(const FName& ID)FinalNative+1 flags0x08
void StartExtraInterval(const FName& ID)FinalNative+1 flags0x08
bool StartBurst(bool Force)FinalNative+1 flags0x02
void StartAITimer(const FName& ID, float Time)FinalNative+1 flags0x0C
void SetTopPriorityActionConditionResult(const FName& TopPriorityActionId, int32 Priority, bool bResult)FinalNative+1 flags0x0D
void SetReserveWarpDefinitionTargetPointNames(const TArray<void>& TargetPointNames)FinalNative+1 flags0x10
void SetReserveWarpDefinitionTargetLocations(const TArray<void>& Locations)FinalNative+1 flags0x10
void SetReserveMoveToMultiPointDefinitionTargetLocations(const TArray<void>& Locations)FinalNative+1 flags0x10
void SetOverrideBattleCharaSpec(const FName& BattleCharaSpecID)FinalNative+1 flags0x08
void SetOverrideBattleCharaPartsSpec(const FName& BaseID, const FName& OverrideId, bool bChangeHP)FinalNative+1 flags0x11
void SetNextWarpPosition(const FVector& WarpPosition)FinalNative+1 flags0x0C
void SetLockTargetBP(AEndCharacter* Target, bool bImmediate)FinalNative+1 flags0x09
void SetIgnoreRightToAttack(bool bIgnore)FinalNative+1 flags0x01
void SetHPMinLimitPercent(int32 InPercent)FinalNative+1 flags0x04
void SetExtraConditionResult(const FName& ConditionTag, bool bResult)FinalNative+1 flags0x09
void SetDisableTargetPoint(const FName& SocketName, bool bDisable)FinalNative+1 flags0x09
void SetDisableBurst(bool Disable)FinalNative+1 flags0x01
void SetDisableBPDamage(bool Disable)FinalNative+1 flags0x01
void SetDefinitionLockTargetResult(const FName& LockTargetTag, AEndCharacter* Target)FinalNative+1 flags0x10
void SetBurstForceAerial(bool Flag)FinalNative+1 flags0x01
void SetBPPercent(float Value)FinalNative+1 flags0x04
void SetBPDamageCoefficient(float Coefficient)FinalNative+1 flags0x04
void SetBPAttackChance(bool Enable)FinalNative+1 flags0x01
void SetBP(float Value)FinalNative+1 flags0x04
void SetBodyDummyParts(const FName& PartsID)FinalNative+1 flags0x08
void SetBGFAStatus(const FName& AccessorID, const FName& StateId)FinalNative+1 flags0x10
void SetAngleRangeTargetPoint(const FName& SocketName, float baseAngle, float angleRange)FinalNative+1 flags0x10
void SetAIActionStatusRecastTime(const TArray<float>& ActionDefClassList, float RecastTime)FinalNative+1 flags0x14
void SendGroupMessage(const FName& Message, const EEndAIBattleGroupNotify& NotifyType, const FName& GroupId, const FName& IndividualTag)FinalNative+1 flags0x1C
void SelfDisappear(bool drawPause)FinalNative+1 flags0x01
void RewriteExtraInterval(const FName& ID, float Interval, float IntervalWidth)FinalNative+1 flags0x10
void RewriteAttackInterval(const EEndAIIntervalType& IntervalType, float Interval, float IntervalWidth)FinalNative+1 flags0x0C
void ReturnGroup(const FName& InGroupId)FinalNative+1 flags0x08
void RestartExtraIntervalAll()FinalNative+1 flags0x00
void RestartExtraInterval(const FName& ID)FinalNative+1 flags0x08
void RestartAttackIntervalAll()FinalNative+1 flags0x00
void RestartAttackInterval(const EEndAIIntervalType& IntervalType)FinalNative+1 flags0x01
bool RestartAITimer(const FName& ID)FinalNative+1 flags0x09
void ResetOverrideBattleCharaSpec()FinalNative+1 flags0x00
void ResetOverrideBattleCharaPartsSpec(const FName& BaseID)FinalNative+1 flags0x08
void ResetLockTargetBP()FinalNative+1 flags0x00
void ResetDefaultAttackInterval()FinalNative+1 flags0x00
void ResetAttackIntervalElapsedTime(const EEndAIIntervalType& IntervalType)FinalNative+1 flags0x01
void ResetAngleRangeTargetPoint(const FName& SocketName)FinalNative+1 flags0x08
void ResetAIActionStatus(const TArray<bool>& ActionDefClassList, bool bTrialCount, bool TrialStraightCount, bool bRecastTime)FinalNative+1 flags0x13
bool RequestStartCombinationTopPriority(TSubclassOf<UEndAIActionDefinitionBase> CombinationDefinitionClass, AEndCharacter* Target, const FName& TopPriorityActionId)FinalNative+1 flags0x19
bool RequestStartCombination(TSubclassOf<UEndAIActionDefinitionBase> CombinationDefinitionClass, AEndCharacter* Target)FinalNative+1 flags0x11
void RequestShowPreloadedWaveReinforcement(const FName& territoryID, const FName& reinforcementActorName, const FTransform& reinforcementStartPoint)FinalNative+1 flags0x40
bool RequestNotificationComboAbilityInterrupt(TSubclassOf<UEndAIAbilityDefinition> AbilityDefinitionClass)FinalNative+1 flags0x09
bool RequestConnectActivatedAbilityCombo(TSubclassOf<UEndAIComboDefinition> ComboDefinitionClass, const FName& AbilityId)FinalNative+1 flags0x11
bool RequestCombinationCombo(TSubclassOf<UEndAIMoveDefinition> MoveDefinitionClass, TSubclassOf<UEndAIComboDefinition> ComboDefinitionClass, bool bLast)FinalNative+1 flags0x12
bool RequestCombination(TSubclassOf<UEndAIMoveDefinition> MoveDefinitionClass, TSubclassOf<UEndAIAbilityDefinition> AbilityDefinitionClass, bool bLast)FinalNative+1 flags0x12
bool RequestActionTopPriority(TSubclassOf<UEndAIMoveDefinition> MoveDefinitionClass, TSubclassOf<UEndAIActionDefinitionBase> ActionDefinitionClass, const FName& TopPriorityActionId)FinalNative+1 flags0x19
void PauseExtraIntervalAll()FinalNative+1 flags0x00
void PauseExtraInterval(const FName& ID)FinalNative+1 flags0x08
void PauseAttackIntervalAll()FinalNative+1 flags0x00
void PauseAttackInterval(const EEndAIIntervalType& IntervalType)FinalNative+1 flags0x01
bool PauseAITimer(const FName& ID)FinalNative+1 flags0x09
void OnTransInvoke(const FName& PrevTransId, const FName& NextTransId)EventProtected0x10
void OnStartMoveDefinitionInvoke(const FName& MoveDefTag)EventProtected0x08
void OnStartAICombinationInvoke(const FName& CombinationId)EventProtected0x08
void OnStartActionRestrictionInvoke()EventProtected0x00
void OnStartActionDefinitionInvoke(const FName& ActionDefTag)EventProtected0x08
void OnShowPreloadedWaveReinforcement(const FName& reinforcementActorName)EventProtected0x08
void OnRemoveTrans_ReturnHomeInvoke(const FName& CurrentTransId)EventProtected0x08
void OnRemoveTrans_EndBattleInvoke(const FName& CurrentTransId)EventProtected0x08
void OnReactionAvoidCancelInvoke(const FName& AvoidDefTag)EventProtected0x08
void OnProwlInvoke(const EEndAIProwlCallType& CallType)EventProtected0x01
void OnPreExecutWarpDefinitionInvoke(const FName& WarpDefTag)EventProtected0x08
void OnNotificationDefinitionComboInvoke(const FName& ComboDefTag, const FName& ActionDefTag)EventProtected0x10
void OnMoveTimeOutInvoke(const EEndAIActionMoveTimeOut& TimeOutType, const FName& MoveDefTag, const FName& ActionDefTag, const FName& ComboDefTag)EventProtected0x1C
void OnGroupMessageInvoke(const FEndAIBattleGroupNotifyInfo& NotifyInfo)EventProtected0x20
void OnFailPreActionCancelInvoke(const FName& ActionTag)EventProtected0x08
void OnExtraConditionInvoke(const FName& ConditionTag)EventProtected0x08
void OnExecutWarpDefinitionInvoke(const FName& WarpDefTag)EventProtected0x08
void OnEndMoveDefinitionInvoke(const FName& MoveDefTag, bool bSuspendSummonCutScene)EventProtected0x09
void OnEndAICombinationInvoke(const FName& CombinationId)EventProtected0x08
void OnEndActionRestrictionInvoke()EventProtected0x00
void OnEndActionDefinitionInvoke(const FName& ActionDefTag, const FName& SuspendAbilityId, bool bSuspendSummonCutScene)EventProtected0x11
void OnDefinitionLockTargetInvoke(const FName& LockTargetTag)EventProtected0x08
void OnAITimerInvoke(const FName& ID)EventPublic0x08
void OnAICombinationInvoke(const EEndAIEnemyCombinationNotify& NotifyType, const FName& CombinationId, int32 Count)EventProtected0x10
void OnActionTopPriorityInvoke(const FName& TopPriorityActionId)EventProtected0x08
void OnActionInvoke(const EEndAIIntervalType& IntervalType, const FName& ExtraIntervalId)EventProtected0x0C
void OnActionInterruptInvoke(const FName& ActionTag)EventProtected0x08
void OnActionChildInvoke(const FName& ChildActionId)EventProtected0x08
void NotifyAbilitySuccessToTargetSystem_EN2219(AEndCharacter* Target, const EEndBattleAbilityActionCategory& ActionCategory)FinalNative+1 flags0x09
bool IsPlayingAICombination()FinalNative+1 flags0x01
bool IsInHateLock()FinalNative+1 flags0x01
bool IsInBattleArea()FinalNative+1 flags0x01
bool IsGroupLeader(const FName& GroupId)FinalNative+1 flags0x09
bool IsDifficultyHard()FinalNative+1 flags0x01
bool IsDestruction(const FName& keyword)FinalNative+1 flags0x09
bool IsBurst()FinalNative+1 flags0x01
bool IsBPAttackChance()FinalNative+1 flags0x01
bool IsBGFAStatusBP(const FName& AccessorID, const FName& StateId)FinalNative+1 flags0x11
bool IsAIActionStatusRecastForId(const FName& AIActionStatusId)FinalNative+1 flags0x09
bool IsAIActionStatusRecast(const TArray<bool>& ActionDefClassList)FinalNative+1 flags0x11
bool IsAffiliatedGroup(AEndCharacter* Chara, const FName& GroupId)FinalNative+1 flags0x11
bool IsActiveAITimer(const FName& ID)FinalNative+1 flags0x09
FName GetTransID()FinalNative+1 flags0x08
int32 GetPhase()FinalNative+1 flags0x04
int32 GetPartsHPPercent(const FName& PartsID)FinalNative+1 flags0x0C
FName GetOwnerTerritoryIdBP()FinalNative+1 flags0x08
FVector GetNextWarpPosition()FinalNative+1 flags0x0C
FName GetMoveToMultiTargetName()FinalNative+1 flags0x08
int32 GetGroupMembersNum(const FName& GroupId, bool bIgnoreLeader)FinalNative+1 flags0x10
TArray<void> GetGroupMembers(const FName& GroupId, bool bIgnoreLeader)FinalNative+1 flags0x20
AEndCharacter* GetGroupIndividualMember(const FName& GroupId, const FName& IndividualTag)FinalNative+1 flags0x18
void GetExtraIntervalStatus(const FName& ID, const float& ElapsedTime, const bool& bActive, const bool& bPause)FinalNative+1 flags0x0E
FEndAIDefinitionReturnTag GetCurrentAIDefinitionTagToChara(AEndCharacter* InChara)FinalNative+1 flags0x28
FEndAIDefinitionReturnTag GetCurrentAIDefinitionTag()FinalNative+1 flags0x20
void GetComboCount(const int32& Count, const int32& NextCount)FinalNative+1 flags0x08
float GetBPPercent()FinalNative+1 flags0x04
float GetBP()FinalNative+1 flags0x04
float GetAttackIntervalElapsedTime(const EEndAIIntervalType& IntervalType)FinalNative+1 flags0x08
float GetAITimerRemainingTime(const FName& ID)FinalNative+1 flags0x0C
EActorMoveMode GetAIMoveMode()FinalNative+1 flags0x01
EEndAIActionState GetAIActionState()FinalNative+1 flags0x01
void ForceTakeDamegeHitReactionToParent(const FName& ReactionID)FinalNative+1 flags0x08
void ForceEndCombination()FinalNative+1 flags0x00
void EndGuardDefinition()FinalNative+1 flags0x00
void EndBurstInstant()FinalNative+1 flags0x00
void DisableLastHitAIPC(bool bDisable)FinalNative+1 flags0x01
void ClearTopPriorityActionConditionAll()FinalNative+1 flags0x00
void ClearTopPriorityActionCondition(const FName& TopPriorityActionId)FinalNative+1 flags0x08
void ClearHPMinLimit()FinalNative+1 flags0x00
void ClearBPDamageCoefficient()FinalNative+1 flags0x00
void CheckAIActionStatus(TSubclassOf<UEndAIActionDefinition> ActionDefClass, const bool& bResult, const float& CoolTime, const int32& TrialCount, const int32& TrialStraightCount)FinalNative+1 flags0x18
void ChangeCombinationTarget(AEndCharacter* InTarget)FinalNative+1 flags0x08
void AsyncCheckConditionInvoke()EventProtected0x00
int32 AddDestructionPartsName(const FName& keyword, const FName& MeshName, const FName& destructionPartsLabelName, const FName& restorePartsLabelName)FinalNative+1 flags0x24

Subclasses 1