Zdexby TheHolyOneZ
6,272 classes
Class

AEndBattleSceneBlueprint

: AActor : UObject
/Script/EndGame.EndBattleSceneBlueprint 0x02C0 (704 B) align 8 inherited 0x0228 vtable /Script/EndGame
0x00x02C0

Members 3

OffsetSizeNameTypeFlagsDefault
0x04Phaseint327 flags1
0x01bTickNewlySpawnedbool7 flagstrue
0x022D0x03padding / unreflected
0x10AIEnemyRightToAttackInfoFEndAIEnemyRightToAttackInfoProtected+5 flags{CountMax=0, IntervalMax=0, ApplyMembrsNumLine=0}
0x02400x80unreflected bytes to end of AEndBattleSceneBlueprint
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 45

SignatureFlagsNativeParams
void SwitchCharaState(const EEndBattleSceneCharaStateType& State, const FName& CharaName, bool bExecInState)FinalNative+1 flags0x0D
void SetPhase(int32 Value)FinalNative+1 flags0x04
void SetCapturableBySummon(bool capturable)FinalNative+1 flags0x01
void ResetSummonCondition()FinalNative+1 flags0x00
void RequestAbilityToAI(AEndCharacter* Character, const FName& AbilityId, const FLatentActionInfo& LatentInfo)FinalNative+1 flags0x28
void OnTakeDamage(int32 Damage, const FName& CauserCharaName, const FName& DamagedCharaName, const FName& AbilityId, bool bBind, bool bGuard, const FName& hitBoneName, bool bAttributeHit, bool bResistHit, const FName& DamageSourceID, const EEndBattleAttributeType& appendAttribute, float justHitRotYaw, const FVector& hitPosition, bool bHeal, bool bBurst, bool bLock)EventPublic0x4B
void OnStartBattleJenovaLife()EventPublic0x00
void OnRemoveStatusChangeID(const FName& CharaName, const TArray<void>& IDs)EventPublic0x18
void OnReadyBattleTalk(const FName& territoryID)EventPublic0x08
void OnPostEntryBattleScene()EventPublic0x00
void OnMotionMessage(const FName& CharaName, const FName& MotionName)EventPublic0x10
void OnMetaMessage(const FString& InMessage)EventPublic0x10
void OnIncrementBattleCountPerID(const FName& CauserCharaName, const FName& TargetCharaName, const EEndBattleCountLogType& Type, const FName& ID, int32 Count)EventPublic0x20
void OnExitDummyBattleScene()EventPublic0x00
void OnExitBattleScene()EventPublic0x00
void OnEntryDummyBattleScene(const FName& battleScenenBPName, const FName& territoryID)EventPublic0x10
void OnEntryBattleScene(const FName& battleScenenBPName, const FName& territoryID)EventPublic0x10
void OnEndTalkTriggerBoxCollide(const FName& TriggerBoxActorName, const FName& CollideCharaName)EventPublic0x10
void OnEndRailCamera(const FName& RailCameraID)EventPublic0x08
void OnEndCutScene(const FName& CutSceneID)EventPublic0x08
void OnEndCombinationAbility(const FName& CombinationAbilityId, bool hitDamageSource, const FName& useCharacterName)EventPublic0x14
void OnDLCSummonUltimateMagicEnd()EventPublic0x00
void OnCutSceneMessageInvoke(const FName& Message)EventPublic0x08
void OnCollideBattleTalkColideBox(const FName& ColideBoxName, AEndCharacter* OwnerChara, const FName& DamageSourceID, const FEndDataObjectBattleDamageSourceAccessor& DamageSourceDataObject)EventPublic0x38
void OnCharaSyncAction(const FName& AttackedCharaName, const FName& ReceivedCharaName, const EEndBattleSyncActionStateType& StateType, int32 StateCount, const FName& SyncActionID, const FName& CauserCharaName)EventPublic0x28
void OnCharaSpecialStatusChange(const FName& ownerCharaName, const FName& SpecialStatusChangeID, const EEndBattleSpecialStatusChangeType& Type, const FName& StateId, const TArray<TArray<TArray<void>>>& Params, const TArray<TArray<void>>& ParamIDs, const TArray<void>& ParamActors)EventPublic0x50
void OnCharaPartsDamage(const FName& CauserCharaName, const FName& DamagedCharaName, const FName& PartsID, const FName& CategoryID, int32 RemainHP, float RemainHPPer)EventPublic0x28
void OnCharaPartsBreak(const FName& CauserCharaName, const FName& BrokenCharaName, const FName& PartsID, const FName& CategoryID, int32 CategoryBreakCount)EventPublic0x24
void OnBPMessageFromAIBP(AEndCharacter* SendCharacter, const FName& Message)EventPublic0x10
void OnBeginTalkTriggerBoxCollide(const FName& TriggerBoxActorName, const FName& CollideCharaName)EventPublic0x10
void OnBeginCutScene(const FName& CutSceneID)EventPublic0x08
void OnBeginCombinationAbility(const FName& CombinationAbilityId)EventPublic0x08
void OnBattleTalkInterrupted(const FName& TalkID, const EEndBattleTalkInterruptReason& SkipReason)EventPublic0x09
void OnBattleTalkEnded(const FName& TalkID)EventPublic0x08
void OnAddStatusChangeID(const FName& CharaName, const TArray<void>& IDs)EventPublic0x18
FName GetTerritoryID()FinalNative+1 flags0x08
int32 GetPhase()FinalNative+1 flags0x04
TArray<void> GetEnemyAIGroupMembers(const FName& GroupId, bool bIgnoreLeader)FinalNative+1 flags0x20
FName GetBattleSceneBPName()FinalNative+1 flags0x08
void ForceSuspendActionToEnemyAIAll()FinalNative+1 flags0x00
void DoOnceWithThen(const EEndDoOnceCode& Code, const FLatentActionInfo& LatentInfo, const EEndDoOnceOutCode& Result)FinalNative+1 flags0x21
FName ConvertMultiTalkPlayTriggerID(const FName& TalkPlayTriggerID)FinalNative+1 flags0x10
void ChangePhase(int32 _phase)EventPublic0x04
void BattleSceneDelay(float Duration, const FLatentActionInfo& LatentInfo)FinalNative+1 flags0x20
void ApplyAIEnemyRightToAttack()FinalNative+1 flags0x00

Subclasses 8