Zdexby TheHolyOneZ
6,272 classes
Class

UEndFieldAPI

: UObject
/Script/EndGame.EndFieldAPI 0x0028 (40 B) align 8 inherited 0x0028 vtable /Script/EndGame
0x00x0028

Members 0

OffsetSizeNameTypeFlagsDefault
No reflected members.

Functions 39

SignatureFlagsNativeParams
void WaitStable(UObject* WorldContextObject, const FLatentActionInfo& LatentInfo)FinalNative+2 flags0x20
TArray<void> StartReinforcementsWave(const FName& territoryID, const EEndEnemyTerritoryWaveType& Type, const EEndEnemyTerritoryWavePopSettingOverwrite& overwritePopSettings, int32 IntegerArgument00, int32 IntegerArgument01, int32 IntegerArgument02, int32 IntegerArgument03)FinalNative+2 flags0x30
void ShowPreloadedWaveReinforcement(const FName& territoryID, const FName& reinforcementActorName, const FTransform& reinforcementStartPoint)FinalNative+2 flags0x40
void SetTruthLocationName(const FName& truthLocationName)FinalNative+2 flags0x08
void SetExecSlotIndex(int32 SlotIndex)FinalNative+2 flags0x04
void SetDebugFlag(const EEndDebugFlag& Flag)FinalNative+2 flags0x01
void SendStateTriggerDirect(const FString& StateTriggerName)FinalNative+2 flags0x10
void SendStateTriggerDelay(const FName& StateTriggerName)FinalNative+2 flags0x08
void SendStateTriggerByName(const FName& StateTriggerName)FinalNative+2 flags0x08
void SendStateTrigger(const FString& StateTriggerName)FinalNative+2 flags0x10
void SendPlannerEventTrigger(const FName& PlannerEventId, const FString& TriggerID)FinalNative+2 flags0x18
bool ResetFieldAiLookAtTarget(const FName& TargetActorName)FinalNative+2 flags0x09
void RequestFinishUnusedWaveEnemiesFromTerritory(const FName& territoryID)FinalNative+2 flags0x08
void RequestDestroyEnemyInTerritory(const FName& territoryID, const FName& ActorName, bool setAsDead)FinalNative+2 flags0x11
void RefreshCacheBGM(const FString& cacheBGM)FinalNative+2 flags0x10
void PlayBGM(const EndFieldBGMLayer& Layer, const FName& BGM, float fadeStartTime, float fadeEndTime, bool CrossFade)FinalNative+2 flags0x15
bool IsWaveCharacter(AEndCharacter* Chara)FinalNative+2 flags0x09
bool IsStable()FinalNative+2 flags0x01
bool IsPreloadedWaveReinforcementLoaded(const FName& territoryID, const FName& reinforcementActorName)FinalNative+2 flags0x11
bool IsEscaping()FinalNative+2 flags0x01
bool IsEnableUpdateBattleParameter()FinalNative+2 flags0x01
bool IsEnableSkipPauseMenu()FinalNative+2 flags0x01
bool IsEnableFieldFullScreenMainMenu()FinalNative+2 flags0x01
bool IsEnableFieldControler(bool bEncount)FinalNative+2 flags0x02
bool IsDuringBattle()FinalNative+2 flags0x01
bool IsCharacterInsideAnyBattleArea(AActor* Character)FinalNative+2 flags0x09
bool InvalidateTerritoryEncount(const FName& territoryID, bool Invalidate)FinalNative+2 flags0x0A
FName GetTerritoryIdFromActorName(const FName& ActorName)FinalNative+2 flags0x10
FTransform GetEndTargetPointTransform(const FName& NodeName)FinalNative+2 flags0x40
FVector GetEndTargetPointLocation(const FName& NodeName)FinalNative+2 flags0x14
int32 GetActionReportInteger(const EEndActionReportType& Type)FinalNative+2 flags0x08
FTransform FindEndTargetPoint(const FName& NodeName)FinalNative+2 flags0x40
bool FieldAiLookAtTarget(const FName& TargetActorName, const FName& LookAtTargetActorName, const FVector& LookAtTargetLocation, float ReactionDistance, bool InIgnoreLookAtDeactiveAngle, bool InIsLookAwayFromActor)FinalNative+2 flags0x23
void ExitLoation()FinalNative+2 flags0x00
void EntryLocation(const FName& LocationName)FinalNative+2 flags0x08
void ClearDebugFlag(const EEndDebugFlag& Flag)FinalNative+2 flags0x01
bool CheckExclusion(const EndFieldExclusion& enumValue)FinalNative+2 flags0x02
void ChangeChapter(const FName& ChapterID, bool Debug, const FName& nextLocationRequestCurrentLocationId, bool selectChapter, const EEndChapterQuestResetType& questResetType, bool debugReserve)FinalNative+2 flags0x17
void CallbackCreatePlayerActor(const FName& partyActorName, AActor* Actor)FinalNative+2 flags0x10