Zdexby TheHolyOneZ
6,272 classes
Class

UEndMenuBPAPI

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

Members 0

OffsetSizeNameTypeFlagsDefault
No reflected members.

Functions 55

SignatureFlagsNativeParams
void UpdateLinkedMateria(const TArray<void>& MateriaLists)FinalNative+2 flags0x10
void SetIgnoreRepeatKey(UEndVirtualScrollBox* Widget, const FName& ButtonName)FinalNative+2 flags0x10
void SetIgnoreListRepeatKey(UEndListBox* Widget, const FName& ButtonName)FinalNative+2 flags0x10
void ResetLinkedMateria(const TArray<void>& MateriaLists)FinalNative+2 flags0x10
void BPViewportToLocal(UWorld* World, FGeometry& Geometry, const FVector2D& ViewportPosition, const FVector2D& LocalCoordinate)FinalNative+2 flags0x50
void BPViewportToAbsolute(UWorld* World, FGeometry& Geometry, const FVector2D& ViewportPosition, const FVector2D& AbsoluteCoordinate)FinalNative+2 flags0x50
void BPSetupStatusPanel(UUserWidget* TopStatus, const EPlayerType& PlayerType, const EPlayerType& LeaderType)FinalNative+2 flags0x0A
void BPSetupStatus(UUserWidget* TopStatus, const EPlayerType& PlayerType)FinalNative+2 flags0x09
void BPSetupLeaderLabel(UUserWidget* TopStatus, const EPlayerType& PlayerType, const EPlayerType& LeaderType)FinalNative+2 flags0x0A
void BPSetupBillboard(UUserWidget* TopStatus, const EPlayerType& PlayerType, bool enableReleaseSlate)FinalNative+2 flags0x0A
void BPSetPlayerMP(const EPlayerType& Type, int32 MP)FinalNative+2 flags0x08
void BPSetPlayerMaxMP(const EPlayerType& Type, int32 MaxHp)FinalNative+2 flags0x08
void BPSetPlayerLimitMax(const EPlayerType& Type, int32 LimitMax)FinalNative+2 flags0x08
void BPSetPlayerLimitLevelMax(const EPlayerType& Type, int32 LimitLevelMax)FinalNative+2 flags0x08
void BPSetPlayerLimitLevel(const EPlayerType& Type, int32 LimitLevel)FinalNative+2 flags0x08
void BPSetPlayerLimit(const EPlayerType& Type, int32 Limit)FinalNative+2 flags0x08
void BPSetPlayerLevel(const EPlayerType& Type, int32 Level)FinalNative+2 flags0x08
void BPSetPlayerHPMax(const EPlayerType& Type, int32 HP)FinalNative+2 flags0x08
void BPSetPlayerHP(const EPlayerType& Type, int32 HP)FinalNative+2 flags0x08
void BPSetPlayerExperience(const EPlayerType& Type, int32 Exp)FinalNative+2 flags0x08
void BPLocalToViewport(UWorld* World, FGeometry& Geometry, const FVector2D& LocalCoordinate, const FVector2D& ScreenPosition, const FVector2D& ViewportPosition)FinalNative+2 flags0x58
bool BPIsCharacterDead(const EPlayerType& PlayerType)FinalNative+2 flags0x02
int32 BPGetPlayerVitality(const EPlayerType& Type)FinalNative+2 flags0x08
int32 BPGetPlayerStrength(const EPlayerType& Type)FinalNative+2 flags0x08
FEndPlayerStatus BPGetPlayerStatusWithMateria(const EPlayerType& PlayerType, int32 OrigMateriaIndex, int32 TargetMateriaIndex, int32 SlotIndex, const EEquipmentCategoryMain& materiaEquipType)FinalNative+2 flags0x4C
FEndPlayerStatus BPGetPlayerStatusWithEquipment(const EPlayerType& PlayerType, const EEquipmentCategoryMain& EquipType, const FName& EquipID, int32 EquipmentIndexToEquip)FinalNative+2 flags0x48
FEndPlayerStatus BPGetPlayerStatus(const EPlayerType& PlayerType)FinalNative+2 flags0x3C
int32 BPGetPlayerSpirit(const EPlayerType& Type)FinalNative+2 flags0x08
int32 BPGetPlayerPhysicsDefense(const EPlayerType& Type)FinalNative+2 flags0x08
int32 BPGetPlayerPhysicsAttack(const EPlayerType& Type)FinalNative+2 flags0x08
int32 BPGetPlayerMP(const EPlayerType& Type)FinalNative+2 flags0x08
int32 BPGetPlayerMaxMP(const EPlayerType& Type)FinalNative+2 flags0x08
int32 BPGetPlayerMagicDefense(const EPlayerType& Type)FinalNative+2 flags0x08
int32 BPGetPlayerMagicAttack(const EPlayerType& Type)FinalNative+2 flags0x08
int32 BPGetPlayerMagic(const EPlayerType& Type)FinalNative+2 flags0x08
int32 BPGetPlayerLuck(const EPlayerType& Type)FinalNative+2 flags0x08
int32 BPGetPlayerLimitMax(const EPlayerType& Type)FinalNative+2 flags0x08
int32 BPGetPlayerLimitLevelMax(const EPlayerType& Type)FinalNative+2 flags0x08
int32 BPGetPlayerLimitLevel(const EPlayerType& Type)FinalNative+2 flags0x08
int32 BPGetPlayerLimit(const EPlayerType& Type)FinalNative+2 flags0x08
int32 BPGetPlayerLevel(const EPlayerType& Type)FinalNative+2 flags0x08
int32 BPGetPlayerHPMax(const EPlayerType& Type)FinalNative+2 flags0x08
int32 BPGetPlayerHP(const EPlayerType& Type)FinalNative+2 flags0x08
int32 BPGetPlayerExperienceNext(const EPlayerType& Type)FinalNative+2 flags0x08
int32 BPGetPlayerExperienceBase(const EPlayerType& Type)FinalNative+2 flags0x08
int32 BPGetPlayerExperience(const EPlayerType& Type)FinalNative+2 flags0x08
int32 BPGetPlayerDexterity(const EPlayerType& Type)FinalNative+2 flags0x08
FName BPGetMemberName(const EPlayerType& PlayerType)FinalNative+2 flags0x0C
FString BPGetLastName(const EPlayerType& Type)FinalNative+2 flags0x18
FString BPGetFirstName(const EPlayerType& Type)FinalNative+2 flags0x18
int32 BPGetFinalPower(const EPlayerType& PlayerType, int32 PowerValue, const EEndBattleDamageSourcePowerType& PowerType)FinalNative+2 flags0x10
FEndDataObjectEquipmentAccessor BPGetCurrentEquipment(const EPlayerType& PlayerType, const EEquipmentCategoryMain& EquipType)FinalNative+2 flags0x28
int32 BPGetCurrentChapter(const FName& ChapterID)FinalNative+2 flags0x0C
TArray<void> BPGetAllChapters()FinalNative+2 flags0x10
void BPAbsoluteToViewport(UWorld* World, FGeometry& Geometry, const FVector2D& AbsoluteCoordinate, const FVector2D& ScreenPosition, const FVector2D& ViewportPosition)FinalNative+2 flags0x58