Zdexby TheHolyOneZ
6,272 classes
Class

AEndMobPrefabActor

: AActor : UObject
/Script/EndGame.EndMobPrefabActor 0x0500 (1,280 B) align 16 inherited 0x0228 vtable /Script/EndGame
0x00x0500

Members 9

OffsetSizeNameTypeFlagsDefault
0x02280x18padding / unreflected
0x10RegistriesTArray<TMap<FName, FEndMobPrefabRegistryOverride>>6 flags[]
0x50RegistryOverridesTMap<FName, FEndMobPrefabRegistryOverride>6 flags<TMap>
0x10RestorePhysicsAccessorIdsTArray<TArray<bool>>6 flags[]
0x10MobIdsTArray<bool>6 flags[]
0x01bHasMoveArroundbool9 flagsfalse
0x01bEnableAutoSetIgnorePushActorToOtherbool9 flagstrue
0x01bGraphicsModeCastShadowbool9 flagstrue
0x01bPerformanceModeCastShadowbool9 flagstrue
0x02C40x04padding / unreflected
0x10CommandListTArray<FActorTickFunction>2 flags[]
0x02D80x228unreflected bytes to end of AEndMobPrefabActor
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 47

SignatureFlagsNativeParams
void SetWeaponRegistryWeaponClass(const FName& MobId, const EWeaponSlot& WeaponSlot, const TSoftClassPtr<AEndSkeletalMeshActorBase>& WeaponClass)FinalNative+1 flags0x38
void SetWeaponRegistryAttachSocketName(const FName& MobId, const EWeaponSlot& WeaponSlot, const FName& AttachSocketName)FinalNative+1 flags0x14
void SetWeaponRegistryAttachOffset(const FName& MobId, const EWeaponSlot& WeaponSlot, const FVector& AttachOffsetLocation, const FRotator& AttachOffsetRotation)FinalNative+1 flags0x24
void SetRegistryMotionLookupTable(const FName& MobId, const FName& MotionName, const FName& ActualMotionName)FinalNative+1 flags0x18
void SetRegistryInitialLoopMotionTimeLinkParentMobId(const FName& MobId, const FName& InitialLoopMotionTimeLinkParentMobId)FinalNative+1 flags0x10
void SetRegistryInitialLoopMotionName(const FName& MobId, const FName& InitialLoopMotionName)FinalNative+1 flags0x10
void SetRegistryInitialLookAtTargetMobId(const FName& MobId, const FName& InitialLookAtTargetMobId)FinalNative+1 flags0x10
void SetRegistryInitialLookAtBlendRate(const FName& MobId, float InitialLookAtBlendRate)FinalNative+1 flags0x0C
void SetRegistryCharacterClass(const FName& MobId, const TSoftClassPtr<AEndCharacterBase>& CharacterClass)FinalNative+1 flags0x30
void SetRegistryBoneFilterWhenMoving(const FName& MobId, const FName& MotionName, const FName& BoneFilter)FinalNative+1 flags0x18
void SetRegistryAnimSetName(const FName& MobId, const FName& AnimSetName)FinalNative+1 flags0x10
void RemoveWeaponRegistry(const FName& MobId, const EWeaponSlot& WeaponSlot)FinalNative+1 flags0x09
void RemoveRegistryMotionLookupTable(const FName& MobId, const FName& MotionName)FinalNative+1 flags0x10
void RemoveRegistryBoneFilterWhenMoving(const FName& MobId, const FName& MotionName)FinalNative+1 flags0x10
void OnPreUpdateRegistry()NativeEvent+1 flags0x00
void CreateMobCommand()NativeEvent+1 flags0x00
int32 AddTimerConditionCommand(const FName& MobId, int32 ChainCommandId, const FVector2D& WaitTimeRange)FinalNative+1 flags0x18
int32 AddTimeLink8AnimationExecuteCommand(const FName& MobId, int32 ChainCommandId, const FName& Motion, bool bLooping, float BlendTime, const FName& Layer, const FName& ReplaceBaseMotion, const FName& ReplaceBaseLookAtTarget, const FVector2D& CompleteTimeRange, bool bAllowMotionCancel, const FName& LinkedMobId2, const FName& LinkedMotion2, const FName& LinkedReplaceBaseMotion2, const FName& LinkedMobId3, const FName& LinkedMotion3, const FName& LinkedReplaceBaseMotion3, const FName& LinkedMobId4, const FName& LinkedMotion4, const FName& LinkedReplaceBaseMotion4, const FName& LinkedMobId5, const FName& LinkedMotion5, const FName& LinkedReplaceBaseMotion5, const FName& LinkedMobId6, const FName& LinkedMotion6, const FName& LinkedReplaceBaseMotion6, const FName& LinkedMobId7, const FName& LinkedMotion7, const FName& LinkedReplaceBaseMotion7, const FName& LinkedMobId8, const FName& LinkedMotion8, const FName& LinkedReplaceBaseMotion8)FinalNative+1 flags0xEC
int32 AddTimeLink4AnimationExecuteCommand(const FName& MobId, int32 ChainCommandId, const FName& Motion, bool bLooping, float BlendTime, const FName& Layer, const FName& ReplaceBaseMotion, const FName& ReplaceBaseLookAtTarget, const FVector2D& CompleteTimeRange, bool bAllowMotionCancel, const FName& LinkedMobId2, const FName& LinkedMotion2, const FName& LinkedReplaceBaseMotion2, const FName& LinkedMobId3, const FName& LinkedMotion3, const FName& LinkedReplaceBaseMotion3, const FName& LinkedMobId4, const FName& LinkedMotion4, const FName& LinkedReplaceBaseMotion4)FinalNative+1 flags0x8C
int32 AddTimeLink2AnimationExecuteCommand(const FName& MobId, int32 ChainCommandId, const FName& Motion, bool bLooping, float BlendTime, const FName& Layer, const FName& ReplaceBaseMotion, const FName& ReplaceBaseLookAtTarget, const FVector2D& CompleteTimeRange, bool bAllowMotionCancel, const FName& LinkedMobId2, const FName& LinkedMotion2, const FName& LinkedReplaceBaseMotion2)FinalNative+1 flags0x5C
int32 AddRandomConditionCommand(const FName& MobId, int32 ChainCommandId, float Rate)FinalNative+1 flags0x14
int32 AddRandomAnimationWithLookAtExecuteCommand(const FName& MobId, int32 ChainCommandId, const TArray<bool>& Items, bool bLooping, float BlendTime, const FName& Layer, const FName& ReplaceBaseMotion, const FName& ReplaceBaseLookAtTarget, const FName& LookAtTargetMob, float LookAtBlendRate, bool bLookAway, const FVector2D& CompleteTimeRange)FinalNative+1 flags0x5C
int32 AddRandomAnimationExecuteCommand(const FName& MobId, int32 ChainCommandId, const TArray<bool>& Items, bool bLooping, float BlendTime, const FName& Layer, const FName& ReplaceBaseMotion, const FName& ReplaceBaseLookAtTarget, const FVector2D& CompleteTimeRange)FinalNative+1 flags0x4C
int32 AddRandom8AnimationWithLookAtExecuteCommand(const FName& MobId, int32 ChainCommandId, const FName& Motion1, float Weight1, bool bAllowMotionCancel1, const FName& Motion2, float Weight2, bool bAllowMotionCancel2, const FName& Motion3, float Weight3, bool bAllowMotionCancel3, const FName& Motion4, float Weight4, bool bAllowMotionCancel4, const FName& Motion5, float Weight5, bool bAllowMotionCancel5, const FName& Motion6, float Weight6, bool bAllowMotionCancel6, const FName& Motion7, float Weight7, bool bAllowMotionCancel7, const FName& Motion8, float Weight8, bool bAllowMotionCancel8, bool bLooping, float BlendTime, const FName& Layer, const FName& ReplaceBaseMotion, const FName& ReplaceBaseLookAtTarget, const FName& LookAtTargetMob, float LookAtBlendRate, bool bLookAway, const FVector2D& CompleteTimeRange)FinalNative+1 flags0xC4
int32 AddRandom8AnimationExecuteCommand(const FName& MobId, int32 ChainCommandId, const FName& Motion1, float Weight1, bool bAllowMotionCancel1, const FName& Motion2, float Weight2, bool bAllowMotionCancel2, const FName& Motion3, float Weight3, bool bAllowMotionCancel3, const FName& Motion4, float Weight4, bool bAllowMotionCancel4, const FName& Motion5, float Weight5, bool bAllowMotionCancel5, const FName& Motion6, float Weight6, bool bAllowMotionCancel6, const FName& Motion7, float Weight7, bool bAllowMotionCancel7, const FName& Motion8, float Weight8, bool bAllowMotionCancel8, bool bLooping, float BlendTime, const FName& Layer, const FName& ReplaceBaseMotion, const FName& ReplaceBaseLookAtTarget, const FVector2D& CompleteTimeRange)FinalNative+1 flags0xB4
int32 AddRandom4AnimationWithLookAtExecuteCommand(const FName& MobId, int32 ChainCommandId, const FName& Motion1, float Weight1, bool bAllowMotionCancel1, const FName& Motion2, float Weight2, bool bAllowMotionCancel2, const FName& Motion3, float Weight3, bool bAllowMotionCancel3, const FName& Motion4, float Weight4, bool bAllowMotionCancel4, bool bLooping, float BlendTime, const FName& Layer, const FName& ReplaceBaseMotion, const FName& ReplaceBaseLookAtTarget, const FName& LookAtTargetMob, float LookAtBlendRate, bool bLookAway, const FVector2D& CompleteTimeRange)FinalNative+1 flags0x84
int32 AddRandom4AnimationExecuteCommand(const FName& MobId, int32 ChainCommandId, const FName& Motion1, float Weight1, bool bAllowMotionCancel1, const FName& Motion2, float Weight2, bool bAllowMotionCancel2, const FName& Motion3, float Weight3, bool bAllowMotionCancel3, const FName& Motion4, float Weight4, bool bAllowMotionCancel4, bool bLooping, float BlendTime, const FName& Layer, const FName& ReplaceBaseMotion, const FName& ReplaceBaseLookAtTarget, const FVector2D& CompleteTimeRange)FinalNative+1 flags0x74
int32 AddPlayingAnimationConditionCommand(const FName& MobId, int32 ChainCommandId, const FName& Motion0, const FName& Motion1, const FName& Motion2, const FName& Motion3)FinalNative+1 flags0x30
int32 AddPartyPositionConditionCommand(const FName& MobId, int32 ChainCommandId, float DistanceThreshold, float AngleThreshold, float HeightThreshold, float ContinuationTime, const FName& TargetName)FinalNative+1 flags0x28
int32 AddOnceConditionCommand(const FName& MobId, int32 ChainCommandId, bool bAllowReset)FinalNative+1 flags0x14
int32 AddMoveArroundExecuteCommand(const FName& MobId, int32 ChainCommandId, float MoveRadius, float RunRate, const FVector2D& MoveDistanceRange, const FVector2D& MoveWaitTimeRange, float MoveTimeOut, float CautionDistance)FinalNative+1 flags0x30
int32 AddLookAtStartExecuteCommand(const FName& MobId, int32 ChainCommandId, const FName& LookAtTargetMob, float LookAtBlendRate, bool bLookAway)FinalNative+1 flags0x20
int32 AddLookAtExecuteCommand(const FName& MobId, int32 ChainCommandId, const FName& LookAtTargetMob, float LookAtBlendRate, bool bLookAway, const FVector2D& CompleteTimeRange)FinalNative+1 flags0x28
int32 AddLookAtEndExecuteCommand(const FName& MobId, int32 ChainCommandId)FinalNative+1 flags0x10
int32 AddEventUnbindMessageCommand(const FName& MobId, int32 ChainCommandId)FinalNative+1 flags0x10
int32 AddEventStateTriggerMessageCommand(const FName& MobId, int32 ChainCommandId, const EEndMobPrefabStateTrigger& Trigger)FinalNative+1 flags0x14
int32 AddEmptyConditionCommand(const FName& MobId, int32 ChainCommandId)FinalNative+1 flags0x10
int32 AddContactConditionCommand(const FName& MobId, int32 ChainCommandId, bool bForwardLeft, bool bForwardRight, bool bBackLeft, bool bBackRight, float ContinuationTime)FinalNative+1 flags0x18
int32 AddContactAnimationExecuteCommand(const FName& MobId, int32 ChainCommandId, const FName& ForwardLeftMotion, const FName& ForwardRightMotion, const FName& BackLeftMotion, const FName& BackRightMotion, bool bLooping, float BlendTime, const FName& Layer, const FName& ReplaceBaseMotion, const FName& ReplaceBaseLookAtTarget, const FName& LookAtTargetMob, float LookAtBlendRate, bool bLookAway, const FVector2D& CompleteTimeRange, bool bAllowMotionCancel)FinalNative+1 flags0x6C
int32 AddAutoReactionToPartyExecuteCommand(const FName& MobId, int32 ChainCommandId, float DistanceThreshold, float AngleThreshold, float HeightThreshold, float ContinuationTime, bool bFromCenter, const FName& TargetName, const FName& Motion, float BlendTime, const FName& ReplaceBaseMotion, const FName& OutMotion, float OutBlendTime, const FName& OutReplaceBaseMotion, bool bPlayMotionOnce)FinalNative+1 flags0x58
int32 AddAutoLookAtPartyExecuteCommand(const FName& MobId, int32 ChainCommandId, float DistanceThreshold, float AngleThreshold, float HeightThreshold, float ContinuationTime, bool bFromCenter, const FName& TargetName, bool bLookAway)FinalNative+1 flags0x30
int32 AddAutoLookAtActorExecuteCommand(const FName& MobId, int32 ChainCommandId, const FName& Actor0, const FName& Actor1, const FName& Actor2, const FName& Actor3, float DistanceThreshold, float AngleThreshold, float HeightThreshold, float ContinuationTime, bool bFromCenter)FinalNative+1 flags0x44
int32 AddAnimationWithLookAtExecuteCommand(const FName& MobId, int32 ChainCommandId, const FName& Motion, bool bLooping, float BlendTime, const FName& Layer, const FName& ReplaceBaseMotion, const FName& ReplaceBaseLookAtTarget, const FName& LookAtTargetMob, float LookAtBlendRate, bool bLookAway, const FVector2D& CompleteTimeRange, bool bAllowMotionCancel)FinalNative+1 flags0x54
int32 AddAnimationExecuteCommand(const FName& MobId, int32 ChainCommandId, const FName& Motion, bool bLooping, float BlendTime, const FName& Layer, const FName& ReplaceBaseMotion, const FName& ReplaceBaseLookAtTarget, const FVector2D& CompleteTimeRange, bool bAllowMotionCancel)FinalNative+1 flags0x44
int32 AddAllowContactPropagateExecuteCommand(TMap<FName, FName>& PropagateMotionTable, TMap<FName, FName>& PropagateForwardLeftMotionTable, TMap<FName, FName>& PropagateForawrdRightMotionTable, TMap<FName, FName>& PropagateBackLeftMotionTable, TMap<FName, FName>& PropagateBackRightMotionTable, const FName& MobId, int32 ChainCommandId, bool bAllowedDuringPlayMotion, const FName& ForwardLeftMotion, const FName& ForwardRightMotion, const FName& BackLeftMotion, const FName& BackRightMotion, float ContactMotionBlendTime, float PropagateMotionBlendTime, const FName& OutMotion, float OutBlendTime, const FName& OutReplaceBaseMotion)FinalNative+1 flags0x1E0
int32 AddAllowContactExecuteCommand(const FName& MobId, int32 ChainCommandId, bool bAllowedDuringPlayMotion, const FName& ForwardLeftMotion, const FName& ForwardRightMotion, const FName& BackLeftMotion, const FName& BackRightMotion)FinalNative+1 flags0x34
int32 AddActorPositionConditionCommand(const FName& MobId, int32 ChainCommandId, const FName& Actor0, const FName& Actor1, const FName& Actor2, const FName& Actor3, float DistanceThreshold, float AngleThreshold, float HeightThreshold, float ContinuationTime)FinalNative+1 flags0x40

Used by 2

types with a member, parameter or interface of this type