Zdexby TheHolyOneZ
4,763 classes
Class

APostGradientCutscene_C

: AActor : UObject
/Game/Development/Tools/LightTools/PostGradientCutscene.PostGradientCutscene_C 0x02C5 (709 B) align 8 inherited 0x0240 4 scripted vtable /Game/Development/Tools/LightTools/PostGradientCutscene
0x00x02C5

Members 22

OffsetSizeNameTypeFlagsDefault
0x08UberGraphFrameFPointerToUberGraphFrameTransient+2 flags{}
0x08PostProcessUPostProcessComponent*7 flagsnullptr
0x08DefaultSceneRootUSceneComponent*7 flagsnullptr
0x01Typeuint86 flags1
0x02590x07padding / unreflected
0x08DynMatUMaterialInstanceDynamic*7 flagsnullptr
0x10ColorMult1FLinearColor7 flags{R=0, G=0, B=0, A=1}
0x10ColorMult2FLinearColor7 flags{R=1, G=1, B=1, A=1}
0x04LuminanceTresholdfloat7 flags5
0x04LuminanceTresholdSmoothfloat7 flags0.2
0x04Anglefloat7 flags0
0x04Widthfloat7 flags1
0x04Offsetfloat7 flags0
0x04Biasfloat7 flags0.5
0x04SoftEdgesfloat7 flags1
0x04FarDistfloat7 flags2000
0x04NearDistfloat7 flags500
0x04Exponent_Dfloat7 flags1
0x04Scalefloat7 flags1
0x04HardEdgesfloat7 flags0.5
0x04Exponentfloat7 flags1
0x08PositionFVector2D7 flags{X=0, Y=0}
0x01Invertbool6 flagsfalse
Inherited from AActor 79
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
0x01bHiddenTemporary : 1bit 6boolTransient+5 flagsfalse
0x01bTearOff : 1bit 7boolNet+3 flagsfalse
0x01bForceNetAddressable : 1bit 0bool3 flagsfalse
0x01bExchangedRoles : 1bit 1boolTransient+3 flagsfalse
0x01bNetLoadOnClient : 1bit 2bool4 flagstrue
0x01bNetUseOwnerRelevancy : 1bit 3bool6 flagsfalse
0x01bRelevantForNetworkReplays : 1bit 4bool3 flagstrue
0x01bRelevantForLevelBounds : 1bit 5bool5 flagstrue
0x01bReplayRewindable : 1bit 6bool5 flagsfalse
0x01bAllowTickBeforeBeginPlay : 1bit 7bool5 flagsfalse
0x01bAutoDestroyWhenFinished : 1bit 0bool4 flagsfalse
0x01bCanBeDamaged : 1bit 1boolNet+6 flagstrue
0x01bBlockInput : 1bit 2bool5 flagsfalse
0x01bCollideWhenPlacing : 1bit 3bool3 flagsfalse
0x01bFindCameraComponentWhenViewTarget : 1bit 4bool6 flagstrue
0x01bGenerateOverlapEventsDuringLevelStreaming : 1bit 5bool5 flagsfalse
0x01bIgnoresOriginShifting : 1bit 6bool5 flagsfalse
0x01bEnableAutoLODGeneration : 1bit 7bool6 flagsfalse
0x01bIsEditorOnlyActor : 1bit 0bool5 flagsfalse
0x01bActorSeamlessTraveled : 1bit 1bool3 flagsfalse
0x01bShouldBeSaved : 1bit 2bool5 flagsfalse
0x01bCanBeMovedToAnotherLevel : 1bit 3bool6 flagsfalse
0x01bReplicates : 1bit 4boolProtected+7 flagsfalse
0x01bCanBeInCluster : 1bit 5boolProtected+5 flagsfalse
0x01bAllowReceiveTickEventOnDedicatedServer : 1bit 6boolProtected+3 flagstrue
0x01bActorEnableCollision : 1bit 6bool3 flagstrue
0x01bActorIsBeingDestroyed : 1bit 7boolTransient+4 flagsfalse
0x00650x01padding / unreflected
0x01UpdateOverlapsMethodDuringLevelStreamingEActorUpdateOverlapsMethodProtected+6 flagsUseConfigDefault
0x01DefaultUpdateOverlapsMethodDuringLevelStreamingEActorUpdateOverlapsMethod8 flagsOnlyUpdateMovable
0x01RemoteRoleuint8NetTransient+5 flags0
0x00690x03padding / unreflected
0x34ReplicatedMovementFRepMovementNetRepNotify+5 flags{LinearVelocity={X=0, Y=0, Z=0}, AngularVelocity={X=0, Y=0,…
0x04InitialLifeSpanfloat8 flags0
0x04CustomTimeDilationfloat7 flags1
0x00A80x08padding / unreflected
0x40AttachmentReplicationFRepAttachmentNetTransient+4 flags{AttachParent=nullptr, LocationOffset={}, RelativeScale3D={…
0x08OwnerAActor*NetRepNotify+5 flagsnullptr
0x08NetDriverNameFNameProtected+5 flagsGameNetDriver
0x01Roleuint8Net+5 flags3
0x01NetDormancyuint89 flags1
0x01SpawnCollisionHandlingMethodESpawnActorCollisionHandlingMethod7 flagsAlwaysSpawn
0x01AutoReceiveInputuint86 flags0
0x04InputPriorityint326 flags0
0x08InputComponentUInputComponent*8 flagsnullptr
0x04NetCullDistanceSquaredfloat9 flags2.25e+08
0x04NetTagint32Transient+5 flags0
0x04NetUpdateFrequencyfloat8 flags100
0x04MinNetUpdateFrequencyfloat8 flags2
0x04NetPriorityfloat8 flags1
0x01240x04padding / unreflected
0x08InstigatorAPawn*NetRepNotify+7 flagsnullptr
0x10ChildrenTArray<USceneComponent*>Transient+2 flags[]
0x08RootComponentUSceneComponent*Protected+9 flagsnullptr
0x10ControllingMatineeActorsTArray<TArray<TWeakObjectPtr<UChildActorComponent>>>TransientProtected+2 flags[]
0x01580x10padding / unreflected
0x10LayersTArray<TWeakObjectPtr<UChildActorComponent>>2 flags[]
0x08ParentComponentTWeakObjectPtr<UChildActorComponent>8 flags<0xffffffff>
0x01800x08padding / 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>
0x01A80x68padding / unreflected
0x10InstanceComponentsTArray<TArray<void>>4 flags[]
0x10BlueprintCreatedComponentsTArray<void>6 flags[]

Functions 4

SignatureFlagsNativeParams
void UserConstructionScript()
Script16 statements · 460 bytes of bytecode
0x0000Temp_object_Variable = /Game/Development/Tools/LightTools/MatsForLighting/Res/MI_Postgradients_DepthLinear.MI_Postgradients_DepthLinear;0x0013Temp_object_Variable_1 = /Game/Development/Tools/LightTools/MatsForLighting/Res/MI_Postgradients_DEpth.MI_Postgradients_Depth;0x0026Temp_object_Variable_2 = /Game/Development/Tools/LightTools/MatsForLighting/Res/MI_Postgradients_Radial.MI_Postgradients_Radial;0x0039Temp_object_Variable_3 = /Game/Development/Tools/LightTools/MatsForLighting/Res/MI_Postgradients_Linear.MI_Postgradients_Linear;0x004CTemp_object_Variable_4 = nullptr;0x0057Temp_byte_Variable = Type;0x0072CallFunc_CreateDynamicMaterialInstance_ReturnValue = CreateDynamicMaterialInstance(this, Switch(Temp_byte_Variable, 0 => Temp_object_Variable_4, 1 => Temp_object_Variable_3, 2 => Temp_object_Variable_2, 3 => Temp_object_Variable_1, 4 => Temp_object_Variable, default => K2Node_Select_Default), FName(None), 0);0x00FADynMat = CallFunc_CreateDynamicMaterialInstance_ReturnValue;0x010DK2Node_MakeStruct_WeightedBlendable.Weight = 1f;0x012DK2Node_MakeStruct_WeightedBlendable.Object = DynMat;0x0149K2Node_MakeArray_Array = {K2Node_MakeStruct_WeightedBlendable};0x015DK2Node_MakeStruct_WeightedBlendables.Array = K2Node_MakeArray_Array;0x0181PostProcess.Settings.WeightedBlendables = K2Node_MakeStruct_WeightedBlendables;0x01BBInitialUpdate();0x01C9return;0x01CB// end of script
EventPublic0x00
void OnUpdateFromSequence()
Script3 statements · 18 bytes of bytecode
0x0000ExecuteUbergraph_PostGradientCutscene(15);0x000Freturn;0x0011// end of script
EventPublic0x00
void InitialUpdate()
Script3 statements · 18 bytes of bytecode
0x0000ExecuteUbergraph_PostGradientCutscene(1234);0x000Freturn;0x0011// end of script
0x00
void ExecuteUbergraph_PostGradientCutscene(int32 EntryPoint)
Script55 statements · 1,242 bytes of bytecode
0x0000PushFlow(Label_04D7);0x0005goto [EntryPoint];0x000FLabel_000F:0x000FK2Node_SwitchEnum_CmpSuccess_1 = NotEqual_ByteByte(Type, 1);0x002Eif (!(K2Node_SwitchEnum_CmpSuccess_1)) goto Label_00C4;0x003CK2Node_SwitchEnum_CmpSuccess_1 = NotEqual_ByteByte(Type, 2);0x005Bif (!(K2Node_SwitchEnum_CmpSuccess_1)) goto Label_00C4;0x0069K2Node_SwitchEnum_CmpSuccess_1 = NotEqual_ByteByte(Type, 3);0x0088if (!(K2Node_SwitchEnum_CmpSuccess_1)) goto Label_00C4;0x0096K2Node_SwitchEnum_CmpSuccess_1 = NotEqual_ByteByte(Type, 4);0x00B5if (!(K2Node_SwitchEnum_CmpSuccess_1)) goto Label_00C4;0x00C3PopFlow();0x00C4Label_00C4:0x00C4SetVectorParameterValue(this, /Game/Development/Tools/LightTools/MatsForLighting/MPC_Post_Gradients.MPC_Post_Gradients, FName(Tint1), ColorMult1);0x00EESetVectorParameterValue(this, /Game/Development/Tools/LightTools/MatsForLighting/MPC_Post_Gradients.MPC_Post_Gradients, FName(Tint2), ColorMult2);0x0118SetScalarParameterValue(this, /Game/Development/Tools/LightTools/MatsForLighting/MPC_Post_Gradients.MPC_Post_Gradients, FName(LuminanceSmooth), LuminanceTresholdSmooth);0x0142SetScalarParameterValue(this, /Game/Development/Tools/LightTools/MatsForLighting/MPC_Post_Gradients.MPC_Post_Gradients, FName(LuminanceThreshold), LuminanceTreshold);0x016CCallFunc_Conv_BoolToFloat_ReturnValue = Conv_BoolToFloat(Invert);0x0191SetScalarParameterValue(this, /Game/Development/Tools/LightTools/MatsForLighting/MPC_Post_Gradients.MPC_Post_Gradients, FName(InvertDepth), CallFunc_Conv_BoolToFloat_ReturnValue);0x01BBK2Node_SwitchEnum_CmpSuccess = NotEqual_ByteByte(Type, 1);0x01DAif (!(K2Node_SwitchEnum_CmpSuccess)) goto Label_0270;0x01E8K2Node_SwitchEnum_CmpSuccess = NotEqual_ByteByte(Type, 2);0x0207if (!(K2Node_SwitchEnum_CmpSuccess)) goto Label_0343;0x0215K2Node_SwitchEnum_CmpSuccess = NotEqual_ByteByte(Type, 3);0x0234if (!(K2Node_SwitchEnum_CmpSuccess)) goto Label_0449;0x0242K2Node_SwitchEnum_CmpSuccess = NotEqual_ByteByte(Type, 4);0x0261if (!(K2Node_SwitchEnum_CmpSuccess)) goto Label_04C8;0x026FPopFlow();0x0270Label_0270:0x0270SetScalarParameterValue(this, /Game/Development/Tools/LightTools/MatsForLighting/MPC_Post_Gradients.MPC_Post_Gradients, FName(LinearAngle), Angle);0x029ASetScalarParameterValue(this, /Game/Development/Tools/LightTools/MatsForLighting/MPC_Post_Gradients.MPC_Post_Gradients, FName(LinearBias), Bias);0x02C4SetScalarParameterValue(this, /Game/Development/Tools/LightTools/MatsForLighting/MPC_Post_Gradients.MPC_Post_Gradients, FName(LinearExp), SoftEdges);0x02EESetScalarParameterValue(this, /Game/Development/Tools/LightTools/MatsForLighting/MPC_Post_Gradients.MPC_Post_Gradients, FName(LinearOffset), Offset);0x0318SetScalarParameterValue(this, /Game/Development/Tools/LightTools/MatsForLighting/MPC_Post_Gradients.MPC_Post_Gradients, FName(LinearWidth), Width);0x0342PopFlow();0x0343Label_0343:0x0343SetScalarParameterValue(this, /Game/Development/Tools/LightTools/MatsForLighting/MPC_Post_Gradients.MPC_Post_Gradients, FName(RadialExp), Exponent);0x036DSetScalarParameterValue(this, /Game/Development/Tools/LightTools/MatsForLighting/MPC_Post_Gradients.MPC_Post_Gradients, FName(RadialScale), Scale);0x0397SetScalarParameterValue(this, /Game/Development/Tools/LightTools/MatsForLighting/MPC_Post_Gradients.MPC_Post_Gradients, FName(RadialBias), HardEdges);0x03C1BreakVector2D(Position, CallFunc_BreakVector2D_X, CallFunc_BreakVector2D_Y);0x03E6CallFunc_MakeColor_ReturnValue = MakeColor(CallFunc_BreakVector2D_X, CallFunc_BreakVector2D_Y, 0f, 1f);0x041ESetVectorParameterValue(this, /Game/Development/Tools/LightTools/MatsForLighting/MPC_Post_Gradients.MPC_Post_Gradients, FName(RadialPosition), CallFunc_MakeColor_ReturnValue);0x0448PopFlow();0x0449Label_0449:0x0449SetScalarParameterValue(this, /Game/Development/Tools/LightTools/MatsForLighting/MPC_Post_Gradients.MPC_Post_Gradients, FName(DepthExp), Exponent_D);0x0473SetScalarParameterValue(this, /Game/Development/Tools/LightTools/MatsForLighting/MPC_Post_Gradients.MPC_Post_Gradients, FName(DepthFar), FarDist);0x049DSetScalarParameterValue(this, /Game/Development/Tools/LightTools/MatsForLighting/MPC_Post_Gradients.MPC_Post_Gradients, FName(DepthNear), NearDist);0x04C7PopFlow();0x04C8Label_04C8:0x04C8PushFlow(Label_0449);0x04CDgoto Label_0270;0x04D2goto Label_000F;0x04D7Label_04D7:0x04D7return;0x04D9// end of script
Final0x04

Used by 1

types with a member, parameter or interface of this type