Zdexby TheHolyOneZ
4,763 classes
Class

AAHBaseCharacter

: ACharacter : APawn : AActor : UObject
/Script/AtomicHeart.AHBaseCharacter 0x13F0 (5,104 B) align 16 inherited 0x04E0 vtable /Script/AtomicHeart
0x00x13F0

Members 111

OffsetSizeNameTypeFlagsDefault
0x04E00x38padding / unreflected
0x10OnBeginPlayFMulticastScriptDelegate4 flags<delegate>
0x01bIgnoreDistanceBasedCharacterSpacingbool7 flagsfalse
0x05290x07padding / unreflected
0x08LootBoxComponentULootBoxComponent*9 flags/Script/AtomicHeart.Default__AHBaseCharacter.LootBoxCompone…
0x05380x30padding / unreflected
0x08AttributeSetUAHBaseCharacterAttributeSet*Protected+8 flagsnullptr
0x08DefaultCharacterAbilitiesUDA_DefaultCharacterAbilities*Protected+8 flagsnullptr
0x05780x08padding / unreflected
0x08AttributesDataUDA_BaseCharacterAttributes*Protected+8 flagsnullptr
0x08AttributesDataOverrideUDA_BaseCharacterAttributes*Protected+10 flagsnullptr
0x08ImpactFPFXDataUDA_ImpactFPFXs*Protected+7 flagsnullptr
0x08FPImpactSoundSocketNameFNameProtected+7 flagsFMOD_Head
0x08LeftHandItemSocketNameFNameProtected+7 flagsNone
0x08RightHandItemSocketNameFNameProtected+7 flagsNone
0x08FPCameraUCameraComponent*Protected+11 flagsnullptr
0x08TPCameraUCameraComponent*Protected+11 flagsnullptr
0x08FPHandsMeshUSkeletalMeshComponent*Protected+9 flagsnullptr
0x08FPLegsMeshUSkeletalMeshComponent*Protected+10 flagsnullptr
0x08TPCameraSpringArmUSpringArmComponent*Protected+10 flagsnullptr
0x04HandsAttackRadiusfloatProtected+8 flags30
0x05DC0x04padding / unreflected
0x08ActiveUserComponentUActiveUserComponent*Protected+10 flagsnullptr
0x01bIsDeadboolTransientProtected+7 flagsfalse
0x05E90x07padding / unreflected
0x08EmptyHandsAnimationDataUDA_WeaponAnimations*Protected+9 flagsnullptr
0x08PhysicalAnimationCompUPhysicalAnimationComponent*Protected+9 flagsnullptr
0x08CharacterConsumableComponentUCharacterConsumableComponent*Protected+9 flagsnullptr
0x08LedgeDetectionComponentULedgeDetectionComponent*Protected+11 flagsnullptr
0x08InputTipsCharacterComponentUInputTipsCharacterComponent*Protected+11 flagsnullptr
0x08PendingLootBoxComponentULootBoxComponent*TransientProtected+7 flagsnullptr
0x01bUsePhysicalAnimationboolProtected+6 flagsfalse
0x01bIncludeRootBoneboolProtected+7 flagsfalse
0x01bApplyPhysicalAnimationToFPboolProtected+7 flagsfalse
0x06230x01padding / unreflected
0x08PhysAnimRootBoneNameFNameProtected+7 flagsNone
0x08PhysMeshCollisionProfileNameFNameProtected+9 flagsPhysicalAnimation
0x08PhysAnimProfileNameFNameProtected+7 flagsPAP_HardLimbsSoftBody
0x08HeadBoneNameFNameProtected+7 flagsHead
0x08PelvisBoneNameFNameProtected+7 flagsPelvis
0x01bManualPelvisVectorsboolProtected+7 flagsfalse
0x064D0x03padding / unreflected
0x0CPelvisForwardVectorFVectorProtected+7 flags{X=0, Y=0, Z=0}
0x0CPelvisUpVectorFVectorProtected+7 flags{X=0, Y=0, Z=0}
0x10ExcludeBonesTArray<TArray<TArray<float>>>Protected+4 flags[]
0x10BonesToExcludeFromPhysicsSimulationTArray<TArray<float>>Protected+4 flags[]
0x10TargetSocketsTArray<float>Protected+4 flags[]
0x04MaxPhysAnimStrengthfloatProtected+6 flags1
0x04MinPhysAnimStrengthfloatProtected+7 flags0
0x01bAttachBarrelToCameraboolProtected+6 flagsfalse
0x06A10x07padding / unreflected
0x28HUDWidgetTeplateTSoftClassPtr<UAHBaseHUDWidget>Protected+5 flags<SoftClassProperty>
0x01bEnableDebugDrawboolProtected+7 flagsfalse
0x06D10x03padding / unreflected
0x04LowSegmentsCountint32Protected+7 flags0
0x04DebugTextVerticalOffsetfloatProtected+7 flags100
0x04DebugTextHorizontalOffsetfloatProtected+7 flags-100
0x04DebugTextLinePaddingfloatProtected+7 flags20
0x01bIsPossessedboolProtected+7 flagsfalse
0x06E50x03padding / unreflected
0x10OnCapsuleResizeFinishedFMulticastScriptDelegateProtected+7 flags<delegate>
0x08HitInstigatorAAHBaseCharacter*TransientProtected+5 flagsnullptr
0x04TakenDamageFadeAlphafloatProtected+8 flags0.5
0x04TakenDamageFadeDurationfloatProtected+8 flags0.15
0x10TakenDamageFadeColorFLinearColorProtected+8 flags{R=0, G=0, B=0, A=1}
0x04MaxForwardAnglefloatProtected+8 flags90
0x04MaxSideAnglefloatProtected+8 flags90
0x04MinHealthValueToStartHitFXfloatProtected+7 flags50
0x04VelocitySizeSquaredThresholdfloatProtected+7 flags25
0x04StaminaMaxHitReactionThresholdfloatProtected+7 flags0
0x01bImpactFXsEnabledboolProtected+7 flagstrue
0x01bIsScriptedboolProtected+7 flagsfalse
0x01bShouldEnableRagdollOnDeadStateboolProtected+7 flagstrue
0x072F0x01padding / unreflected
0x08EquipmentComponentUEquipmentComponent*Protected+9 flagsnullptr
0x08AbilitySystemComponentUAHAbilitySystemComponent*Protected+9 flags/Script/AtomicHeart.Default__AHBaseCharacter.AbilitySystemC…
0x08DamageableMaterialComponentUDamageableMaterialComponent*Protected+10 flagsnullptr
0x50CharacterComponentTemplatesTSet<TSubclassOf<UAHCharacterComponent>>Protected+5 flags<TSet>
0x10LimbMeleeCollisionSettingsTArray<AAHAICharacter*>Protected+4 flags[]
0x08StealthKillTargetAAHAICharacter*TransientProtected+5 flagsnullptr
0x50BaseAbilityInputStatesTMap<UDA_HitSettings*, ECharacterAbilities>TransientProtected+1 flags<TMap>
0x08000x2D0padding / unreflected
0x08SelfHitSettingsUDA_HitSettings*Protected+7 flagsnullptr
0x08WwiseSkeletalComponentUAHWwiseSkeletalComponent*Protected+11 flagsnullptr
0x08WwiseFPHandsSkeletalComponentUAHWwiseSkeletalComponent*Protected+11 flagsnullptr
0x08WwiseFPLegsSkeletalComponentUAHWwiseSkeletalComponent*Protected+11 flagsnullptr
0x08AudioBankReferenceComponentUAudioBankReferenceComponent*Protected+10 flags/Script/AtomicHeart.Default__AHBaseCharacter.AudioBankRefer…
0x08GameplayTagComponentUGameplayTagComponent*Protected+11 flags/Script/AtomicHeart.Default__AHBaseCharacter.GameplayTagCom…
0x01bEnableCharacterBlockingVolumeboolProtected+7 flagstrue
0x0B010x07padding / unreflected
0x08BaseRageComponentUBaseRageComponent*Protected+11 flagsnullptr
0x04PartialSightCostfloatProtected+6 flags0.5
0x04FallingImpulseMultiplierfloatProtected+6 flags0.1
0x08PerceptionStimuliSourceComponentUAIPerceptionStimuliSourceComponent*Protected+8 flags/Script/AtomicHeart.Default__AHBaseCharacter.PerceptionStim…
0x08CharacterGameplayTagFGameplayTagProtected+4 flags{TagName=None}
0x08MercunaObstacleComponentUMercunaObstacleComponent*Protected+9 flags/Script/AtomicHeart.Default__AHBaseCharacter.MercunaObstacl…
0x08AdvancedSignificanceComponentUAHSignificanceComponent*Protected+8 flags/Script/AtomicHeart.Default__AHBaseCharacter.AHSignificance…
0x01bShouldMoveOnlyInGameThreadboolProtected+7 flagsfalse
0x0B390x07padding / unreflected
0x01bCanBeMutedEcosystemSignalboolProtected+8 flagstrue
0x01PreloadStateFlagsEPreloadStatesProtected+8 flagsNone
0x0B420x36padding / unreflected
0x08FootstepsComponentUFootstepsComponent*9 flagsnullptr
0x08GameplayAudioComponentUGameplayAudioComponent*9 flagsnullptr
0x08VoiceAssistantComponentUVoiceAssistantComponent*9 flagsnullptr
0x08AudioDiaryComponentUAudioDiaryComponent*9 flagsnullptr
0x08VolumetricSoundDispatcherComponentUVolumetricSoundDispatcherComponent*9 flagsnullptr
0x08PlayerObservationComponentUPlayerObservationComponent*9 flagsnullptr
0x08PlayerStatusComponentUPlayerStatusComponent*9 flagsnullptr
0x50CharacterSlotsComponentsTMap<UCharacterCapsuleResizeComponent*, EItemCategory>5 flags<TMap>
0x08CapsuleResizeComponentUCharacterCapsuleResizeComponent*9 flagsnullptr
0x08InteractionsComponentUInteractionsComponent*9 flagsnullptr
0x08DamageRecordComponentUDamageRecordComponent*9 flagsnullptr
0x08CachedPlayerControllerAAHPlayerController*Transient+5 flagsnullptr
0x0C200x20padding / unreflected
0x01TeamIDuint87 flags0
0x0C410x9Bpadding / unreflected
0x04LastStickTurnRatefloat7 flags0
0x04LastStickLookUpRatefloat7 flags0
0x04LastMouseTurnRatefloat7 flags0
0x04LastMouseLookUpRatefloat7 flags0
0x04CameraMinPitchfloat6 flags-90
0x04CameraMaxPitchfloat6 flags90
0x0CF40x04padding / unreflected
0x10DefaultItemsTArray<TMap<TMap<FString, AHCharacterEventType>, FGameplayTag>>Transient+2 flags[]
0x0D080x438padding / unreflected
0x50BaseAbilityTagToCharacterAbilityTypeMapTMap<TMap<FString, AHCharacterEventType>, FGameplayTag>Transient+1 flags<TMap>
0x50CharacterEventMapTMap<FString, AHCharacterEventType>Transient+2 flags<TMap>
0x11E00x118padding / unreflected
0x10InitialPathNameFString6 flags""
0x13080x68padding / unreflected
0x08TimerContainerUGameplayTimerContainer*Transient+5 flagsnullptr
0x50CapsuleResizeIgnoreActorsTSet<AActor*>2 flags<TSet>
0x13C80x28unreflected bytes to end of AAHBaseCharacter
Inherited from ACharacter 38
OffsetSizeNameTypeFlagsDefault
0x08MeshUSkeletalMeshComponent*11 flags/Script/Engine.Default__Character.CharacterMesh0
0x08CharacterMovementUCharacterMovementComponent*11 flags/Script/Engine.Default__Character.CharMoveComp
0x08CapsuleComponentUCapsuleComponent*11 flags/Script/Engine.Default__Character.CollisionCylinder
0x30BasedMovementFBasedMovementInfoProtected+3 flags{MovementBase=nullptr, BoneName=None, Location={}, Rotation…
0x30ReplicatedBasedMovementFBasedMovementInfoNetRepNotify+4 flags{MovementBase=nullptr, BoneName=None, Location={}, Rotation…
0x04AnimRootMotionTranslationScalefloatNetProtected+5 flags1
0x0CBaseTranslationOffsetFVectorProtected+5 flags{X=0, Y=0, Z=0}
0x03280x08padding / unreflected
0x10BaseRotationOffsetFQuatProtected+3 flags{X=0, Y=0, Z=0, W=1}
0x04ReplicatedServerLastTransformUpdateTimeStampfloatNetProtected+5 flags0
0x04ReplayLastTransformUpdateTimeStampfloatNetRepNotify+6 flags0
0x01ReplicatedMovementModeuint8NetProtected+5 flags0
0x01bInBaseReplicationboolProtected+5 flagsfalse
0x034A0x02padding / unreflected
0x04CrouchedEyeHeightfloat7 flags32
0x01bIsCrouched : 1bit 0boolNetRepNotify+5 flagsfalse
0x01bProxyIsJumpForceApplied : 1bit 1boolNetTransient+3 flagsfalse
0x01bPressedJump : 1bit 2bool5 flagsfalse
0x01bClientUpdating : 1bit 3boolTransient+3 flagsfalse
0x01bClientWasFalling : 1bit 4boolTransient+3 flagsfalse
0x01bClientResimulateRootMotion : 1bit 5boolTransient+3 flagsfalse
0x01bClientResimulateRootMotionSources : 1bit 6boolTransient+3 flagsfalse
0x01bSimGravityDisabled : 1bit 7bool3 flagsfalse
0x01bClientCheckEncroachmentOnNetUpdate : 1bit 0boolTransient+3 flagstrue
0x01bServerMoveIgnoreRootMotion : 1bit 1boolTransient+3 flagsfalse
0x01bWasJumping : 1bit 2boolTransient+8 flagsfalse
0x03520x02padding / unreflected
0x04JumpKeyHoldTimefloatTransient+10 flags0
0x04JumpForceTimeRemainingfloatTransient+10 flags0
0x04ProxyJumpForceStartedTimefloatTransient+10 flags0
0x04JumpMaxHoldTimefloatNet+7 flags0
0x04JumpMaxCountint32Net+7 flags1
0x04JumpCurrentCountint3210 flags0
0x04JumpCurrentCountPreJumpint3210 flags0
0x03700x08padding / unreflected
0x10OnReachedJumpApexFMulticastScriptDelegate4 flags<delegate>
0x03880x10padding / unreflected
0x10MovementModeChangedDelegateFMulticastScriptDelegate4 flags<delegate>
0x10OnCharacterMovementUpdatedFMulticastScriptDelegate4 flags<delegate>
0x38SavedRootMotionFRootMotionSourceGroupTransient+1 flags{bHasAdditiveSources=false, bHasOverrideSources=false, bHas…
0x40ClientRootMotionParamsFRootMotionMovementParamsTransient+2 flags{bHasRootMotion=false, BlendWeight=0, RootMotionTransform={…
0x10RootMotionRepMovesTArray<FRepRootMotionMontage>Transient+3 flags[]
0x98RepRootMotionFRepRootMotionMontageNetRepNotify+2 flags{bIsActive=false, AnimMontage=nullptr, Position=0, Location…
Inherited from APawn 14
OffsetSizeNameTypeFlagsDefault
0x01bUseControllerRotationPitch : 1bit 0bool5 flagsfalse
0x01bUseControllerRotationYaw : 1bit 1bool5 flagsfalse
0x01bUseControllerRotationRoll : 1bit 2bool5 flagsfalse
0x01bCanAffectNavigationGeneration : 1bit 3bool6 flagsfalse
0x02490x03padding / unreflected
0x04BaseEyeHeightfloat7 flags64
0x01AutoPossessPlayeruint86 flags0
0x01AutoPossessAIEAutoPossessAI6 flagsPlacedInWorld
0x01RemoteViewPitchuint8Net+5 flags0
0x02530x05padding / unreflected
0x08AIControllerClassTSubclassOf<AController>8 flags/Script/AIModule.AIController
0x08PlayerStateAPlayerState*NetRepNotify+7 flagsnullptr
0x02680x08padding / unreflected
0x08LastHitByAController*Transient+7 flagsnullptr
0x08ControllerAController*NetRepNotify+5 flagsnullptr
0x02800x04padding / unreflected
0x0CControlInputVectorFVectorTransientProtected+5 flags{X=0, Y=0, Z=0}
0x0CLastControlInputVectorFVectorTransientProtected+5 flags{X=0, Y=0, Z=0}
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 157

SignatureFlagsNativeParams
void UnsubscribeObjectFromCharacterEvents(UObject* Object, TSet<AHCharacterEventType>& EventsList)FinalNative+1 flags0x58
void UnsubscribeCharacterEvent(const FScriptDelegate& Event, TSet<AHCharacterEventType>& EventsList)FinalNative+1 flags0x60
void TryEndAssistantDialog(const FGameplayTag& DialogTag)FinalNative+1 flags0x08
bool TryActivateBark(const FGameplayTag& BarkTag)FinalNative+1 flags0x09
bool TryActivateAudioTheme(const FGameplayTag& ThemeTag)FinalNative+1 flags0x09
bool TryActivateAudioDiary(const FGameplayTag& AudioDiaryTag)FinalNative+1 flags0x09
bool TryActivateAssistantDialog(const FGameplayTag& DialogTag)FinalNative+1 flags0x09
bool TryActivateAbility(const ECharacterAbilities& AbilityType, bool bIsAlreadyActive)FinalNative+1 flags0x03
void SubscribeCharacterEvent(const FScriptDelegate& Event, TSet<AHCharacterEventType>& EventsList)FinalNative+1 flags0x60
void StopPlayingAudioDiary()FinalNative+1 flags0x00
void StopPlayingAssistantDialogs()FinalNative+1 flags0x00
void ShowPoisonVignette()NativePublic0x00
void ShowAudioDiaryNotification(const FGameplayTag& AudioDiaryTag)FinalNative+1 flags0x08
bool ShouldShowInteractiveUI()NativePublic0x01
void SetIsScriptedWithSettings(bool bInIsScripted, FCutsceneScriptedSettings& InSettings)FinalNative+1 flags0x40
void SetIsScripted(bool bInIsScripted, bool bInEquipWeapon, float TransitionTime, UCurveFloat* Curve)FinalNative+1 flags0x10
void SetHolsteredMode(bool bHolsterIsActive)FinalNative+1 flags0x01
void SetGenericTeamId(FGenericTeamId& In_TeamID)NativePublic0x01
void SetCurrentItemVisible(bool bInIsVisible)FinalNative+1 flags0x01
void SetCharacterGameplayTag(FGameplayTag& Tag)FinalNative+1 flags0x08
void SetCanTurn(bool bInCanTurn)FinalNative+1 flags0x01
void SetAnimProgressPlayRate(const EAnimProgressCategory& Category, float InPlayRate)FinalNative+1 flags0x08
void Revive()NativeProtected0x00
void RemoveAudioThemeParameter(const FAudioThemeParameter& ThemeParameter)FinalNative+1 flags0x40
void ReEquipLastItem()FinalNative+1 flags0x00
float ProcessIncomingDamage(float DamageDone, FHitParameters& HitParameters)NativeEvent+1 flags0x144
void OnSmoothRotationTick(float CurrentRotationSpeed, float FrameDeltaTime)NativePublic0x08
void OnShowPoisonVignette()EventPublic0x00
void OnRootComponentEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex)FinalNative+1 flags0x1C
void OnRootComponentBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex, bool bFromSweep, FHitResult& SweepResult)FinalNative+1 flags0xA8
void OnPickupItemReachedOut()NativePublic0x00
void OnPickupItemCompleted()NativePublic0x00
void OnPickupHideItem()NativePublic0x00
void OnNewFootstep(const EFootMoveType& FootMoveType, const EFootstepType& FootstepType, const EFootstepForce& FootstepForce, const EFootstepForce& FootstepVFXForceOverride, const FName& FootstepSocketName)FinalNative+1 flags0x0C
void OnGameplayEffectAppliedToSelf(UAbilitySystemComponent* InAbilitySystemComponent, FGameplayEffectSpec& InGameplayEffectSpec, const FActiveGameplayEffectHandle& InActiveGameplayEffectHandle)FinalNative+1 flags0x2F8
void OnFirstTick()NativeProtected0x00
void OnDifficultyOptionChanged(FGameplayTag& DifficultyTag)FinalNative+1 flags0x08
void OnDamageReceivedEventWithTags(FGameplayTagContainer& DamageTypes, FHitResult& HitResult)EventProtected0xB0
void OnAttackStart(ABaseWeapon* Weapon)NativeEvent+1 flags0x08
void OnAnyGameplayEffectRemoved(FActiveGameplayEffect& ActiveGameplayEffect)FinalNative+1 flags0x3C8
void OnAbilitySystemActiveStateDestroyed()NativeProtected0x00
void OnAbilityAssetLoaded()FinalNative+1 flags0x00
bool K2_TryActivateAbilityByGameplayEvent(const ECharacterAbilities& AbilityType, FGameplayEventData& Payload, FGameplayTag& EventTag, bool bTakeTagFromAbility, bool bIsAlreadyActive)FinalNative+1 flags0xD3
void K2_RemoveGameplayTags(FGameplayTagContainer& InGameplayTags)FinalNative+1 flags0x28
void K2_RemoveGameplayTag(FGameplayTag& InGameplayTag)FinalNative+1 flags0x08
void K2_ProcessingPolymerCorrosionForActor(FHitResult& HitResult, float Duration)NativePublic0x8C
void K2_PerformTimedCustomTaggedAction(const FGameplayTag& TagContainer, const ENotifyReceivedType& NotifyReceivedType, float NotifyDuration)EventPublic0x10
void K2_PerformCustomTaggedAction(const FGameplayTag& ActionTag)EventPublic0x08
void K2_ModifyIncomingDamageWithSpecialDamageResistance(float InDamage, const float& OutDamage)NativeEvent+1 flags0x08
UAHCharacterAbility* K2_GetCharacterAbility(const ECharacterAbilities& CharacterAbilityType)FinalNative+1 flags0x10
void K2_AddLocalTransformScoped(const FTransform& MeshDeltaTransform, const FTransform& CapsuleDeltaTransform, bool bSweepMesh, bool bSweepCapsule)FinalNative+1 flags0x62
void K2_AddGameplayTags(FGameplayTagContainer& InGameplayTags)FinalNative+1 flags0x28
void K2_AddGameplayTag(FGameplayTag& InGameplayTag)FinalNative+1 flags0x08
bool IsVaulting()FinalNative+1 flags0x01
void IsSpecialWeakSpotHit(const FVector& HitLocation, const bool& bOutSpecialWeakSpotHit, const FName& OutSpecialWeakSpotBoneName)FinalNative+1 flags0x18
void IsSpecialThickSpotHitByPhysMat(UPhysicalMaterial* HitMaterial, const bool& bOutSpecialWeakSpotHit)FinalNative+1 flags0x09
void IsSpecialThickSpotHit(const FVector& HitLocation, const bool& bOutSpecialWeakSpotHit, const FName& OutSpecialThickSpotBoneName)FinalNative+1 flags0x18
bool IsSeenByEnemies()FinalNative+1 flags0x01
bool IsDrivingVehicle()FinalNative+1 flags0x01
bool IsClimbing()FinalNative+1 flags0x01
bool IsAlive(bool bCheckAttributes)FinalNative+1 flags0x02
bool IsAbilityActive(const ECharacterAbilities& InAction)FinalNative+1 flags0x02
bool HasLastChance()NativePublic0x01
bool HasGameplayTags(FGameplayTagContainer& InGameplayTags)FinalNative+1 flags0x29
bool HasGameplayTag(FGameplayTag& InGameplayTag)FinalNative+1 flags0x09
bool HasDefaultAbility(const ECharacterAbilities& InAbilityType)FinalNative+1 flags0x02
bool HasAnyGameplayTags(FGameplayTagContainer& InGameplayTags)FinalNative+1 flags0x29
bool HasActiveSkill(UDA_Skill* InSkill)FinalNative+1 flags0x09
bool HasAbility(const ECharacterAbilities& InAbilityType)FinalNative+1 flags0x02
UAHWwiseSkeletalComponent* GetWwiseSkeletalComponent()FinalNative+1 flags0x08
UAHWwiseSkeletalComponent* GetWwiseFPLegsSkeletalComponent()FinalNative+1 flags0x08
UAHWwiseSkeletalComponent* GetWwiseFPHandsSkeletalComponent()FinalNative+1 flags0x08
int32 GetWeaponInventoryAmmoCount(ABaseWeapon* Weapon)NativePublic0x0C
float GetUncrouchSpeed()NativePublic0x04
UGameplayTimerContainer* GetTimerContainer()FinalNative+1 flags0x08
float GetTemperature()FinalNative+1 flags0x04
uint8 GetTeamAttitudeTowardsCharacter(AAHBaseCharacter* OtherCharacter)FinalNative+1 flags0x09
float GetStamina()FinalNative+1 flags0x04
float GetScalarFromActiveSkill(UDA_SkillScalarMultiplier* Skill, float DefaultScalarValue)FinalNative+1 flags0x10
float GetRageResourcePercentage()NativePublic0x04
float GetRageResource()NativePublic0x04
float GetProgressMeleeAttack()NativePublic0x04
AAHPlayerController* GetPlayerController()FinalNative+1 flags0x08
AAHPlayerCameraManager* GetPlayerCameraManager()NativePublic0x08
APermanentWeapon* GetPermanentWeapon()NativePublic0x08
void GetPermanentItems(const TArray<void>& PermanentItems)FinalNative+1 flags0x10
FName GetMeshCollisionDefaultProfileName()FinalNative+1 flags0x08
float GetMaxStamina()FinalNative+1 flags0x04
float GetMaxRageResource()NativePublic0x04
float GetMaxMovementSpeed()NativePublic0x04
float GetMaxHealth()FinalNative+1 flags0x04
float GetMaxEnergy()FinalNative+1 flags0x04
float GetMaxDodgeCharges()NativePublic0x04
float GetMaxAir()FinalNative+1 flags0x04
float GetLastStickTurnRate()FinalNative+1 flags0x04
float GetLastStickLookUpRate()FinalNative+1 flags0x04
float GetLastMouseTurnRate()FinalNative+1 flags0x04
float GetLastMouseLookUpRate()FinalNative+1 flags0x04
TArray<void> GetItems()NativePublic0x10
bool GetIsSpecialAbilityActive(int32 AbilityButtonNumber)NativePublic0x05
bool GetIsOutOfStamina()FinalNative+1 flags0x01
bool GetIsHrazDialogPlaying()FinalNative+1 flags0x01
float GetInstigatedDamageMultiplier()FinalNative+1 flags0x04
float GetHealth()FinalNative+1 flags0x04
FGenericTeamId GetGenericTeamId()NativePublic0x01
int32 GetGameplayTagCount(FGameplayTag& InGameplayTag)FinalNative+1 flags0x0C
FVector GetFeetLocation()FinalNative+1 flags0x0C
float GetEnergyRestoreStartThreshold()FinalNative+1 flags0x04
float GetEnergy()FinalNative+1 flags0x04
float GetElectricLockpickTime()FinalNative+1 flags0x04
float GetElectricCharge()FinalNative+1 flags0x04
float GetEffectResistance(FGameplayTag& InputEffectTag)FinalNative+1 flags0x0C
float GetDodgeCharges()NativePublic0x04
float GetCustomTimeDilation()FinalNative+1 flags0x04
float GetCurveScalarFromActiveSkill(UDA_SkillScalarMultiplier* Skill, float InTime, float DefaultScalarValue)FinalNative+1 flags0x14
ABaseWeapon* GetCurrentWeapon()NativePublic0x08
int32 GetCurrentRageStage()NativePublic0x04
float GetCurrentObstacleAlpha()FinalNative+1 flags0x04
AEquipableItem* GetCurrentItem()NativePublic0x08
UInteractiveComponent* GetCurrentInteractiveComponent()NativePublic0x08
int32 GetCurrentInteractionLocationIndex()NativePublic0x04
UDialogueCharacterComponent* GetCurrentDialogComponent()FinalNative+1 flags0x08
float GetCrouchSpeed()NativePublic0x04
AAHWheeledVehicle* GetControlledVehicle()FinalNative+1 flags0x08
FVector GetCharacterPelvisBoneLocation()FinalNative+1 flags0x0C
USkeletalMeshComponent* GetCharacterMesh()FinalNative+1 flags0x08
FVector GetCharacterHeadBoneLocation()FinalNative+1 flags0x0C
FGameplayTag GetCharacterGameplayTag()FinalNative+1 flags0x08
UAudioDiaryComponent* GetAudioDiaryComponent()FinalNative+1 flags0x08
float GetAir()FinalNative+1 flags0x04
float GetAbsoluteRageResourcePercentage()NativePublic0x04
UMercunaObstacleComponent* Get3DObstacleComponent()FinalNative+1 flags0x08
void ForceEquipItem(AEquipableItem* InItem, FCharacterAndItemPairedMontages& InOverridePairedMontages)FinalNative+1 flags0x20
void ForcedUnequipCurrentItem(bool bIsImmediate)FinalNative+1 flags0x01
void ForceAbilityFinalize(const ECharacterAbilities& Ability)FinalNative+1 flags0x01
void EquipPreviousWeapon()NativePublic0x00
void EndAudioTheme(const FGameplayTag& ThemeTag)FinalNative+1 flags0x08
void EndAbility(const ECharacterAbilities& Ability)FinalNative+1 flags0x01
void CloseRadialMenu()NativePublic0x00
bool CanUncrouch(bool bCheckOnlyIfCrouching)FinalNative+1 flags0x02
bool CanInteract()FinalNative+1 flags0x01
void CancelAudioTheme(const FGameplayTag& ThemeTag)FinalNative+1 flags0x08
void CancelAbility(const ECharacterAbilities& Ability)FinalNative+1 flags0x01
void BroadcastCharacterEvent(FAHCharacterEvent& Event)FinalNative+1 flags0x28
void BroadcastCapsuleSizeChanged(float InCapsuleSize)NativeEvent+1 flags0x04
void ApplyHitWithParamsViaDamageEventsSubsystemV3(const FGameplayTagContainer& DamageTypes, AActor* InInstigator, AActor* Source, const FVector& HitFromDirection, float ImpulseStrength, const FHitResult& InHitResult, float Damage, bool bCanDamageTeammates)FinalNative+1 flags0xD5
void ApplyHitWithParamsViaDamageEventsSubsystemV2(const FGameplayTagContainer& DamageTypes, AActor* InInstigator, AActor* Source, const FVector& HitFromDirection, const FHitResult& InHitResult, float Damage, bool bCanDamageTeammates)FinalNative+1 flags0xD1
void ApplyHitWithParamsViaDamageEventsSubsystem(const FGameplayTagContainer& DamageTypes, AActor* InInstigator, AActor* Source, const FVector& HitFromDirection, float Damage, bool bCanDamageTeammates)FinalNative+1 flags0x49
void ApplyHitWithParamsAndImpulse(const FGameplayTagContainer& DamageTypes, AActor* InInstigator, AActor* Source, const FVector& HitFromDirection, float ImpulseStrength, float Damage, bool bCanDamageTeammates, bool bCanPossiblyKillTarget)FinalNative+1 flags0x4E
void ApplyHitWithParams(const FGameplayTagContainer& DamageTypes, AActor* InInstigator, AActor* Source, const FVector& HitFromDirection, float Damage, bool bCanDamageTeammates, bool bCanPossiblyKillTarget)FinalNative+1 flags0x4A
void ApplyHit(UDA_HitSettings* HitSettings, const bool& bGEApplied, FActiveGameplayEffectHandle& GEHandle, float Damage)FinalNative+1 flags0x18
bool ApplyHandsShake(const FName& BoneName, TSubclassOf<UHandsShake> HandsShake)FinalNative+1 flags0x11
void ApplyAudioThemeParameter(const FAudioThemeParameter& ThemeParameter)FinalNative+1 flags0x40
void AnimProgressUpdate(const EAnimProgressCategory& Category, float DeltaTime)FinalNative+1 flags0x08
void AnimProgressStop(const EAnimProgressCategory& Category)FinalNative+1 flags0x01
void AnimProgressStart(const EAnimProgressCategory& Category, float Duration)FinalNative+1 flags0x08
void AddImpulse(const FVector& ImpulseDirection, float ImpulseStrength, bool bVelocityChange)FinalNative+1 flags0x11

Subclasses 3

Used by 58

types with a member, parameter or interface of this type