0x00x03E0
Members 11
| Offset | Size | Name | Type | Flags | Default |
|---|---|---|---|---|---|
| 0x01 | bEnableGroupFightZones | bool | Protected+7 flags | false | |
| 0x0091 | 0x07 | padding / unreflected | |||
| 0x08 | DefaultGroupFightSettings | UDA_GroupFightSettings* | Protected+7 flags | nullptr | |
| 0x50 | GroupFightSettingsOverride | TMap<UDataTable*, EEntitlements> | Protected+3 flags | <TMap> | |
| 0x08 | CharacterTable | UDataTable* | Protected+7 flags | nullptr | |
| 0x04 | CloseDistanceFromEnemyToSourceActor | float | Protected+7 flags | 200 | |
| 0x01 | bAsyncLoadFightStagingAsset | bool | Protected+7 flags | true | |
| 0x01 | AsyncLoadPriorityFightStagingAsset | EAsyncLoadPriority | Protected+7 flags | Low | |
| 0x00FE | 0x0A | padding / unreflected | |||
| 0x10 | ZoneStaticMeshComponents | TArray<TMap<UGameplayTimerContainer*, FGameplayTag>> | Transient+4 flags | [] | |
| 0x50 | GroupFightProcessors | TMap<UGameplayTimerContainer*, FGameplayTag> | Transient+1 flags | <TMap> | |
| 0x08 | TimerContainer | UGameplayTimerContainer* | Transient+5 flags | nullptr | |
| 0x0170 | 0x198 | padding / unreflected | |||
| 0x50 | LoadedDeadBlankMeshes | TMap<bool, FGameplayTag> | Transient+2 flags | <TMap> | |
| 0x0358 | 0x88 | unreflected bytes to end of UAIDirectorSubsystem | |||
Inherited from UAHWorldSubsystem 4
| Offset | Size | Name | Type | Flags | Default |
|---|---|---|---|---|---|
| 0x01 | bShouldBeCreated | bool | Protected+7 flags | false | |
| 0x01 | bShouldBeFullyInitializedAfterGameIsLoaded | bool | Protected+7 flags | false | |
| 0x0052 | 0x06 | padding / unreflected | |||
| 0x30 | SubsystemTickFunction | FWorldSubsystemTickFunction | Protected+3 flags | {} | |
| 0x01 | bShouldListenToSublevelLoaded | bool | Protected+7 flags | false | |
Inherited from USubsystem 1
| Offset | Size | Name | Type | Flags | Default |
|---|---|---|---|---|---|
| 0x01 | bShouldBeSaved : 1bit 0 | bool | 5 flags | false |
Functions 7
| Signature | Flags | Native | Params |
|---|---|---|---|
| void OnSourceActorEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex) | FinalNative+1 flags | 0x1C | |
| void OnSourceActorBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex, bool bFromSweep, FHitResult& SweepResult) | FinalNative+1 flags | 0xA8 | |
| void OnOverlapEnd(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex) | FinalNative+1 flags | 0x1C | |
| void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex, bool bFromSweep, FHitResult& SweepResult) | FinalNative+1 flags | 0xA8 | |
| void OnCharacterDeathEvent(FAHCharacterEvent& Event) | FinalNative+1 flags | 0x28 | |
| UGameplayTimerContainer* GetTimerContainer() | FinalNative+1 flags | 0x08 | |
| AAHFightArea* GetCurrentFightArea() | FinalNative+1 flags | 0x08 |