Zdexby TheHolyOneZ
4,763 classes
Class

UBaseWeaponAttack

: UObject
/Script/AtomicHeart.BaseWeaponAttack 0x01E8 (488 B) align 8 inherited 0x0030 vtable /Script/AtomicHeart
0x00x01E8

Members 13

OffsetSizeNameTypeFlagsDefault
0x00300x18padding / unreflected
0x08LeftHandedProhibitionsEffectTSubclassOf<UGameplayEffect>Protected+8 flags/Game/Core/AbilitySystem/Effects/Prohibitions/GE_LeftHanded…
0x04TriggerPrimaryPressThresholdfloatProtected+7 flags0
0x04ResetPrimaryTriggerStateThresholdfloatProtected+7 flags0
0x04TriggerSecondaryPressThresholdfloatProtected+7 flags0
0x04ResetSecondaryTriggerStateThresholdfloatProtected+7 flags0
0x08OnPointLightActionEffectTagFGameplayTagProtected+5 flags{TagName=None}
0x08OnPointMediumActionEffectTagFGameplayTagProtected+5 flags{TagName=None}
0x08OnLoopActionLightEffectTagFGameplayTagProtected+5 flags{TagName=None}
0x08OnLoopActionStrongEffectTagFGameplayTagProtected+5 flags{TagName=None}
0x08OnExecuteActionLightEffectTagFGameplayTagProtected+5 flags{TagName=None}
0x08OnExecuteActionStrongEffectTagFGameplayTagProtected+5 flags{TagName=None}
0x50AvailableMontagesByUpgradesTMap<TArray<void>, FGameplayTag>Protected+4 flags<TMap>
0x10LoadedAssetsTArray<void>2 flags[]
0x00F00xF8unreflected bytes to end of UBaseWeaponAttack

Functions 74

SignatureFlagsNativeParams
bool WeaponCanAttack()FinalNative+1 flags0x01
void TickAction(const EActionInput& Input, const EPeriodicActionOutput& Output, const FLatentActionInfo& LatentInfo, float Interval)FinalNative+1 flags0x24
void SubscribeOnRageChangedEvent(const EActionInput& Input)FinalNative+1 flags0x01
void SubscribeOnHealthChangedEvent(const EActionInput& Input)FinalNative+1 flags0x01
void SpawnAttackWave(TSubclassOf<AAttackWave> AttackWaveTemplate, UDA_SpecialHitSettings* HitSettings, const FVector& AttackLocation, const FVector& AttackDirection)FinalNative+1 flags0x28
void ShootAction()FinalNative+1 flags0x00
void SetWeaponCharge(float Value)FinalNative+1 flags0x04
void SetMovementBlocked(bool bBlocked)FinalNative+1 flags0x01
void SetCustomDepthForCharactersInFront(bool bApply, int32 StencilValue)FinalNative+1 flags0x08
void SetCurrentAttackActionTag(const FGameplayTag& InActionTag)FinalNative+1 flags0x08
void SetCanApplyDamageMultipleTime(bool Value, float DeltaTime)FinalNative+1 flags0x08
void PropagateAttackWave(const EActionOutput& Output, const FLatentActionInfo& LatentInfo, const FVector& StartLocation, const FVector& EndLocation, const FGameplayTagContainer& DamageTypesOverride, const TArray<float>& ActorsToIgnore, float Duration, float Damage, float Impulse, float MinRadius, float MaxRadius, bool bDrawDebug)FinalNative+1 flags0x85
void PlayPairedMontageAction(const EPlayMontageActionInput& Input, const EInterruptibleActionOutput& Output, const FLatentActionInfo& LatentInfo, const TSoftObjectPtr<UAnimMontage>& CharacterMontage, const TSoftObjectPtr<UAnimMontage>& WeaponMontage)FinalNative+1 flags0x70
void PerforateSkin(AAHAICharacter* AICharacter, const EVisualDamageShapeType& Type, const EBulletMaterialDamageType& MaterialImpact, const FVector& Point, float Radius, float Power, float FlameHeight)FinalNative+1 flags0x24
void OverrideHitFromDirection(FHitParameters& HitParams, const FVector& NewNormalInPlayerSpace)FinalNative+1 flags0x144
void OverrideDamageType(FHitParameters& InHitParameters, const FGameplayTag& DamageTypeOverrideTag)FinalNative+1 flags0x140
void OnRageChangedEvent(const float& Change, const float& CurrentValue, const float& RageChangeNormalized)EventPublic0x0C
void OnMeleeCollisionsDeactivate()EventPublic0x00
bool OnImpact(FHitResult& InHitResult, AAHBullet* Bullet)EventPublic0x91
bool OnHitHandled(AAHBaseCharacter* VictimCharacter, FHitParameters& InHitParameters, AActor* HitApplier)EventPublic0x149
void OnHealthChangedEvent(const float& Change, const float& CurrentValue, const float& HealthChangeNormalized)EventPublic0x0C
void OnEnemyKilled(AAHBaseCharacter* DiedCharacter, FHitParameters& LastHitParams)EventPublic0x140
void LoopTraceFromCamera(const EActionInput& Input, const EPeriodicActionOutput& Output, const FLatentActionInfo& LatentInfo, float Interval, float TraceDistance, float ConeAngle, uint8 TraceChannel, const bool& Hit, const AAHBaseCharacter*& Target, const FName& Bone, bool bDrawDebug)FinalNative+1 flags0x41
void LineTraceFromCamera(float TraceDistance, uint8 TraceChannel, const bool& Hit, const AAHBaseCharacter*& Target, const FName& Bone, bool bDrawDebug, float DrawDebugTime)FinalNative+1 flags0x20
void K2_OnWeaponUnequipped()EventPublic0x00
void K2_OnWeaponStartEquipping()EventPublic0x00
void K2_OnWeaponEquipped()EventPublic0x00
void K2_OnWeaponEndPlay()EventPublic0x00
void K2_OnUpgradeUninstalled(FGameplayTag& InstalledUpgradeID)EventPublic0x08
void K2_OnUpgradeInstalled(FGameplayTag& InstalledUpgradeID)EventPublic0x08
void K2_OnSpecialSkillActivated()EventPublic0x00
void K2_OnShotFired(const TArray<void>& SpawnedBullets)EventPublic0x10
void K2_OnSecondaryActionRepeating(float Value)EventPublic0x04
void K2_OnSecondaryActionReleased(float Value)EventPublic0x04
void K2_OnSecondaryActionPressed(float Value)EventPublic0x04
void K2_OnReloadEnd()EventPublic0x00
void K2_OnRealisticTriggersStateChanged(bool bActivated)EventPublic0x01
void K2_OnPrimaryActionRepeating(float Value)EventPublic0x04
void K2_OnPrimaryActionReleased(float Value)EventPublic0x04
void K2_OnPrimaryActionPressed(float Value)EventPublic0x04
void K2_OnInitialized()EventPublic0x00
void K2_OnAttackAbilityCancelled()EventPublic0x00
void K2_On_R_Pressed()EventPublic0x00
void K2_On_Q_Pressed()EventPublic0x00
void K2_On_E_Pressed()EventPublic0x00
void JumpToTarget(const EActionOutput& Output, const FLatentActionInfo& LatentInfo, AAHBaseCharacter* JumpTarget, const TSoftObjectPtr<UCurveFloat>& AngleCurve, const TSoftObjectPtr<UCurveFloat>& ImpulseCurve, float NoTargetJumpDistance, float JumpOffset, float SmoothRotationSpeed)FinalNative+1 flags0x84
bool IsCurrentTag(const FGameplayTag& InActionTag)FinalNative+1 flags0x09
bool IsAttackAbilityActive()FinalNative+1 flags0x01
void IncreaseDamageForRobots(FHitParameters& InHitParameters, AAHBaseCharacter* VictimCharacter, float DamageIncrease, float DamageMultiplier)FinalNative+1 flags0x148
void IncreaseDamageForOrganics(FHitParameters& InHitParameters, AAHBaseCharacter* VictimCharacter, float DamageIncrease, float DamageMultiplier)FinalNative+1 flags0x148
void IncreaseDamage(FHitParameters& InHitParameters, float DamageIncrease, float DamageMultiplier)FinalNative+1 flags0x140
bool GetWeaponHasUpgrade(const FGameplayTag& UpgradeID)FinalNative+1 flags0x09
EWeaponActionType GetWeaponActionType()FinalNative+1 flags0x01
AAHPlayerCharacter* GetPlayerCharacter()FinalNative+1 flags0x08
bool GetIsSecondaryActionPressed()FinalNative+1 flags0x01
bool GetIsPrimaryActionPressed()FinalNative+1 flags0x01
ABaseWeapon* GetCurrentWeapon()FinalNative+1 flags0x08
FGameplayTag GetCurrentAttackActionTag()FinalNative+1 flags0x08
void ForceFinishWeaponAttackAction()FinalNative+1 flags0x00
void FinishWeaponAttackAction()FinalNative+1 flags0x00
void ExecuteAnimNotifierActions(const TArray<void>& Indexes)EventPublic0x10
void EndAnimNotifierActions(const TArray<void>& Indexes)EventPublic0x10
void ConeTraceFromCamera(float TraceDistance, float ConeAngle, uint8 TraceChannel, const TArray<bool>& Targets, bool bDrawDebug, float DrawDebugTime)FinalNative+1 flags0x28
void ChangeControllerSensitivity(const EActionInput& Input, const EDefaultOutput& Output, const FLatentActionInfo& LatentInfo, float NewSensitivity)FinalNative+1 flags0x24
void CameraPitchRestriction(const EActionInput& Input, const EDefaultOutput& Output, const FLatentActionInfo& LatentInfo, float MinAngle, float MaxAngle, float SoftOffset, float CorrectionSpeed, float BlendTime)FinalNative+1 flags0x34
bool AreLeftHandedAbilitiesActive()FinalNative+1 flags0x01
void ApplyWeaponPropertyModifiers(const EActionInput& Input, const EDefaultOutput& Output, const TArray<FGameplayTag>& PropertyChanges, const FGameplayTag& ChangesID, const FLatentActionInfo& LatentInfo)FinalNative+1 flags0x38
void ApplyTimeDilationForPeriod(const EActionOutput& Output, const FLatentActionInfo& LatentInfo, AAHBaseCharacter* VictimCharacter, float Duration, float TimeDilationAlpha, float BlendInTime, float BlendOutTime, const EOscillationBlend& BlendInType, const EOscillationBlend& BlendOutType)FinalNative+1 flags0x3A
void ApplyLeftHandedAbilitiesProhibition(const EActionInput& Input, const EDefaultOutput& Output, const FLatentActionInfo& LatentInfo)FinalNative+1 flags0x20
FActiveGameplayEffectHandle ApplyGameplayEffectToOwner(TSubclassOf<UGameplayEffect> EffectToApply)FinalNative+1 flags0x10
void AimAction(const EActionInput& Input, const EAimActionOutput& Output, const FLatentActionInfo& LatentInfo)FinalNative+1 flags0x20
void ActivateWeaponChargeActionAction(const EActionInput& Input, const EChargeActionOutput& Output, const FLatentActionInfo& LatentInfo, TSubclassOf<UGameplayEffect> ChangeRageOT, const EEquipableItemProperty& RagePenaltyProperty, const float& ResultCharge)FinalNative+1 flags0x30
bool ActivateWeaponAttackAbilityAction()FinalNative+1 flags0x01
void ActivateAttackRateTimerAction(const EActionInput& Input, const EInterruptibleActionOutput& Output, const FLatentActionInfo& LatentInfo)FinalNative+1 flags0x20

Used by 1

types with a member, parameter or interface of this type